Difference between revisions of "Capture"

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http://manual.zero-k.info/unitpics/vehcapture.png
 
http://manual.zero-k.info/unitpics/vehcapture.png
  
Capture works on a progress bar and dealing capture damage increases the progress along this bar, it is like a separate health bar. Every allyteam has independent capture progress for every unit so that you cannot steal a capture "kill" from an enemy, this is only in effect in FFA as teamgames only have 2 allyteams.
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Capture works on a progress bar and dealing capture damage increases the progress along this bar, it is like a separate health bar. Every allyteam has independent capture progress for every unit so that you cannot steal a capture "kill" from an enemy. The maximum value of the capture bar is the ''cost'' of the unit. Capture damage decays at 4% per second if none has been taken within the last second. Damaged units are captured more quickly than healthy units. A unit at 0% health is captured 3x faster, with the multiplier linearly decreasing to 1x at 100% health.
  
The maximum value of the capture bar is the ''cost'' of the unit. When the capture bar is full the enemy unit is captured. When this happens all capture progress from every allyteam is reset to 0 for the unit.
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When the capture bar is full the enemy unit is captured. The Dominatrix that contributed the last section of capture progress takes control of the unit and the target will be controllable by the player who owns the Dominatrix. This control is shown by a control line leading from the Dominatrix to the captured unit. The full line is visible to any enemy player who has vision of either end of the line, so they can spot hidden controllers. The Dominatrix that takes control must recharge for 8 seconds before it is able to fire. Note that contributing Dominatrices can continue firing at new targets immediately.
  
The capturer that got the last shot on the enemy will take control of the target (target will be controllable by the player who owns this capturer). The capturer now has a control line leading from it to the unit which is visible as long as your capturer controls the unit. It is visible to any enemy player who has vision of either your controller or the controlled unit, in this way they will know where either is hiding if they spot one.
 
  
While the controller has a unit under it's control it is unable to fire for 8 seconds. If the controller dies the captured unit instantly reverts to the _original_ team that owned it, i.e. the team that built it. If an enemy captures a unit that is controlled by one of your capturers, the capturers will lose control of the unit in exactly the same was as if the controlled unit had died.
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If the controller dies the captured unit instantly reverts to the _original_ team that owned it, i.e. the team that built it. If an enemy captures a unit that is controlled by one of your capturers, the capturers will lose control of the unit in exactly the same was as if the controlled unit had died.
  
 
Capturing a controller grants control of all its capturees as well; geometrically branching capture trees are possible (though unlikely).
 
Capturing a controller grants control of all its capturees as well; geometrically branching capture trees are possible (though unlikely).
  
Capture time remaining decreases linearly as the target unit takes physical damage; a unit at 0% health takes three times as much capture damage as one at full health.
 
  
 
If you capture a unit that was originally on your allyteam the control will decay after a few seconds and your capturer will be free to capture as normal.
 
If you capture a unit that was originally on your allyteam the control will decay after a few seconds and your capturer will be free to capture as normal.
  
 
{{Navbox manual}}
 
{{Navbox manual}}

Revision as of 01:14, 17 April 2018

The Dominatrix is a unit in the Vehicle Factory capable of capturing enemy units.

vehcapture.png

Capture works on a progress bar and dealing capture damage increases the progress along this bar, it is like a separate health bar. Every allyteam has independent capture progress for every unit so that you cannot steal a capture "kill" from an enemy. The maximum value of the capture bar is the cost of the unit. Capture damage decays at 4% per second if none has been taken within the last second. Damaged units are captured more quickly than healthy units. A unit at 0% health is captured 3x faster, with the multiplier linearly decreasing to 1x at 100% health.

When the capture bar is full the enemy unit is captured. The Dominatrix that contributed the last section of capture progress takes control of the unit and the target will be controllable by the player who owns the Dominatrix. This control is shown by a control line leading from the Dominatrix to the captured unit. The full line is visible to any enemy player who has vision of either end of the line, so they can spot hidden controllers. The Dominatrix that takes control must recharge for 8 seconds before it is able to fire. Note that contributing Dominatrices can continue firing at new targets immediately.


If the controller dies the captured unit instantly reverts to the _original_ team that owned it, i.e. the team that built it. If an enemy captures a unit that is controlled by one of your capturers, the capturers will lose control of the unit in exactly the same was as if the controlled unit had died.

Capturing a controller grants control of all its capturees as well; geometrically branching capture trees are possible (though unlikely).


If you capture a unit that was originally on your allyteam the control will decay after a few seconds and your capturer will be free to capture as normal.