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Feature request: remove sea maps from !map rotation

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Date Editor Before After
6/17/2014 10:14:09 AMFIranksprang before revert after revert
Before After
1 Interesting to see your specific suggestions. And here's some of my own comments: 1 Interesting to see your specific suggestions. And here's some of my own comments:
2 \n 2 \n
3 [quote]make aspis/eraser able to go sea[/quote] 3 [quote]make aspis/eraser able to go sea[/quote]
4 These units are amphibious. And their immobile counterparts are buildable on water. They can morph to each other on water as well. 4 These units are amphibious. And their immobile counterparts are buildable on water. They can morph to each other on water as well.
5 \n 5 \n
6 [quote]make roaches/ticks/scuttles/ultimatum swim and be invisible under eraser[quote] 6 [quote]make roaches/ticks/scuttles/ultimatum swim and be invisible under eraser[quote]
7 The crawling bombs are excellent and fun units. However, I'm not sure having a few units from random land facs able to go sea would be enough - perhaps sea facs could get their own units using mechanics like this. 7 The crawling bombs are excellent and fun units. However, I'm not sure having a few units from random land facs able to go sea would be enough - perhaps sea facs could get their own units using mechanics like this.
8 \n 8 \n
9 Also, what do you mean by swimming? Walk on sea bottom or swim on surface? 9 Also, what do you mean by swimming? Walk on sea bottom or swim on surface?
10 \n 10 \n
11 [quote]cloaked units should be invisible inside water the same they are on land[/quote] 11 [quote]cloaked units should be invisible inside water the same they are on land[/quote]
12 Cloaking at sea could indeed make it much more interesting. However, cloaked underwater units might prove annoying and problematic, so this would probably require some extra balancing efforts afterwards. 12 Cloaking at sea could indeed make it much more interesting. However, cloaked underwater units might prove annoying and problematic, so this would probably require some extra balancing efforts afterwards.
13 \n 13 \n
14 [quote]heavy striders should be able to walk sea like land with lower speed without ability to use weapons(dante, bantha, scorpi, detri)[/quote] 14 [quote]heavy striders should be able to walk sea like land with lower speed without ability to use weapons(dante, bantha, scorpi, detri)[/quote]
15 Why not, I suppose. It would be consistent to have all striders be amphibious, and I can't see it massively changing the overall balance, for the worse at least. Only worry would be, that scorpion would become a unit able to go anywhere on any map. Currently there is no such unit apart from recon commander. 15 Why not, I suppose. It would be consistent to have all striders be amphibious, and I can't see it massively changing the overall balance, for the worse at least. Only worry would be, that scorpion would become a unit able to go anywhere on any map. Currently there is no such unit apart from recon commander. But I don't think this'd make scorpion OP or anything.
16 \n 16 \n
17 [quote]I'd like to see sea commanders back(torpedo)[/quote] 17 [quote]I'd like to see sea commanders back(torpedo)[/quote]
18 Commanders (lvl5) have their own set of problems, and imo it's best to keep commanders unable to fight at sea, if at all possible, until people are satisfied with sea balance as a whole. 18 Commanders (lvl5) have their own set of problems, and imo it's best to keep commanders unable to fight at sea, if at all possible, until people are satisfied with sea balance as a whole.
19 \n 19 \n
20 [quote]Now having anti nuke sub completely block nukes, sea also have reef. Land has NOTHING of this. This is huge disproportion between land/sea.[/quote] 20 [quote]Now having anti nuke sub completely block nukes, sea also have reef. Land has NOTHING of this. This is huge disproportion between land/sea.[/quote]
21 Indeed, sea is pretty much immune to nukes, which removes the stalemate-busting power of nukes from the game. Easiest way to make sea play the same as land in this regard would be to remove antinuke from Reef and Leviathan, and make Protector buildable on water (floating). 21 Indeed, sea is pretty much immune to nukes, which removes the stalemate-busting power of nukes from the game. Easiest way to make sea play the same as land in this regard would be to remove antinuke from Reef and Leviathan, and make Protector buildable on water (floating).
22 \n 22 \n
23 However, it might be even better to look at the things that make mid/lategame sea a boring porcfest and address those issues. Like perhaps looking at making shields unusable at water again. 23 However, it might be even better to look at the things that make mid/lategame sea a boring porcfest and address those issues. Like perhaps looking at making shields unusable at water again ( shields used to unbuildable on water and get disabled underwater, and I don't think anyone complained about this) .
24 \n 24 \n
25 [quote]Hovers supposed to seamlessly counter pure urchins spam, yes this is additional complexity in sea, but this makes game richer and smarter.[/quote] 25 [quote]Hovers supposed to seamlessly counter pure urchins spam, yes this is additional complexity in sea, but this makes game richer and smarter.[/quote]
26 I gotta agree, hovers being immune to torpedoes was interesting and gave hovers a distinct role in sea battles. 26 I gotta agree, hovers being immune to torpedoes was interesting and gave hovers a distinct role in sea battles.
27 \n 27 \n
28 But I don't think it's impossible to balance sea to be fun, even with torps being able to hit hovers. 28 But I don't think it's impossible to balance sea to be fun even with torps being able to hit hovers.