1 |
I was going to say that was quick - so quick its 6 months before my suggestion! Super impressive! :D
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1 |
I was going to say that was quick - so quick its 6 months before my suggestion! Super impressive! :D
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2 |
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2 |
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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.
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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 |
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4 |
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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.
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6 |
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6 |
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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. :)
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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. :)
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