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Home turf advantage

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Imagine being able to have all turrets having slightly larger range and fire rate when on own grid, including for build turrets, and including for units on own grid.

Grid pylons would be need to have their range halved and size smaller and more expensive so like scylla raids on them would make sense, and spamming them to extend porc would be tedious.

OR

Pylons would transport and store small ammount of OOMPH, Each energy maker charges local oomph stations like shields charge each other. And each home turf advantage drans oomph from pylon or other energy maker. so a lot of pylons would be needed near porc to have proper oomph boost to units and sturctures.

Imagine being albe to stockpile faster when on grid, like scylla stockpile.

(merlin and dante dgun would be cool if stockpileable)

Anyway, so like with log or exp curve when connected to a grid the turrets and units gain more power, tho USE ENERGY when using upgraded capability...

The mechanics for it would be similiar to future wars cerbe equiv that gains range with eco boost
+3 / -0

2 years ago
giving energy in general a more prominent value is a good idea.

* each power plant should get double (or more) output (and also the death explosion should scale accordingly)
* each shot should cost energy (aka the reload should drain energy)
+1 / -0


2 years ago
aka guarantee that you never win via anything other than superweapons / ultra long range poke.
+4 / -0
2 years ago
kinda. a mobile OOMPH accumulator unit would be cool with lot of OOMPH storage that charges in the grid and provides support to units.. but has ablast of singu. and it puts emphasis on using cloaked emp bombs, or cloaked roaches. use of emp planes, emp silos coordinated with attack, more on strategy than skirmish.

That OOMPH transfer that charges like shield charge from powerplants but using the grid network would be balanced i guess. you move that accumulator with you and dont keep it on porc since it blows easily so its liablity on porc, further more it can be charged up and when charged it gives bigger blast, so it can be used as a bomb when cloaked...


btw, plain zk needs a massive emp cloaked bomb, or to make emp bombs immune to own emp blasts, or explode on emp...
+1 / -0

2 years ago
Halfway related: I think it would be fascinating if all energy and all metal transported themselves around similar to how shields transfer charge. Various buildings and units would contain batteries/storage. If you want to use a resource, it has to be present where it is being used. Imagine all units using energy/metal to fire weapons ... any and all weapons. (We could be merciful and allow units to move without charge in the battery. :D )

On topic: probably we don't need to increase the power of porc.
+1 / -0


2 years ago
quote:
aka guarantee that you never win via anything other than superweapons / ultra long range poke.

Or whoever pumps more overdrive into their cerberus such that it can outrange silo.
+0 / -0
2 years ago
im talking about small increments. logarithmic so it it tapers oout over energyproduced and never exceeds 1.5 of oomph of weapon sys, and 3x of support units or facts, like 3x stronger healing of original units when like logarythmically it reaches 700e... so those boosts would be very tiny and sublte but also very handy
+1 / -0
2 years ago
I had an idea like this where you laid the computer load/OOMPH power from units on to super computers through a system of relay radar like things.

The relays would come in a few versions out of three categories: Mobile, Stationary, and Experimental. These categories would then each have in them area relays, which send the OOMPH in a circular area around them (Much like current radars in base Zero-K). The second type would be direct radars which connect to only area radars and direct radars (and only so many of both like 2 or 3) but would have a much larger range.

Continuing on this you would also have Jammars to decreas max OOMPH througput and Detectors to locate where signals are and their strengths and from that you would guess where the signals are going and coming from.
+0 / -0
2 years ago
I had an idea like this where you laid the computer load/OOMPH power from units on to super computers through a system of relay radar like things.

The relays would come in a few versions out of three categories: Mobile, Stationary, and Experimental. These categories would then each have in them area relays, which send the OOMPH in a circular area around them (Much like current radars in base Zero-K). The second type would be direct radars which connect to only area radars and direct radars (and only so many of both like 2 or 3) but would have a much larger range.

Continuing on this you would also have Jammars to decrease max OOMPH throughput and Detectors to locate where signals are and their strengths and from that you would guess where the signals are going and coming from. You would need the data of signal location because most units would have terrible vision and the exceptions would require OOMPH to operate slowing them down. With this info you could either: One; go towards the relay and take it out to cripple the enemy army or, Two; find a stealth raid looking for your relays.

This is only some of the game ideas and this is getting long so that's that for now.
+0 / -0
2 years ago
Oh did not realize i accidentally posted that mid way.
+0 / -0
AUrankrichardjam13 the admins and developsters will understand. its beyond you if you see it that way...





+0 / -0
quote:
Or whoever pumps more overdrive into their cerberus such that it can outrange silo.


This would take a couple prosperities worth of energy. For comparison going from 2000 range -> 6000 range takes ~17k energy, which if you do it in Prosperities is about 70k worth of eco at which point the range of garmr is just a mercy. Though there are more efficient superweapons at that price point: DRP rapidly melts bases at this energy level, Zenith just lols at your attempts at base building, and Liberator is basically an artillery minigun.
+0 / -0


2 years ago
I like the idea of logistics networks, ammo, and boosts for having access to the network. It sounds like a mod though, if not a whole new game. I think you'd want to have relatively few unit types and more of a focus on construction and resupply.
+2 / -0
2 years ago
most people do not know that the array of 3-4 gnarr on siticks with direct line of fire can snipe detri equiv in half minuteish tho people slap them willy-nilly and do lob shots instead, which are cool in their own right, when amped they outrange fw berthas.
+0 / -0
2 years ago
^I'd agree with frog there.

It wouldn't work for zero k - there's already way too much to think about.

Dunno if porc is op tbh, rarely see the porcers win unless the attackers waste units on it.
+0 / -0
AUrankAdminGoogleFrog yea. from that point of view it is, but im saying it exist as a supplement of existing zk dynamic, so its not supply of ammo, but supply of boost of capabilities. the units function on their own without it as is, and having like 1.5 boost tops depending on the E network their in, with 800e+ production, and without it its boost distribution network from which for example nanos can drink to build faster, or turrets and units on home turf, so its only significant in endgames and it gives slight advantage but not that much.
+0 / -0