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Naval update when?

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17 months ago
I feel like the 2-3 maybe 4 naval maps being in the MM queue, we really gotta find a way to make it more enjoyable. Starting with the same mirror over and over again is just getting stale, so when are we ever gonna change/add to it?
+1 / -0
17 months ago
The sea matchup works great in hybrid maps. Primary sea maps are definitely not very fun. Maybe we should just start retiring Sea maps as it isn't in line with the game experience people expect in Z-K.

Sea balance has been a huge topic ever since amph factory and everything needed to be rethought out
+1 / -0
There is a theory about making a second sea factory and balancing 1v1 like two factions. Teamgames would just have access to more ships. We would need models and designs though. And something to distinguish the factories as well, at least something like Rover/Tank, but as distinct as the bot factories would be better.
+3 / -0

17 months ago
You could try making hovers an alternative? Something that is a water buff similar to amphs but I’m not sure how that would balance… Another thing would to make a sub factory to naval being a submarine factory Seperate to the normal naval factory. Then move seawolf there as a raider and start adding some other stuff. Subskirm could he a longer range sewolf that does burst dps but longer reload. Subriot could be inverse of claymore, it shoots depth charges upward, could also hit uw targets, subassault would be a very tanky heavy sub that launches smaller torpedos but is like one large sub, could be close to the siren in effectiveness but lesser hp, subsarty is like a mini scyalla it would shoot smaller missiles with no aoe, kinda like an impaler, subsupp could be a an uw owl which provides sonar/radar that’s able to spot submarines more effectively but cannot see land targets
+0 / -0
17 months ago
I did think over naval balance a bit and ended up thinking of splitting the shipfac into 3 facs: Coastal/river craft, shipyard/naval yard and the sub fac. the smaller coastal fac gets stuff like gunboats and is designed around speed, shallow waters and high dps. The naval fac is designed around larger blue water warships and has high hp multi-role bricks with high burst damage and long range. THe sub fac is for subs.... sneaky and with lots of utility.
+1 / -0

17 months ago
Yeah we could get some really interesting naval battles with more factory variety tho getting that many models and play testing would take a considerable amount of effort and time
+0 / -0
Idle talk ideas thread n+1.

Light boats, heavy boats ("ships"), subs sounds great to me. The strider hub should then be switched to the huge commander fac model, and the water-superunits should be built in the water. (The sider hub is really an odd thing IMO.)

The detriment should run away peeing its pants when the largest ship appears. The largest ship should also require forever to start moving, stop moving, or turn around, and be unable to enter shallow water. An absolute freaking mobile terror, something that dominates the part of the map it exists in.

(Oh wait, the starlight would kill it. Frown.)
+0 / -0