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Allied units should not auto targed enemy units loaded in transports

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Date Editor Before After
10/30/2020 5:20:10 AMBRrankManored before revert after revert
10/30/2020 5:18:35 AMBRrankManored before revert after revert
10/30/2020 5:17:50 AMBRrankManored before revert after revert
Before After
1 [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] 1 [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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3 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. 3 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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5 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. 5 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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7 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. 7 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.