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Allow transports to carry wrecks

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10 years ago
In a recent game, I thought that if I wanted safely mine the metal of an enemy commander, I would have to emp it, nab it with a transport, take it to my base, and kill it. If I killed it on the field, it would become a wreck, which is not transportable. Should wrecks be made transportable?

In Achron, resources are in boxes in map-specific locations a'la Starcraft, but unlike Starcraft, these boxes are transportable by T3 transport units. This makes for some interesting strategies.
+7 / -0

10 years ago
I could see wreck-ferrying as an interesting mechanic, but I wouldn't tie it to the transport. That would be OP for transports and would make air units even better at sucking up all the metal on the map. I'd put that power on a land-unit, like a puppy that goes to the closest retreat point and pukes out a pile of metal instead of reproducing when full. Stick it in the Amphibots or something.
+0 / -1


10 years ago
I imagine it wouldn't be quite this bad in ZK, but crate stealing in Achron is basically avoided by community agreement, as transports in Achron are tough, fast, and Achron has no homing weapons. This makes crate-stealing a near foolproof way to starve out your opponent.
+0 / -0
quote:
avoided by community agreement


ZK community has the collective compassion of a prison riot.. dont see any opening like that surviving here
+8 / -0


10 years ago
USrank[GBC]1v0ry_k1ng: My point exactly, though I did say Zero-K probably wouldn't allow for such a powerful setup, being that air units are much easier to take down than in Achron.
+0 / -0

10 years ago
quote:
ZK community has the collective compassion of a prison riot.. dont see any opening like that surviving here

To be fair, that is only a minority of the community that makes it that way, and they are mostly from the old spring, pre-zk days.
+2 / -0
I found a video of ants carrying wreck!:
+2 / -0

10 years ago
Compassion notwithstanding, Zero-K has an active and engaged developer community who are of the opinion that you should mercilessly exploit everything in the game and if it breaks the game, we will fix it rather than you having to agree notto use it (Other than things like spec cheating, intentionally killing your allies, hacking etc, but obvious that's not really within the scope of the game).

This is why we removed combombing and fac-cooping, which is incredibly powerful but not very fun.
+9 / -0
Skasi
10 years ago
Yeah, sadly that also means devs fuck up teamplay if some of them see it as necessary.

On topic: I've suggested this before and support the idea, if just to give it a try. A similar idea I've had is allowing Welders to collect and transport debris, though I couldn't think of a nice UI for this.
+0 / -0
Skasi

I don't think the UI would be too bad - I'd just use the existing Puppy/Retreat functionality.

Let's assume it's not a con (my preferred approach, but it makes the UI easier since cons create conflicts between resurrect/harvest)

1) Use the Puppy Goo logic for harvesting. That is, unit just stands next to wreck and auto-claims. Disablable with the On/Off button.

2) When the unit has harvest-reclaimed to max, the unit automatically heads to teh nearest retreat point. Retreat works well here because tehre are usually lots of nanos near a retreat point.

3) Arriving at the retreat zone, the unit spits out a feature that contains all the metal from the unit's puppy-goo bay. Spitting out the feature can be manually initiated with the D-gun command. Unit automatically avoids doing harvest/reclaim within a retreat zone.

4) If possible, give the unit support for the "reclaim" order even though the unit lacks a nano. The puppy probably needs that too.

5) The metal-lump feature also appears on death.

Either way, the point is that the Puppy provides precedent for a non-reclaiming wreck-eater and as much of the Puppy logic as possible could be reused here. The only difference needed from the Puppy for harvesting is the behavior when the internal bay is full - retreat-and-spit instead of spawning a new Puppy, and avoiding doing the harvesting within a retreat-zone. The only new "power" it has is the wreck-spit.

There, no new UI, and the unit behaves intuitively and automatically (as long as you set retreat zones).

Put it on the Duck the or the Koda or something. Some raider in a lab with a very slow con.
+0 / -0


10 years ago
Imo, using transports to carry wrecks isn't that awful, and allows for extra use of transports.

Additionally ZK's powerful AA and fighters could get a new way to harm enemy econ.
+3 / -0


10 years ago
Does gunship really need more awesome sauce right now?
+0 / -0

10 years ago
transports are too fragile! give them little shield bubbles or decoy flares countermeasures!
+2 / -0


10 years ago
Nah, i'd make them even more fragile :P
+2 / -2
10 years ago
I think it should be a NEW transporter made in strider fac, so u wouldn't buff any of existing facs.
I mean, in 1v1 fac with wreck transporters would be OP, no matter if it's land or air, becasue u can steal metal from field controlled by noone. It wouldn't buff striders hub so much, becasue it's not plopable.
+0 / -0

10 years ago
PLrankFailer

All the more reason to put it on the Amphib or the Heavy Tanks. Who plays those in 1v1?
+0 / -0
10 years ago
quote:
I think it should be a NEW transporter made in strider fac, so u wouldn't buff any of existing facs.

That sounds like an excuse to add my mass transport aircraft!
+2 / -0
10 years ago
"put it on the amphib"
Let the Djinn teleport wrecks! :)
+2 / -0
Skasi
quote:
Does gunship really need more awesome sauce right now?

I think right now gunships have nothing as special as other labs. Basically their units are all "standard" except for the part where they fly. They don't have passibe abilities such as shields, moving cloaked units (however: static cloaked) and no active abilities such as jumps or afterburner (however: one dgun).

Of course that doesn't mean gunships are "much too simple", I just don't see how they are extremely awesome, unless you talk about balance?

On the strider discussion: Wouldn't that be much too specialized? As in, we'd probably never see it in high elo 1v1-3v3s
+0 / -0

10 years ago
Gunships have transports. That's special. It just happens to not actually help the gunship player.
+4 / -0
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