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Make striders feet deform the ground

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It looks silly when the feet go in and out of the ground, but deforming foot prints would be AWESOME, espectially if Glaives could get stuck in them lol
+1 / -0

10 years ago
Or so they couldn't get terraformed into the ground.
+1 / -0

10 years ago
i support epicness.
+0 / -0
Make every stomp cause sumo-like AoE, but smaller, with less DMG. No more fleas beating bantha, lol.
+1 / -0


10 years ago
Deforming ground will cause a repath on each step.
+3 / -0
well you could hack it in by making all striders gunshits with a verry low flight altitude(and some kind of hacky pathing script to stop it going up hills) :P
+0 / -0
Nuu, why bother with GS pathing?

Also Im not quite sure that this will be an issue EErankAdminAnarchid . I may be wrong, but striders are ignoring smaller holes/lower walls, arent they? U can make a wall which is unpassable by i.e. Warrior, but Banhta will pass it. So will making small holes on every stomp really cause a problem? All in all we dont expect them to make nuke-like crather after each step.
+0 / -0
10 years ago
I don't know what algorithim is used, by I'm guessing he means that every other unit must rethink its pathing to make sure its not going to walk through any footprint, which presumably is very CPU-intensive. With 10 striders walking around that could start to get nasty?
+1 / -0
quote:
Nuu, why bother with GS pathing?

you answer your own question:
quote:
I may be wrong, but striders are ignoring smaller holes/lower walls, arent they?



ps: no they dont, its simply that col box size is ignored for pathing
ie. for teraform/wall purposes a det and a dart have the samesize : you can thread a det through a needle
(but due to "weird shit" this is not true for moving between buildings and somethimes "natural" terain (not teraform))
+0 / -0
10 years ago
BTW:
quote:

needle

That would be a nice new name for the scrubber.
+3 / -0
I once told a story on how in the world detriment doesnt slaughter fleas when they are running near his feet? Even the allied ones. Small aoe for tanks and big striders is needed at least to make it more realistic. A few months ago it was something ordinary to see glaves pushing goliaths and reapers.

So constant dmg to the feets and near the tanks is needed, to make it more ralistic? Do you guys agree?
+0 / -0
FIrankFFC
10 years ago
No
+0 / -0
Tanks and striders crushing nearby small bots is a really big deal, game design wise. I don't know that it is appropriate for Zero-K in general, and the only reason I could see why vehicles would need that would be as a sort of trump card against bots, which doesn't seem necessary. Striders are rare enough that adding this would probably not matter as much, since they are half rule of cool anyway.

It doesn't matter if it seems realistic if it doesn't make game design sense. As far as pushing vehicles, ideally vehicles would simply drive out of the way instead of being pushed, but that is tricky to set up efficiently.
+1 / -0

10 years ago
Not all veh and tanks CArankAdminShadowfury333 just the big ones: Reaper and Goliath and the striders.
+0 / -0


10 years ago
Reaper is common enough that I'd still think careful consideration to the effects of that decision. In particular, it would seem to me to violate Quant's Rule, in that Reapers are weak to large numbers of small units, and this change could (depending on relations move speeds) remove that weakness. I'm not sure that HT is so lacking in answers to low cost swarms that it is worth cutting that weakness of the Reaper.

EErank[ISP]Lauri would know more about how it would affect Goliath, so I'm not going to comment on that for now.
+0 / -0

10 years ago
I just saw the last game you posted on youtube CArankAdminShadowfury333 with Klon vs Randy battle, where klon was heavy t and randy air start. I saw how 5-6 glaves were pushing easily 2 reapers. Thats not fair...

Of course it will be up to the dev cummunity to decide whats best. I was just suggesting things.
+0 / -0


10 years ago
Pushing is mostly out of our hands. There is a variable for it, mass, but this variable also controls other things which I don't want to change. For example mass is used for transportability and resistance to impulse. From a physics perspective it makes sense for mass to do all these things but from a game design perspective there is no reason to link transportability and how much units push each other around.

Detriments can actually go less places than Glaives (@Kyubey was wrong here) because the Detriment has a larger footprint. It cannot fit through small gaps. It has the same slope tolerance so anything which blocks a Glaive also blocks a Detriment.
+0 / -0

10 years ago
Fewer mass to raiders and other units weaker then reaper? so they wont push it.
+0 / -0
quote:
So constant dmg to the feets and near the tanks is needed, to make it more ralistic? Do you guys agree?

That would unnecessarily blur unit roles. If we're talking about reaper and goliath, it would also completely unnecessarily buff units that are already decent. If you want AOE to kill swarms of lighter units there's the kodachi and banisher.
+0 / -0

10 years ago
was not about killing swars, was about reapers stoping while pushing in front of a glave. And glaves pushes 1 reaper like it is a simple rock.
+0 / -0
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