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Concept of sidearm applied to 0K

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Date Editor Before After
5/4/2015 2:23:29 AMAUrankAdminAquanim before revert after revert
5/4/2015 2:21:03 AMAUrankAdminAquanim before revert after revert
Before After
1 Honestly I think validating your point of view by taking the time to argue against it is a mistake and a waste of my time. I'm a sucker for arguments though. 1 Honestly I think validating your point of view by taking the time to argue against it is a mistake and a waste of my time. I'm a sucker for arguments though.
2 \n 2 \n
3 I imagine it's possible to find some formula which the costs of units in zeroK [i]approximately[/i] follow. Units get more expensive as they become healthier, as their damage increases, and as their range increases. Units with more area of effect damage and more manouverability are also more expensive. 3 I imagine it's possible to find some formula which the costs of units in zeroK [i]approximately[/i] follow. Units get more expensive as they become healthier, as their damage increases, and as their range increases. Units with more area of effect damage and more manouverability are also more expensive.
4 \n 4 \n
5 There will be deviations. Different damage types behave differently; a missile has different properties to a laser. Some units turn more quickly than others, or are larger and more cumbersome. Some units are too specialised for their stats to mean much of anything meaningful (Infiltrator, for instance). 5 There will be deviations. Different damage types behave differently; a missile has different properties to a laser. Some units turn more quickly than others, or are larger and more cumbersome. Some units are too specialised for their stats to mean much of anything meaningful (Infiltrator, for instance).
6 \n 6 \n
7 Even then, there will be some units which are simply worse than others. [b]That is fine[/b]. Some factories have weaknesses in some areas (e.g. tank does not really have a skirmisher) to compensate strengths elsewhere (e.g. Reaper). 7 Even then, there will be some units which are simply worse than others. [b]That is fine[/b]. Some factories have weaknesses in some areas (e.g. tank does not really have a skirmisher) to compensate strengths elsewhere (e.g. Reaper).
8 \n 8 \n
9 To be honest, I don't even know what you want from the game. I'm not sure you do either. 9 To be honest, I don't even know what you want from the game. I'm not sure you do either.
10 \n 10 \n
11 EDIT: The point of design and balance is so that we have an interesting game to play. The "making my tools for victory weak" argument is not a good one. Why don't the robots just nuke planets from orbit? Because that would be boring. 11 EDIT: The point of design and balance is so that we have an interesting game to play. The "making my tools for victory weak" argument is not a good one. Why don't the robots just nuke planets from orbit? There is no reason to think they don't have the capability to. Or use some other superweapon they built elsewhere.
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13 The reason why is that it would be boring. Totally pointless to play. But you'd have strong tools to win with.