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Shouldn't Minotaurs and Cyclops' flatten small bumps?

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2 months ago
They need smooth surfaces for smooth operation, but a real-life sized Cyclops wouldn't be stopped by a little bump or pile of dirt, it would roll right over and flatten it.
+6 / -1


2 months ago
Yes, but implementation is hard. How do you define a "bump"?
+2 / -0
Yeah, all good points.
What if a unit that can stomp wrecks to dust can flatten hills of a slightly smaller size than the wrecks? That should be a pretty good measurement.
+0 / -0

2 months ago
So what happens to ramps then?
+2 / -0
What's the point of tank/veh pathing if you just make compatible terrain for them with no player interaction?
+0 / -0
2 months ago
Did this idea appeared due to the "dirt bags" issues? When thinking about that for me the "strange" thing is dirtbags "transform" when killed to perfect terrain under them. By perfect I mean the kind of terrain that would build a "dirtbag spire" rather then "spread over a larger surface" (somehow flow around).

If idea is independent of dirtbags, I think it is just a matter of esthetics: there will always be "a small bump" that will stop "a cyclops", if terrain is "strong enough". I would not like a differentiation where a vehicle unit would not pass and a tank would be able to pass.
+1 / -0
2 months ago
what if dirtbags added a wider shallower mound? would that gradual hill also impede pathing and los but seem less chaotic and ugly?
+0 / -0

2 months ago
If just all the creativity and thoughts about how to change the game would be invested into how to counter dirtbags in the current game...

+2 / -0
USrankShaman: That's a straw man. Tanks being able to smooth bumps smaller than themselves would not make terrain irrelevant.

The problem with ROrankaccountio's idea is that it's hard to define strictly enough for implementation and extremely hard to implement pathing for it.
+0 / -0
2 months ago
Even if they can't flatten small bumps, how about they ignore them (since they have tracks and tracks can go over stuff)? Criteria could be anything smaller than the wrecks they can destroy by going over.
+0 / -0
2 months ago
You didn't really specify, but is this because of how they can be caught by dirtbag spam?

If so, perhaps it would be better to make a change to tremor (also in tank fac).
I'd love to see a new tremor "state" that causes it to fire green bullets that do 1/2 damage.
It would still have the same terraform damage (or slightly nerfed), but in this setting it won't really bother heavy targets much.
Thus, you could fire the tremor at the area you are advancing minos/cyclops into..
Not sure how that would play out in an actual game however, might open up a can of worms.
+0 / -0


2 months ago
ROrankaccountio: You're talking a substantial change to the engine (rather than the zk game itself built on top of the engine). This is effectively impossible unless you're hiding three man months of C++ dev time in your back pocket.

NOranktalas: Tremor is already great at bump flattening. All the other nerfs to it (set up and speed) have made it less desired though.
+1 / -0
Nah. its a cool feature, and its implemantable right on as a weaopn. We have seismic weapon in ogre missiles that flatten terrain at each hit. we could add seismic launcher square at front of the tank. and add a D gun, so tank goes in half speed but usses flatten seismic to flatten all around it.

That said, it would be cool if we would replace slow beam on cyclops with repulsor beam :D
+0 / -0



2 months ago
The engine sort of worked like this a while ago but it had pretty poor implications so the pathing system we have now was implemented. Vehicles used to be able to climb 12 elmos ridges which is twice as high as the current vehicle blocking terraform ridges. This let them travel at far higher angels than usual and would look weird when they made the transition. Even for smaller ridges.
+0 / -0
57 days ago
Can tanks use micro seismic at 1 second interval like boombox from shieldbots?
+0 / -0
57 days ago
if your going to have invisible quake spam for free from tanks.. then pls buff quake missile.. as it is now every-time you use it you loose a mace worth of metal
+1 / -0
im not talking one tank doing quake sized per 1 second. just small like 2tanks diameter quake. and only when D gun enabled so it has speed reduced by half. so taaaaanks wont cause pathing go berserk from changing envirionment.

that said, quake missle should have higher range

also there should be 2x costing freezing rocket that has homing abiltiy to track target...
+0 / -0