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Game mode implode cost

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Date Editor Before After
1/30/2025 3:27:15 AMAUrankAveragePlan before revert after revert
1/30/2025 3:25:21 AMAUrankAveragePlan before revert after revert
1/30/2025 3:22:11 AMAUrankAveragePlan before revert after revert
Before After
1 I was going to say that was quick - so quick its 6 months before my suggestion! Super impressive! :D 1 I was going to say that was quick - so quick its 6 months before my suggestion! Super impressive! :D
2 \n 2 \n
3 I once played a game called Myth. I learnt from the dwarves of Myth that delayed bouncing explosions make for many lolz. It's worth a look if you're ever bored. So I've got a crazy picture in my head of the ZK version of that. 3 I once played a game called Myth. I learnt from the dwarves of Myth that delayed unpredictable bouncing explosions make for many lolz. It's worth a look if you're ever bored. So I've got a crazy picture in my head of the ZK version of that.
4 \n 4 \n
5 So my two cents would be the explosion could do only a little damage, and the grav force pushes a bit more upwards, and grav would be proportional to the metal cost (or size of unit). A wild guess would be GRAVSTRENGTH = CONSTANT+sqrt(METAL) or something like that. 5 So my two cents would be the explosion could do only a little damage, and the grav force pushes a bit more upwards, and grav would be proportional to the metal cost (or size of unit). A wild guess would be GRAVSTRENGTH = CONSTANT+sqrt(METAL) or something like that.
6 \n 6 \n
7 The result could be that a glaive death just nudged stuff around a bit, a cyclops dying was the same as a sumo jump, and paladin was like a singu blast except without the damage. Something dying in a cluster of units would bounce them a short distance away, where the fall damage deaths might trigger more chain reactions and generally bouncy chaos. :) 7 The result could be that a glaive death just nudged stuff around a bit, a cyclops dying was the same as a sumo jump, and paladin was like a singu blast except without the damage. Something dying in a cluster of units would bounce them a short distance away, where the fall damage deaths might trigger more chain reactions and generally bouncy chaos. :)