I agree with necxelos, terve886, Majo, et al on a number of points:
quote:
* I understand people wanting stronger Commander because I also feel that right now it's just a little better builder. I feel like both having and loosing Commander should be a big deal and not just an ignorable detail.
* The design around weak commander, that would become strong enough as it gets updated would be that it would be worth the risk of even using the commander in frontline action. To balance the risk, there needs to be a reward. Currently the risk is so high (and there isn't any reward really,) that just keeping the commander safe in the back and letting other constructors deal with frontline building and reclaim is a meta choice.
* Commanders should not be the ultimate super weapons, but they should be viable metal investment.
* Commanders as of right now are nothing more than a starting point to set your economy up and build vastly more cost-effective units and hide your commander in a stealth field or morph level 2 personal cloak.
* I also believe commander-centric gameplay is a staple of TA series and was improved upon on every iteration. Denying this piece of legacy is like pretending it's a different game entirely. It's not. The fact Zero-K improved in many areas (like unit variation) doesn't mean it should discards improvements in other areas (such as Commander gameplay).
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I'm not convinced that the following points by katastrophe, Aquanim, et al are correct:
quote:
* early game on small maps becomes commander-duel. other units get ridiculed.
* Buffing commanders to the point where they can be routinely used at the front safely is likely to actually undermine strategic decisionmaking by making several existing strategies non-viable.
* I think making them substantially more effective as a direct combat unit would be a mistake.
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IMHO, the meaningful use and deployment of the Commander as an active unit with an important role on the battlefield is a key aesthetic for any TA-descended game, and is an aesthetic which Zero-K is currently lacking. That said, the Commander has always been something of an oddity, a piece that doesn't quite fit, which is why Zero-K has effectively optimized the Commander's existence away in our continuing drive to produce better and more meaningful gameplay.
I'm not persuaded it has to be that way. I just think that in all this time and with all the effort put in we just haven't figured out how to do it
right. Not
yet, anyway.
In TA the Com is an anti-rush unit, in the early midgame it can be a strong unit, and by late midgame it's a liability. In SupCom it's basically the exact same thing, but adding in the upgrade system extends the period of viability somewhat IF the player so chooses. ZK undercuts this whole dynamic by removing the liability of com-ends and by making commander upgrades a very poor value for the metal investment. That smooths out what is otherwise a wart on the gameplay but in doing so erases the Commander.
One nice thing about the SupCom upgrade system is that it allows the player to keep the Commander active in the game by gradually increasing their power level
in response to the overall power increase in the game. At first the Com is unstoppable, but the enemy units get more numerous, more capable, and better-deployed. The Com becomes threatened... but with an investment, can step itself up and stay viable. If the player upgrades too soon, it's a waste of mass. If the player upgrades too late, they get stuck behind the power curve and might as well not have bothered. It's up to the player to decide how long to play the upgrade game, and at any point they can drop out and shift into the "protect the com" game.
Zero-K doesn't have this dynamic because there's no risk and no reward. Or, at least not a risk comparable to "lose your com, lose the game". Either it's cost-effective to spend metal on a mini-strider, in which case you do, or it's not, in which case you don't. Right now it's not, so you don't - and those who do are probably making a mistake. If we buff all the modules or reduce the upgrade costs, then that could tip things the other way, and suddenly those who spend metal on units instead of Com modules will be making a mistake.
Here's an idea for making Commanders viable as something other than a combination laser tower / nanotower in the base:
Make every upgrade level increase the Com's metal and energy production. Fiddle with the numbers so that upgrading just to get the additional econ is a losing proposition, and upgrading just to get more powerful combat capability is a waste of metal, but upgrading to get
both is a pretty good deal. This incentivizes upgrading the Commander and then
doing something with it, because if you don't put it to some use then upgrading is a waste. But at the same time, upgrading and then putting it to some use has
trade-offs, because by putting it on the battlefield you're also putting an increasingly large amount of your economy at risk.
Limit the morph metal spend rate so that with any reasonably-sized economy it's not possible to spend all your metal on upgrading, so that even the most Commander-centric player is still going to have to spend metal making units and fielding an army rather than just rushing a mini-strider and playing DOTA. Fiddle with the numbers until most players are upgrading and using their Coms in the field but that Coms are dying in battle more often than they are dominating the battlefield. Upgrading Commanders should be a profitable play if and only if you use them in battle and keep them alive; if you don't use them, upgrading should be a loss, and if you get them killed, upgrading should be a loss. And note that using them and keeping them alive doesn't necessarily mean they have to be single-unit monstrosities - you can use your Com to support your armies and use your armies to protect your Com and still make a tidy profit from a modest level of upgrades.
Let's put some real risks and rewards back into the Commanders.