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[q]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.[/q]
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[q]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.[/q]
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I'll fill in the gap for you (even though @Aquanim's comment about this being obervation not fact is sufficient). I was talking about combat units, armies, units that fight at close-mid range. Bertha is not such a unit. Attrition immunity is very powerful on armies. Or, to put it another way, you're sort of implying that your solution to underwater units being resistant to attrition would be to give them combat stats as terribly inefficient as Bertha. This seems like a poor solution to me.
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I'll fill in the gap for you (even though @Aquanim's comment about this being obervation not fact is sufficient). I was talking about combat units, armies, units that fight at close-mid range. Bertha is not such a unit. Attrition immunity is very powerful on armies. Or, to put it another way, you're sort of implying that your solution to underwater units being resistant to attrition would be to give them combat stats as terribly inefficient as Bertha. This seems like a poor solution to me.
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[q]...
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[q]...
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In
a
numbers
game
it
is
always
possible
to
balance
the
power
level,
the
real
question
is
whether
players
would
like
the
gameplay
results.
[q/]
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6 |
In
a
numbers
game
it
is
always
possible
to
balance
the
power
level,
the
real
question
is
whether
players
would
like
the
gameplay
results.
[/q]
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Yes, and this is why I don't think the few paragraphs preceding the quote are particularly relevant. It is possible for any unit design to not break the game if its stats are bad enough (ie, if its Owled). But we're talking about designing viable units that feel reasonably good to use and play against, not edge cases.
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Yes, and this is why I don't think the few paragraphs preceding the quote are particularly relevant. It is possible for any unit design to not break the game if its stats are bad enough (ie, if its Owled). But we're talking about designing viable units that feel reasonably good to use and play against, not edge cases.
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[q]It does seem like significant coding work is needed to make good feeling sea weapons. What kind of learning curve is z-k modding? I may have some significant free time in a few month.[/q]
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[q]It does seem like significant coding work is needed to make good feeling sea weapons. What kind of learning curve is z-k modding? I may have some significant free time in a few month.[/q]
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Depends where you start, perhaps ask @Shaman. I think much more of the work in in design and testing though. Many weapons can be conceived and coded, but the tricky part is to make a weapon that fits in and makes sense.
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Depends where you start, perhaps ask @Shaman. I think much more of the work in in design and testing though. Many weapons can be conceived and coded, but the tricky part is to make a weapon that fits in and makes sense.
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[q]Sea is boring because there is like 1 army comp (even if it takes 3~4 factories). that have no counters on a meta level. [/q]
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[q]Sea is boring because there is like 1 army comp (even if it takes 3~4 factories). that have no counters on a meta level. [/q]
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What is this comp? Siren, Lance with Shogun and AA? I think we'll always feel like we're close to knowing 'the' sea comp simply because it has fewer units. I'm not sure it's so clear though.
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What is this comp? Siren, Lance with Shogun and AA? I think we'll always feel like we're close to knowing 'the' sea comp simply because it has fewer units. I'm not sure it's so clear though.
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Also, I'm not particularly interested in making ZK work on pure sea maps. Sea should interact with land by providing artillery and making landings. I think a lot of variety in sea can come from how it interacts with the land domains of a map, rather than there being a large selection of factories.
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Also, I'm not particularly interested in making ZK work on pure sea maps. Sea should interact with land by providing artillery and making landings. I think a lot of variety in sea can come from how it interacts with the land domains of a map, rather than there being a large selection of factories.
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