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[quote] I don't think having unit designs that make sense in terms of realistic military design is part of the theme of ZK, so there isn't anything incoherent about it. Is Fencer's weapon really so heavy that a Ravager chassis could not carry it while moving? Why are the 'best' units spread around between factories? Why don't bombers fly much higher? [/quote]
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[quote] I don't think having unit designs that make sense in terms of realistic military design is part of the theme of ZK, so there isn't anything incoherent about it. Is Fencer's weapon really so heavy that a Ravager chassis could not carry it while moving? Why are the 'best' units spread around between factories? Why don't bombers fly much higher? [/quote]
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As I mentioned I understand Zero-K is full of examples of this, but transports having a "weapon" that nobody else does is a particularly egregious example.
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As I mentioned I understand Zero-K is full of examples of this, but transports having a "weapon" that nobody else does is a particularly egregious example.
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And the problem with completely ignoring military design coherence is that it makes the game unintuitive. Normally you don't expect a transport to have secret weapons nobody else uses, which is why newbs always fall for traps like this and why even veteran players regularly forget transports can do things like this. Things that completely contradict intuitive logic ultimately feel like BS, even if they're balanced.
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And the problem with completely ignoring military design coherence is that it makes the game unintuitive. Normally you don't expect a transport to have secret weapons nobody else uses, which is why newbs always fall for traps like this and why even veteran players regularly forget transports can do things like this. Things that completely contradict intuitive logic ultimately feel like BS, even if they're balanced.
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Also,
one
might
argue
that
Zero-K's
design
doesn't
quite
allow
transportation
to
be
simulated
properly.
Disabling
units
during
transport
is
also
a
limitation
on
interactions.
Enabling
them
during
transport
isn't
an
option
because
balance.
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Also,
one
might
argue
that
Zero-K's
design
doesn't
quite
allow
transportation
to
be
simulated
properly.
Disabling
units
during
transport
is
also
a
limitation
on
interactions.
Enabling
them
during
transport
isn't
an
option
because
balance.
Not
allowing
transporting
enemies
makes
about
as
much
intuitive
sense
as
allowing
it,
if
not
more
so.
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