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Long ranged commanders

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Date Editor Before After
12/17/2022 12:52:00 AMAUrankAdminAquanim before revert after revert
12/17/2022 12:50:52 AMAUrankAdminAquanim before revert after revert
Before After
1 [quote]- limits unit variety : options across the range of clumsyness would still be used if given fair costs[/quote] 1 [quote]- limits unit variety : options across the range of clumsyness would still be used if given fair costs[/quote]
2 To (probably) quote Orson Welles, “The enemy of art is the absence of limitations.” 2 To (probably) quote Orson Welles, “The enemy of art is the absence of limitations.”
3 \n 3 \n
4 I think that Zero-K is a [b]better[/b] game on account of having things which units cannot do, or cannot do easily and smoothly. Figuring out how to work around those gaps with clever unit compositions and unit control, in the face of an enemy trying to (a) disrupt you and (b) do the same thing, is a fundamental part of what makes the game fun. 4 I think that Zero-K is a [b]better[/b] game on account of having things which units cannot do, or cannot do easily and smoothly. Figuring out how to work around those gaps with clever unit compositions and unit control, in the face of an enemy trying to (a) disrupt you and (b) do the same thing, is a fundamental part of what makes the game fun.
5 \n 5 \n
6 [quote]- "clumsyness" has scaling issues : as the map gets populated and numbers grow and they're given a bit of escorting from counter-counter units, they go from failing to hit/kill the units they were supposed to counter, to wrecking the units they're not supposed to counter (as happens with rogue, lance, grizzly, cerberus, bertha)[/quote] 6 [quote]- "clumsyness" has scaling issues : as the map gets populated and numbers grow and they're given a bit of escorting from counter-counter units, they go from failing to hit/kill the units they were supposed to counter, to wrecking the units they're not supposed to counter (as happens with rogue, lance, grizzly, cerberus, bertha)[/quote]
7 I think it is an inherent part of the game that the effective strength of units changes under different circumstances, and again I think that in general the game is improved by this phenomenon. It means that there is an interesting decision to be made in terms of when to transition to a unit composition which might be weaker now but will be better in the future situation you hope to create. 7 I think it is an inherent part of the game that the effective strength of units changes under different circumstances, and again I think that in general the game is improved by this phenomenon. For example, it means that there is an interesting decision to be made in terms of when to transition to a unit composition which might be weaker now but will be better in the future situation you hope to create.
8 \n 8 \n
9 There might be some reason why strength changing in particular due to "clumsyness" is bad, but I do not particularly see one. 9 There might be some reason why strength changing in particular due to "clumsyness" is bad, but I do not particularly see one.