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B1622689 29 on Starwatcher 0.9 (Multiplayer)

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Date Editor Before After
5/3/2023 12:38:40 AMDErankdunno before revert after revert
5/3/2023 12:33:19 AMDErankdunno before revert after revert
5/3/2023 12:30:01 AMDErankdunno before revert after revert
5/3/2023 12:19:51 AMDErankdunno before revert after revert
5/3/2023 12:17:53 AMDErankdunno before revert after revert
Before After
1 Yet another example of a match which wasn't at all stalemated yet being cancelled by Starlight. Sad that we can't play out high-metal maps with units because Starlight is so ridiculously underpriced. (I find it unfun even when it's our SL.) 1 Yet another example of a match which wasn't at all stalemated yet being cancelled by Starlight. Sad that we can't play out high-metal maps with units because Starlight is so ridiculously underpriced. (I find it unfun even when it's our SL.)
2 \n 2 \n
3 (It's well possible that west could have won with units if it wasn't for starlight, but that would have been more interesting.) 3 (It's well possible that west could have won with units if it wasn't for starlight, but that would have been more interesting.)
4 \n 4 \n
5 Rough proposal: SL cost should be equal to the metal hypothetically produced in 10 min by a team having half the mexes, a fully connected grid, and an [url=https://zero-k. info/mediawiki/Overdrive#General_Investment_Payback_Time]overdrive E/M ratio of 15 ( orange-red grid) [/url]. ( This would make the cost of SL dependent on the map and on player count. ) 5 Rough proposal: SL cost should be equal to the metal hypothetically produced in 10 min by a team having half the mexes, a fully connected grid, and an [url=https://zero-k. info/mediawiki/Overdrive#General_Investment_Payback_Time]overdrive E/M ratio of 15 ( orange-red grid) [/url]. ( This would make the cost of SL dependent on the map and on player count, which is justifiable by the fact that SL can kill any amount of units, which makes its utility scale with map richness. )