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Factories are unintuitive

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Date Editor Before After
12/15/2016 12:00:27 AMPLrankOrfelius before revert after revert
Before After
1 [q]Designing factories around roles would turn Zero-K into an extreme case of blind early game rock-paper-scissor.[/q] 1 [q]Designing factories around roles would turn Zero-K into an extreme case of blind early game rock-paper-scissor.[/q]
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. 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.
3 \n 3 \n
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.