1 |
There are no kbots in Zero-K.
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1 |
There are no kbots in Zero-K.
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2 |
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2 |
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3 |
I broadly disagree with what you said. Having unique units in various factories is good. It creates variety and differs units from one another. Imagine ZK being full of units with a plasma cannons and only various damage, range, hp and cost variations between these units.
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3 |
I broadly disagree with what you said. Having unique units in various factories is good. It creates variety and differs units from one another. Imagine ZK being full of units with a plasma cannons and only various damage, range, hp and cost variations between these units.
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4 |
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4 |
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5 |
That
being
said
the
fact
that
a
lot
of
units
don't
make
any
sense
to
be
in
one
factory
because
they
simply
weren't
supposed
to.
You
have
to
understand
how
ZK
was
made:
it
was
a
collective
addition
of
cool
things
that
can
be
thought
of
and
then
balancing
said
factors.
ZK
factories
never
had
a
designed
kit
(
besides
shieldbots
more
or
less)
,
they
are
a
collective
of
cool
new
concepts
and
legacy
(
BA
and
TA)
concepts
tied
together
with
the
same
movement
type.
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5 |
That
being
said,
the
fact
that
a
lot
of
units
don't
make
any
sense
to
be
in
one
factory
comes
from
these
units
simply
never
supposed
being
in
these
factiories.
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6 |
You have to understand how ZK was made: it was a collective addition of cool things that can be thought of and then balancing said ideas. ZK factories never had a designed kit (besides shieldbots more or less), they are a collective of cool new concepts and legacy (BA and TA) concepts tied together with the same movement type.
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6 |
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7 |
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7 |
[q]what I'm proposing is a change of paradigm in the factories themselves. Instead of being based around terrain, I feel they should be based mainly around roles.[/q]
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8 |
[q]what I'm proposing is a change of paradigm in the factories themselves. Instead of being based around terrain, I feel they should be based mainly around roles.[/q]
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8 |
I think that would be an interesting direction to take. So far only one factory kind of do that. Planes are not supposed to be a frontline hit hard factory but one that supports your forces on the ground.
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9 |
I think that would be an interesting direction to take. So far only one factory kind of do that. Planes are not supposed to be a frontline hit hard factory but one that supports your forces on the ground.
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9 |
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10 |
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10 |
However! I do not think that making an "artilery" or "riot" factory would be interesting in any way. You would basically limit the options of a player upon factory plop by disalowing them to make riots or skirmishers because they picked raiders. Then why would you use any other units in said factory if you could just pick one best value unit for the situations. Currently you have to play around the strenghs and weaknesses of your factory and then eventually substitute them with a factory switch.
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11 |
However! I do not think that making an "artilery" or "riot" factory would be interesting in any way. You would basically limit the options of a player upon factory plop by disalowing them to make riots or skirmishers because they picked raiders. Then why would you use any other units in said factory if you could just pick one best value unit for the situations. Currently you have to play around the strenghs and weaknesses of your factory and then eventually substitute them with a factory switch.
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11 |
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12 |
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12 |
tl;dr: By streamlining the options you are limiting the player.
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13 |
tl;dr: By streamlining the options you are limiting the player.
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