1 |
Possible
approach
to
solution
lies
in
that,
unlike
most
RPG
games,
ZK
has
corpses
which
are:
|
1 |
Possible
approach
to
solution
lies
in
that,
unlike
most
RPG
games,
ZK
has
corpses,
which:
|
2 |
\n
|
2 |
\n
|
3 |
a) are persistent
|
3 |
a) are persistent
|
4 |
b) contain resources.
|
4 |
b) contain resources.
|
5 |
c) occur solely from units dying
|
5 |
c) occur solely from units dying
|
6 |
\n
|
6 |
\n
|
7 |
Rather than having experience granted on damage, it could be granted by consuming wreckage. Think "qualitative puppy", or some such.
|
7 |
Rather than having experience granted on damage, it could be granted by consuming wreckage. Think "qualitative puppy", or some such.
|
8 |
\n
|
8 |
\n
|
9 |
Implementing it in UI sounds like a wreck though, so probably this mechanic would better be implemented on a single unit (think tiberium wars Avatar)
|
9 |
Implementing it in UI sounds like a wreck though, so probably this mechanic would better be implemented on a single unit (think tiberium wars Avatar)
|
10 |
\n
|
10 |
\n
|
11 |
An issue possibly exists with "feeding" with purposely slaughtered owned units, but that is bound to be inefficient due to wrecks having less worth than complete units.
|
11 |
An issue possibly exists with "feeding" with purposely slaughtered owned units, but that is bound to be inefficient due to wrecks having less worth than complete units.
|