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Opinion: Being able to see the enemy is "cool"

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Date Editor Before After
3/8/2023 11:14:17 PMGBrankdyth68 before revert after revert
3/8/2023 10:56:44 PMGBrankdyth68 before revert after revert
Before After
1 @Jhopmemes: I think you're possibly looking at it from the wrong angle. 1 @Jhopmemes: I think you're possibly looking at it from the wrong angle.
2 \n 2 \n
3 "Is cloaking too cost effective" (e.g. too powerful) is only one of the axes to consider. 3 "Is cloaking too cost effective" (e.g. too powerful) is only one of the axes to consider.
4 \n 4 \n
5 The right approach is to think "What sorts of cloak interactions and features are fun on the net? What designs and properties of a cloaking system make the game more fun if both teams have plentiful access to it?". 5 The right approach is to think "What sorts of cloak interactions and features are fun on the net? What designs and properties of a cloaking system make the game more fun if both teams have plentiful access to it?".
6 \n 6 \n
7 \n 7 \n
8 The main interaction/use case that is considered fun is cloaked infiltrations: 8 The main interaction/use case that is considered fun is cloaked infiltrations:
9 A medium sized force sneaking into the enemy base and suddenly appearing to wreck havoc. 9 A medium sized force sneaking into the enemy base and suddenly appearing to wreck havoc.
10 \n 10 \n
11 * These are good because they give cloaking player a skilled thing to do: 11 * These are good because they give cloaking player a skilled thing to do:
12 * Realizing the infiltration possibility and manoeuvring through the enemy lines 12 * Realizing the infiltration possibility and manoeuvring through the enemy lines
13 * And the players on the other team skilled things to do: 13 * And the players on the other team skilled things to do:
14 * Beforehand: 14 * Beforehand:
15 * The placement of backline defences on key points 15 * The placement of backline defences on key points
16 * The creation of a quick reaction force and unit tripwires 16 * The creation of a quick reaction force and unit tripwires
17 * Afterwards: 17 * Afterwards:
18 * Noticing an assault is taking place 18 * Noticing an assault is taking place
19 * Communicating it to other players 19 * Communicating it to other players
20 * Taking a quick reaction force and responding to the attack 20 * Taking a quick reaction force and responding to the attack
21 * Assessing what forces can reach in time and what is needed to fend it off 21 * Assessing what forces can reach in time and what is needed to fend it off
22 * These events also have a short time of high excitement and high stakes (that nonetheless has plenty of opportunity for tactics, judgement and agency). 22 * These events also have a short time of high excitement and high stakes (that nonetheless has plenty of opportunity for tactics, judgement and agency).
23 \n 23 \n
24 \n 24 \n
25 The main one that is considered unfun is cloaked lance balls plinking away for ten minutes. 25 The main one that is considered unfun is cloaked lance balls plinking away for ten minutes.
26 * Later on ( only cloak spreads) there is often little for the cloakball player to do but configure his lances appropriately and wait for enemies to be revealed. 26 * Later on ( after cloaking spreads) there is often little for the cloakball player to do but configure his lances appropriately and wait for enemies to be revealed.
27 * There is limited opportunity for counterplay: 27 * There is limited opportunity for counterplay:
28 * Firewalker tends to be a one-shot (generally getting lanced due to shorter range). Inferno mostly just forces units to move. 28 * Firewalker tends to be a one-shot (generally getting lanced due to shorter range). Inferno mostly just forces units to move.
29 * Raids or assaults aren't viable without knowing enemy force composition. 29 * Raids or assaults aren't viable without knowing enemy force composition.
30 * Likhos are only an option for one/two players, take a while to build and can be hardcountered (Artemis). 30 * Likhos are only an option for one/two players, take a while to build and can be hardcountered (Artemis).
31 * Walls are good defensive options, but encourage long stalemates with little movement or bold plays. 31 * Walls are good defensive options, but encourage long stalemates with little movement or bold plays.
32 * Cloaked Snitches only work against unskilled players who do not screen. 32 * Cloaked Snitches only work against unskilled players who do not screen.
33 * Area cloakers of their own often results in very high randomness. Which sides unit or firewalker shot happens to wander into the others cloakball first has a pretty big impact. And two big cloakballs coming into contact is sudden chaos with little agency. 33 * Area cloakers of their own often results in very high randomness. Which sides unit or firewalker shot happens to wander into the others cloakball first has a pretty big impact. And two big cloakballs coming into contact is sudden chaos with little agency.
34 * It's nonetheless the best option. 34 * It's nonetheless the best option.
35 * It occurs over a very long period of time with no real moments of triumph or despair (barring a sudden well targetted Likhoing). (the previously mentioned chaotic melee doesn't hit the right notes due to low agency) 35 * It occurs over a very long period of time with no real moments of triumph or despair (barring a sudden well targetted Likhoing). (the previously mentioned chaotic melee doesn't hit the right notes due to low agency)
36 \n 36 \n
37 \n 37 \n
38 Ideally you want a cloaking system that makes the former possible but not the latter. 38 Ideally you want a cloaking system that makes the former possible but not the latter.