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[q]Designing factories around roles would turn Zero-K into an extreme case of blind early game rock-paper-scissor.[/q]
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1 |
[q]Designing factories around roles would turn Zero-K into an extreme case of blind early game rock-paper-scissor.[/q]
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2 |
Yeah but ZK already does that anyway. It is not bad to specialize factories as long as you still give options to play that factory with a different style. Shieldbots for example are mostly played for the shieldball but this is not always how I play shields. Sometimes instead I go bandit, thug and racketeer heavy instead despite the factory being strongly centered around the concept of a shieldball.
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2 |
Yeah but ZK already does that anyway. It is not bad to specialize factories as long as you still give options to play that factory with a different style. Shieldbots for example are mostly played for the shieldball but this is not always how I play shields. Sometimes instead I go bandit, thug and racketeer heavy instead despite the factory being strongly centered around the concept of a shieldball.
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3 |
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3 |
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4 |
What
I'm
proposing
is
creating
playstyle
themes
around
each
factory.
Have
their
kit
being
centered
around
one
concept
but
also
give
them
option
to
diversify.
Give
interactions
and
synergies
withins
the
units
of
said
factory
to
make
them
more
interesting.
|
4 |
What
I'm
proposing
is
creating
playstyle
themes
around
each
factory.
Have
their
kit
being
centered
around
one
concept
but
also
give
them
option
to
diversify.
Give
interactions
and
synergies
between
the
units
of
said
factory
to
make
them
more
interesting.
|