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starlight

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Date Editor Before After
11/28/2023 12:58:33 PMNOrankskuggmodzer0 before revert after revert
Before After
1 Thanks for the analysis @Anarchid, also the historical view. Most new ideas are actually old, in ZK. 1 Thanks for the analysis @Anarchid, also the historical view. Most new ideas are actually old, in ZK.
2 \n 2 \n
3 Regarding extra damage to shields, yeah I was visualizing it being implemented as lots of parallel "projectiles" which each applied a small amount of fire damage. They would (in my imagined implementation) be distributed by randomly and approximately evenly (something computationally convenient). I haven't done the math (because I haven't looked up the hitbox size), but I am guessing the large surface area of a aspis would allow the shield to face ruin while individual units are mostly too tough to be worth cooking. Countering shields, to an extent, is interesting in the lobpot. Countering spam in general is interesting... 3 Regarding extra damage to shields, yeah I was visualizing it being implemented as lots of parallel "projectiles" which each applied a small amount of fire damage. They would (in my imagined implementation) be distributed by randomly and approximately evenly (something computationally convenient). I haven't done the math (because I haven't looked up the hitbox size), but I am guessing the large surface area of a aspis would allow the shield to face ruin while individual units are mostly too tough to be worth cooking. Countering shields, to an extent, is interesting in the lobpot. Countering spam in general is interesting...
4 \n 4 \n
5 As far as alternative weapons, I think I actually like this imagined version of the starlight, so its not just to recycle what exists. I find the combination of vision with limited damage to be appealing because it is not yet another way to blow things up, its only a [i]modifier[/i] on your army. The visual of a beam is cool, the slow scanning around in cool. 5 As far as alternative weapons, I think I actually like this imagined version of the starlight, so its not just to recycle what exists. I find the combination of vision with limited damage to be appealing because it is not yet another way to blow things up, its only a [i]modifier[/i] on your army. The visual of a beam is cool, the slow scanning around in cool.
6 \n 6 \n
7 Never knew the meaning of Owling. Owling I suppose is the extreme end of balance by nerfing. Some amount of nerf is clearly part of the deal, and the balance/nerf I would want for this would have it prioritizing front-line support. 7 Never knew the meaning of Owling. Owling I suppose is the extreme end of balance by nerfing. Some amount of nerf is clearly part of the deal, and the balance/nerf I would want for this would have it prioritizing front-line support.
8 \n 8 \n
9 Range? Who knows, larger than a tacnuke, otherwise its doomed. But it doesn't need to spy on the back of a base, IMO. 9 Range? Who knows, larger than a tacnuke, otherwise its doomed. Needs to be enough to follow the front line back a bit. But it doesn't need to spy on the back of a base, IMO.
10 \n 10 \n
11 I am tempted to try modding this behavior in to play with. The visual reveal of sparrow is probably a useful example. 11 I am tempted to try modding this behavior in to play with. The visual reveal of sparrow is probably a useful example.
12 \n 12 \n
13 [quote]I'd be willing to substitute it for a precision lightning blast on 30s cooldown.[/quote] 13 [quote]I'd be willing to substitute it for a precision lightning blast on 30s cooldown.[/quote]
14 Yeah dunno, maybe its just me, but I kinda get bored with just another way to apply damage from afar. The focus should be on units zipping around doing their thing. IMO. 14 Yeah dunno, maybe its just me, but I kinda get bored with just another way to apply damage from afar. The focus should be on units zipping around doing their thing. IMO.