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Factories are unintuitive

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Date Editor Before After
12/15/2016 12:07:13 AMPLrankOrfelius before revert after revert
12/14/2016 11:53:15 PMPLrankOrfelius before revert after revert
12/14/2016 11:51:34 PMPLrankOrfelius before revert after revert
Before After
1 There are no kbots in Zero-K. 1 There are no kbots in Zero-K.
2 \n 2 \n
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. 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.
4 \n 4 \n
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. 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.
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.
6 \n 7 \n
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] 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]
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. 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.
9 \n 10 \n
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. 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.
11 \n 12 \n
12 tl;dr: By streamlining the options you are limiting the player. 13 tl;dr: By streamlining the options you are limiting the player.