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#4 A unit suggestion from a lobster

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56 days ago
The game need more moving protection, while you can argue that every unit is defensive "Best defense is a good offense!"


But no, what zero-k needs is a PD (Point defense) for those pesky bombs and mortars attacking you while you attack.

Shmaybe a strider about 900 metal and would have the same ammo mechanic as the Felon.

Uses small lasers to zap those pesky mortar shots from the skys draining from an energy reserve that recharges slowly and can not be boosted in any way...

Like a shield but active and more mobile!

Add something new zk- this is my forth post on this stuff, at least one (Maybe?) is good enough for the game?!
+2 / -0
56 days ago
I like all your ideas so far, but your best bet to actually get this stuff implemented is AUrankTankium and the More Units Mod.

In the More Units Mod, they have just that - more units.
+1 / -0
55 days ago
Maybe I'll tell him of this stuff, I would rather see it in zk officially- when was the last time something was added?
+1 / -0
I think Bulkhead was the last unit added, and I think it was added like, 2 or 3 months ago, but I don't remember exactly.

And before that it was Bolas, if I remember correctly, although that was added a while ago and I am not sure when.
+1 / -0


55 days ago
I'm interested on this mechanic on a technical level as it would push the engine and modding, but I'm not sure about it for base ZK. The design tends to avoid type counters, and something that shoots down some types of projectile but not others is certainly a type counter. It would upset balance as whether something happens to a missile, cannon or laser would matter a lot more.

It would be cool see a game/mod made around this though.
+1 / -0


55 days ago
Technically it's possible to just put everything as intercepted by the interceptor type, but the problem is that everything is intercepted no matter what: a miss still deletes the projectile (see some of the earlier FW prototypes of flak intercepting tacnukes). Projectiles don't have health. To make this system remotely interesting, one would need to really hammer in new engine features.
+1 / -0

55 days ago
how does antinuke work? this sounds exactly like it.
+0 / -0
make shields???
+1 / -0


54 days ago
Antinuke is exactly that. An interceptor with some logic thrown on it. However for things like lasers or cannons with inaccuracy the projectile will still be removed irregardless of a hit or miss. To illustrate my previous point: imagine our interceptor unit is in range of a licho missile (2000dmg), a tacnuke (3.5k) and a glaive shot (I forget the exact value but I think its like 20 or 30). The interceptor wastes so much ammo on glaive shots that the higher value targets will be missed. In another scenario imagine only tacnuke and licho missiles are coming in. It takes the same value to remove both it or a bertha shot as a normal thug shot or a swift laser. This is obviously quite bad. Ideally you'd need 1 frame of laser per 100 damage or so to make it interesting (and look nice).
+1 / -0
53 days ago
Maybe it could just disappear visually- then when it hits just does not register/do any damage.
+1 / -0


51 days ago
It is not a matter of "disappearing", under current engine a Licho missile and a defender missile are essentially the same exact thing that requires 1 ammo. You cannot change this 1 ammo cost for the licho missile. This is the problem I'm pointing out here. A gadget can spawn a CEG no problem for the hit visualization, but the problem is the engine which handles the collision cannot say "do not despawn the projectile", likewise you'd be forced to wait for the interception event in order to fire a second round if you luaified it.
+0 / -0