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implode cost

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Maintained by AUrankSmokeDragon
Last updated 18 hours ago
Created 6 months ago
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6 months ago
seems to be working
+0 / -0
I was going to say that was quick - so quick its 6 months before my suggestion! Super impressive! :D

I once played a game called Myth. I learnt from the dwarves of Myth that delayed unpredictable bouncing explosions make for many lolz. It's worth a look if you're ever bored. So I've got a crazy picture in my head of the ZK version of that.

So my two cents would be the explosion could do only a little damage, and the grav force pushes a bit more upwards, and grav would be proportional to the metal cost (or size of unit). A wild guess would be GRAVSTRENGTH = CONSTANT+sqrt(METAL) or something like that.

The result could be that a glaive death just nudged stuff around a bit, a cyclops dying was the same as a sumo jump, and paladin was like a singu blast except without the damage. Something dying in a cluster of units would bounce them a short distance away, where the fall damage deaths might trigger more chain reactions and generally bouncy chaos. :)
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the grav force is also already based on metal cost ;)

detriment pulls almost entire map and this in turn causes chaining implosions as units collide
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18 hours ago
THANKS FOR THE LOWER GRAVITY IDEA AVERAGEPLAN =)

NEED TO DIASABLE MY CAPS BUTTON
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NO ITS FINE CAPS BEST :D THANKS FOR MAKING MODS!
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