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Can we rebuff coms?

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Date Editor Before After
6/23/2019 3:19:57 PMSErankfaffnir before revert after revert
Before After
1 Hi, here's some input from a somewhat new player (some of this has already been mentioned by others in this thread). 1 Hi, here's some input from a somewhat new player (some of this has already been mentioned by others in this thread).
2 \n 2 \n
3 The main problem with commanders is that many of the upgrades have a negligible effect compared to their cost. It would feel both more impactful and more meaningful to have fewer but more significant upgrades. Just making the upgrades cheaper would not be as interesting. 3 The main problem with commanders is that many of the upgrades have a negligible effect compared to their cost. It would feel both more impactful and more meaningful to have fewer but more significant upgrades. Just making the upgrades cheaper would not be as interesting.
4 \n 4 \n
5 To make commander rushing less effective and to make deciding when and where to upgrade it you can do two things: increase the upgrade time ( significantly, meaning minute( s) instead of seconds) , and make the commander immobile while upgrading. This also works regardless of the cost of upgrades. 5 To make commander rushing less effective and to make deciding when and where to upgrade it important you can do two things: increase the upgrade time ( significantly, meaning minute( s) instead of seconds) , and make the commander immobile while upgrading. This also works regardless of the cost of upgrades.
6 \n 6 \n
7 Upgrading the commander should add the gained max HP as health, currently it stays at the same HP percentage (applies for both HP from level and HP upgrades). This would add a way to burst "heal" the commander with upgrades, and would make for some exciting battles over stationary commanders being upgraded. 7 Upgrading the commander should add the gained max HP as health, currently it stays at the same HP percentage (applies for both HP from level and HP upgrades). This would add a way to burst "heal" the commander with upgrades, and would make for some exciting battles over stationary commanders being upgraded.
8 \n 8 \n
9 One idea to make it more reasonable to send commanders to battle would be to remove the mass yield from them, but keep ( or increase) energy yield. That way losing a commander hurts, but is something you can actually replace. Increasing income with just morphs as opposed to upgrades would run counter to this. 9 One idea to make it more reasonable to send commanders to battle would be to remove the metal yield from them, but keep ( or increase) energy yield. That way losing a commander hurts, but is something you can actually replace. Increasing income with just morphs as opposed to upgrades would run counter to this.
10 \n 10 \n
11 Commanders are defenseless under water, and often this feels frustrating. Being aggressive on water maps pretty much means you have a deathwish, and I don't see a compelling reason for this. 11 Commanders are defenseless under water, and often this feels frustrating. Being aggressive on water maps pretty much means you have a deathwish, and I don't see a compelling reason for this.
12 \n 12 \n
13 Regarding the individual commander chassis: 13 Regarding the individual commander chassis:
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15 Overall the four chassis suffer from the same problem as the upgrades, other than maybe the recon with its jumpjet they don't really feel different in a meaningful way. I feel like either make them more different, or combine them into one base commander which can be modeled along your chosen path with very different upgrades. 15 Overall the four chassis suffer from the same problem as the upgrades, other than maybe the recon with its jumpjet they don't really feel different in a meaningful way. I feel like either make them more different, or combine them into one base commander which can be modeled along your chosen path with very different upgrades.
16 \n 16 \n
17 The recon commander is unique in having a significant ability right from the get go in the jumpjets. I'm not sure I like the ability overall, since it often works as a get out of jail card. Could it just be a faster chassis instead? 17 The recon commander is unique in having a significant ability right from the get go in the jumpjets. I'm not sure I like the ability overall, since it often works as a get out of jail card. Could it just be a faster chassis instead?
18 \n 18 \n
19 The guardian and strike commanders are very similar, and could probably be combined into one commander. What is the significant difference between them, they are both battle commanders? 19 The guardian and strike commanders are very similar, and could probably be combined into one commander. What is the significant difference between them, they are both battle commanders?
20 \n 20 \n
21 So, overall I think that one of the main issues is, do we want commanders in ZK to have a big impact or not, are they powerhouses or just some starting unit to give defender's advantage in the early game. Even if commanders should take a backseat, I think the upgrade system and upgrades would benefit from changes aimed towards whatever goal is decided. 21 So, overall I think that one of the main issues is, do we want commanders in ZK to have a big impact or not, are they powerhouses or just some starting unit to give defender's advantage in the early game. Even if commanders should take a backseat, I think the upgrade system and upgrades would benefit from changes aimed towards whatever goal is decided.