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An alternative to the commorph

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11 years ago
“The new commander” … part 1

I’ve been thinking about a new approach to commander power scaling and specialization that would eliminate the need for morph-levels and would make trollcom rushing much less viable while at the same time allowing comms to remain relevant throughout the game

The idea originated at the intersection of my “new commander Paradigm” line of thought with the “attrition widget” I saw a while ago.

So…what if… comms would scale up in base attributes continually, for free, at a rate influenced by how much metal the team they are on kills? Apart from rewarding unit survival and reducing slippery slope effect (as a team that is behind in eco but plays well gains an advantage in comm. Power) it would allow comms to scale with the rest of the battle and remain relevant in the endgame either as a last line of defiance against striders, a surprise commnuke (single use of obviously), a running factory of guerilla mayhem, or something radically different.

End of part 1

Tune in for part 2 next week for the all new dynamic specialization system! Are pre-configured load outs obsolete? Is a new menu tab a fair price to pay for the new possibilities? If such a tab where to exist, could it make other units more interesting as well?

All that and more in future editions of “The new commander” !

In the meantime, make yourself heard!
Discuss, debate and contribute because while the idea is here and growing it needs YOU to reach it`s maximum potential, it`s optimal form, it`s true destiny !!!!!

Do not hesitate to state what you wish the new system to change, include or avoid!

Note: the whole dividing it into several editions it to allow each element to be fully discussed, clarified, and evaluated in a way that hopefully avoids confusion and misunderstandings.
+0 / -0

11 years ago
So... DotA commanders?
+0 / -0


11 years ago
It's an interesting idea, but sounds more like War3 heroes, rather, and needs the game to be built around it.

War3 is unit compositions and numbers, zk is much more of "systems warfare", and experience-driven units don't fit well into this universe.
+3 / -0
quote:
sounds more like War3 heroes, rather, and needs the game to be built around it.

This system is not intended to make the game centred around the commanders, even with indefinite scaling they would still be either base defenders or specialised units (trollcoms if you wish), the aim is NOT to make them more important, but rather to keep them relevant in the later stages of the game

Also, consider the fact that without morphing early game commrushes will become much less feasible since it will be impossible to boost it`s strength far past that of opposing comms , effectively making it less important as an offensive unit,

Also unlike W3 where heroes where the actual backbone of the army (as far as i can remember at least) I envision commanders as a kind of “surprise” unit, something you keep safe in the early part of the game because you have a plan in the long run, like in real life a commander should either be behind the front line giving his troops logistical(in this case rezz/heal/Build) or long range support (arty/snipe) or if he must lead from the front he does so with his army beside him because no matter how strong a lone unit can still be countered with relative ease.


quote:
So... DotA commanders?

Well...perhaps remotely so... but since in regular games commanders are not designed to be main battle units this approach would be far less combat centred and more strategic, after all, there is so much more that comms can do other than just shoot things, that`s what we have all the other units for anyway
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11 years ago
I had the exact same thought! I don't think this should be scaled in any way. That way, all surviving coms would reach the highest level at the same time. Everyone would hold their com back until this point in the game, at which there would be an epic com shootout as everyone brings their lvl5 coms to battle at the same time.
+0 / -0


11 years ago
I don't want this sort of "action at a distance". The system you are proposing sounds like an extra rule with many arbitrary parameters. I like that we currently have very well defined invisible action at a distance (resource production and spending) while absolutely everything else is done in terms of units and weapons. The mechanism for gaining commander levels through units dying off in the distance makes no sense.

I also don't think commanders need to scale up.
+2 / -0
11 years ago
I agree with GoogleFrog. We don't need any more of a focus on commanders right now, since the game is not about the commander. It is about the entire army you control. Although it is important to have a relatively strong starting units (for less rushing), the focus should shift to your other units early on. Making the commander more important would just be confusing, IMHO.
+1 / -0

11 years ago
I like the ability to morph or otherwise grow a commander so it remains powerful as the game progresses, but I have to agree that giving it rewards for kills is a bad move.
+0 / -0
11 years ago
Commanders should stay commanders - not battle units.

