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5/23/2022 3:50:09 PMAUrankAdminAquanim before revert after revert
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Before After
1 [quote]I don't think attrition immunity is all that powerful. Weapons like big bertha or impaler is immune to almost all attrition but they are not always game winners, and often as n00b traps that lose games in inefficient metal use.[/quote] 1 [quote]I don't think attrition immunity is all that powerful. Weapons like big bertha or impaler is immune to almost all attrition but they are not always game winners, and often as n00b traps that lose games in inefficient metal use.[/quote]
2 The observation that attrition immunity for long-range underwater units is very powerful is based on observed empirical evidence, not theorycrafting. Something stronger than theorycrafting is required as a counter-argument to that empirical evidence. 2 The observation that attrition immunity for long-range underwater units is very powerful is based on observed empirical evidence, not theorycrafting. Something stronger than theorycrafting is required as a counter-argument to that empirical evidence.
3 \n 3 \n
4 (For that matter, Impaler is generally felt to be extremely strong at the moment.) 4 (For that matter, Impaler is generally felt to be extremely strong at the moment.)
5 \n 5 \n
6 [quote]Similarly in theory you could start with a sea map that is 100% ship dominated, and add land until hybrids becomes viable, perhaps some land short cuts to parts of the map or even land only mexes.[/quote] 6 [quote]Similarly in theory you could start with a sea map that is 100% ship dominated, and add land until hybrids becomes viable, perhaps some land short cuts to parts of the map or even land only mexes.[/quote]
7 A few hybrid maps along these lines exist (see for example Cull and Coagulation Marsh). They are mostly felt to be unfun to play on, because both ships and land factories feel very bad to play, so you are essentially locked into hover, amph and air. Perhaps they would be more fun if ZK were different, but I think it would have to be very different... and remaking the game *and* the map pool seems like throwing away a lot of existing work for a pretty nebulous reward. 7 A few hybrid maps along these lines exist (see for example Cull and Coagulation Marsh). They are mostly felt to be unfun to play on, because both ships and land factories feel very bad to play, so you are essentially locked into hover, amph and air. Perhaps they would be more fun if ZK were different, but I think it would have to be very different... and remaking the game *and* the map pool seems like throwing away a lot of existing work for a pretty nebulous reward.
8 \n 8 \n
9 There have been points in time at which Amph was viable (or even felt to be strongest) on Sparkles Reef, or Hovercraft on Shimmershore. I believe it was generally felt that this was not a good balance outcome. 9 There have been points in time at which Amph was viable (or even felt to be strongest) on Sparkles Reef, or Hovercraft on Shimmershore. I believe it was generally felt that this was not a good balance outcome.
10 \n 10 \n
11 There are also a few maps which are mostly land maps, but ships are technically ploppable and see some use in teams games ( see for example Thornford, Onyx Cauldron and Firebreak) . These at least have the potential to be OK maps. 11 There are also a few maps which are mostly land maps, but ships are technically ploppable and see some use in teams games ( see for example Thornford, Onyx Cauldron and Firebreak) . These maps can be pretty okay.