1 |
Time to bring back the modular units into the discussion as I always supported this many times.
|
1 |
Time to bring back the modular units into the discussion as I always supported this many times.
|
2 |
\n
|
2 |
\n
|
3 |
Why do we always have to think about nerf/buffs when we can modulate every single unit in the game with metal cost inflation/deflation. This way if you want cloaked anti-air or cloaked snitches you just pay more to have that kind of unit and you won't need to rely on iris/cornea.
|
3 |
Why do we always have to think about nerf/buffs when we can modulate every single unit in the game with metal cost inflation/deflation. This way if you want cloaked anti-air or cloaked snitches you just pay more to have that kind of unit and you won't need to rely on iris/cornea.
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4 |
\n
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4 |
\n
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5 |
To give you an example:
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5 |
To give you an example:
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6 |
We
have
Krow
|
6 |
*
We
have
Krow
|
7 |
We
have
Flea
|
7 |
*
We
have
Flea
|
8 |
We
have
Paladin
|
8 |
*
We
have
Paladin
|
9 |
We
have
Snitch
|
9 |
*
We
have
Snitch
|
10 |
\n
|
10 |
\n
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11 |
\n
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11 |
\n
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12 |
If I want a cloaked Krow we calculate the initial cost of 4500 metal and we add +10% of 4500 (initial cost) for each module. If I also want for the Krow to deal some kind of slow damage we add another +10% of its initial cost making it have the final price of 5400 metal.
|
12 |
If I want a cloaked Krow we calculate the initial cost of 4500 metal and we add +10% of 4500 (initial cost) for each module. If I also want for the Krow to deal some kind of slow damage we add another +10% of its initial cost making it have the final price of 5400 metal.
|
13 |
\n
|
13 |
\n
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14 |
If I want for the flea to detect invisible units by choosing the new decloaking module (which decloaks units from a bigger range) I will just add +10% more for its initial cost of 25 metal. so 25 metal +2.5 will result in 27.5 costs of the new modular flea.
|
14 |
If I want for the flea to detect invisible units by choosing the new decloaking module (which decloaks units from a bigger range) I will just add +10% more for its initial cost of 25 metal. so 25 metal +2.5 will result in 27.5 costs of the new modular flea.
|
15 |
\n
|
15 |
\n
|
16 |
If I want the Paladin to get an outlaw module and a small shield module it will result in a +20% initial cost increase. Thus the Paladin will be 12000 instead of the original 10000.
|
16 |
If I want the Paladin to get an outlaw module and a small shield module it will result in a +20% initial cost increase. Thus the Paladin will be 12000 instead of the original 10000.
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17 |
\n
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17 |
\n
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18 |
Now we scale every single module into the game in the similar way I mentioned above for every single unit and in the factories that we have, we will just have a vanilla frame where we can modify interactively in the game and add/remove stuff to the new units and then make them.
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18 |
Now we scale every single module into the game in the similar way I mentioned above for every single unit and in the factories that we have, we will just have a vanilla frame where we can modify interactively in the game and add/remove stuff to the new units and then make them.
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19 |
\n
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19 |
\n
|
20 |
The modulation of all units in Zero-K will bring new tactics and will present us with tons of options from where we can choose. We just have to fixate every unique module that units have in Zero-K so we can have a good perspective on how they will impact the units. As long as he has standard modules and counters for these modules we won't have any kind of issues whatsoever.
|
20 |
The modulation of all units in Zero-K will bring new tactics and will present us with tons of options from where we can choose. We just have to fixate every unique module that units have in Zero-K so we can have a good perspective on how they will impact the units. As long as he has standard modules and counters for these modules we won't have any kind of issues whatsoever.
|
21 |
\n
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21 |
\n
|
22 |
So these are the unique modules that we are currently using in the game in all the varied units:
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22 |
So these are the unique modules that we are currently using in the game in all the varied units:
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23 |
\n
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23 |
\n
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24 |
[size=5][B]Main modules:[/B][/size]
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24 |
[size=5][B]Main modules:[/B][/size]
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25 |
Cloaking
module
|
25 |
*
Cloaking
module
|
26 |
Shield
module
|
26 |
*
Shield
module
|
27 |
Capture
module
|
27 |
*
Capture
module
|
28 |
Multiply
module
|
28 |
*
Multiply
module
|
29 |
Stationary
damage
reduction
module
|
29 |
*
Stationary
damage
reduction
module
|
30 |
Jump
module
|
30 |
*
Jump
module
|
31 |
Teleport
module
|
31 |
*
Teleport
module
|
32 |
Radar
module
|
32 |
*
Radar
module
|
33 |
\n
|
33 |
\n
|
34 |
[size=5][B]Damage types:[/B][/size]
|
34 |
[size=5][B]Damage types:[/B][/size]
|
35 |
Slow
dmg
module
|
35 |
*
Slow
dmg
module
|
36 |
Emp
dmg
module
|
36 |
*
Emp
dmg
module
|
37 |
Disarm
dmg
module
|
37 |
*
Disarm
dmg
module
|
38 |
Fire
dmg
module
|
38 |
*
Fire
dmg
module
|
39 |
Water
dmg
module
|
39 |
*
Water
dmg
module
|
40 |
Gravity
dmg
module
|
40 |
*
Gravity
dmg
module
|
41 |
\n
|
41 |
\n
|
42 |
[size=5][B]Counter and immunity modules:[/B][/size]
|
42 |
[size=5][B]Counter and immunity modules:[/B][/size]
|
43 |
Anti-cloaking
module
|
43 |
*
Anti-cloaking
module
|
44 |
Anti-radar
module
|
44 |
*
Anti-radar
module
|
45 |
Anti-teleport
module
|
45 |
*
Anti-teleport
module
|
46 |
Slow
immune
|
46 |
*
Slow
immune
|
47 |
Emp
immune
|
47 |
*
Emp
immune
|
48 |
Disarm
immune
|
48 |
*
Disarm
immune
|
49 |
Fire
immune
|
49 |
*
Fire
immune
|
50 |
Water
immune
|
50 |
*
Water
immune
|
51 |
Gravity
immune
|
51 |
*
Gravity
immune
|