Give the start fac e-income (less morph-centered gameplay)
+4 / -2
FIrankFFC
11 years ago
facs have E income already... of 0.2
+2 / -0
11 years ago
I mean more than 0.2, maybe 4/s - include "2 solars" cause you need e anyway if you make new facs / more build power.
+0 / -0
11 years ago
quote:
So…what if… comms would scale up in base attributes continually, for free, at a rate influenced by how much metal the team they are on kills?
If the team that kills stuff stuff reclaims some of that, then it already is like that.


quote:
In the meantime, make yourself heard!
An inventation to neonstorm!
1) Imo it is a bit inconsistent how all units gain experience in combat and eventually unlock morph. Except for Commanders. One might expect that especially the Commander profits from battle experience in some way.

2) E-Cell is imo no good module: It takes away the early basebuilding. In some 1v1 games the bases have no other energy buildings until several minutes, looks "wrong" and empty.

3) When you think about it, in OTA/BA/XTA the Coms actually scale quite nicely, without any upgrading system. (they have a laser+dgun that needs ~500 E to shot)
With laser+dgun they can defend vs rushes which satfies the idea of
quote:
it is important to have a relatively strong starting units (for less rushing)

Since the Dgun needs so much energy, it does not dominate the early game.
Eventually players get more eco & more energy for Dgun but at this stage there are already more units and defense that hold Coms at bay.

Think that fits the idea of
quote:
allow comms to scale with the rest of the battle and remain relevant in the endgame either as a last line of defiance against striders, a surprise commnuke (single use of obviously), a running factory of guerilla mayhem, or something radically different.
Other example how Coms scale is their cloak: It costs a lot of energy so as game progresses they can cloak more & longer.
Radar jammers, shields, constructors (healing) etc also help the Commanders be relevant throughout the game.
I think such symbiosis with other units and "indirect scaling" is elegant. Such unit symbiosis exists in zK too, so I do not really understand the need for rather simple "pay metal for more health" upgrade system.
Though since some players seem to enjoy pimping their Coms, modules/upgrading must probally stay in some form.


But for example remove all the different weapons except 1 or 2, instead have modules that promotes using units along Commanders.
So that Commanders are more interessting than just being Striders that can build.

Random ideas:
a) A flare/recon beacon: Commander shots this thing and where it lands it provides LOS. (for artillery or just for scouting)
b) Shield projector: Select a unit and it will be given a temporary shield.
c) Teleporter: Teleports selected allied unit to position of Commander.
d) "Freezer": Like in the "Worms" games - For some time Commander becomes immune to damage but can not move or attack.
e) Target Marker: Shot it on enemy unit and it will remain visible outside LOS
+0 / -1


11 years ago
I don't like that type of "random idea". If commanders give some 'aura' or unique support bonus to nearby units then I think we would have Warcraft 3 style deathballs with commanders in the middle. Those ideas are not as extreme as some I have heard, such as area repair or damage boost aura, but they still give the comm some utility which nothing else can do.

You have one commander. If there is a unit composition which depends on his presence then you can't use this composition on multiple fronts. This problem is already bad enough.
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11 years ago
I have to admit that the D-Gun was something I missed when I started playing Zero-K. I had to read the documentation several times before I learned that it really, actually, truly is gone.

Yes, I know. It's better gameplay. But but but NOSTALGIA!
+0 / -0
I think those "random ideas" are not extreme enough to create Commander deathball.
If Com can "freeze" himself every X minutes (to survive bombers or whatever) or shot a flare over some hill that makes him a bit more usefull but not totally game changing, unlike some current "strider" or "troll coms."

quote:
they still give the comm some utility which nothing else can do.
Guess it is a matter of taste. Imo if Commanders are made interessting by having some (non-criticial) unique things, that would be ok.
Also afaik resurecting can currently only be done by Commanders "Lazarus Device" module. Amphicons had it, too, but atm no other unit can do it. (?)

My problem with those ideas is more that they are abilities that would be activated with some extra command and some sort of cooldown.
But in zK few* other units have such mechanic, so not sure if it would fit.
*from top of head there is only: jump, Djinn, commandfire/long reload weapons, maybe cloak (turn on/off) and open/close
Might be too gimmicky.
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11 years ago
quote:
Also afaik resurecting can currently only be done by Commanders "Lazarus Device" module. Amphicons had it, too, but atm no other unit can do it. (?)

...athena.
+2 / -0
11 years ago
Don't forget the square law.
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