1 |
Very
interesting
thread.
I
thought
a
couple
of
days
ago
about
whether
there
is
a
list
(
forum
or
wiki
page?)
of
design
principles
of
ZK
|
1 |
Very
interesting
thread.
I
thought
a
couple
of
days
ago
about
whether
there
is
a
list
(
forum
or
wiki
page?)
of
design
principles
of
ZK.
|
2 |
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|
2 |
\n
|
3 |
By
this
page,
I
found
some
design
goals
from
CASSpring.
org
but
they
seems
somewhat
outdated
and
too
wordy.
If
we
could
sum
up
the
5
cardinal
guiding
principles
which
you
devs
follow
when
making
a
design
change
decision,
what
would
they
be,
by
order
of
importance?
|
3 |
By
this
page,
I
found
some
design
goals
from
CASSpring.
org
but
they
seem
somewhat
outdated
and
too
wordy.
If
we
could
sum
up
the
5
cardinal
guiding
principles
which
you
devs
follow
when
making
a
design
change
decision,
what
would
they
be,
by
order
of
importance?
|
4 |
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|
4 |
\n
|
5 |
(I'm thinking of no special weapons classes or veterancy upgrades, no units obsolescence by larger units, properties or perks of units must be visible, buff strengths-nerf weaknesses etc.)
|
5 |
(I'm thinking of no special weapons classes or veterancy upgrades, no units obsolescence by larger units, properties or perks of units must be visible, buff strengths-nerf weaknesses etc.)
|
6 |
\n
|
6 |
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