NEW CHICKENS!

NEW CHICKENS!

A dynamic game undergoing constant development and refinement, that attempts to balance playability with fresh and innovative features.

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smokingwreckage
Posts: 327
Joined: 09 Apr 2005, 11:40

NEW CHICKENS!

Post by smokingwreckage »

I notice that there a variety of new and awful alien giant bug-things in the latest stable!

Nice work!
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1v0ry_k1ng
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Joined: 10 Mar 2006, 10:24

Re: NEW CHICKENS!

Post by 1v0ry_k1ng »

and im sure BA will be borrowing them in the near future >_>
Regret
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Joined: 18 Aug 2007, 19:04

Re: NEW CHICKENS!

Post by Regret »

Already on it.
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1v0ry_k1ng
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Re: NEW CHICKENS!

Post by 1v0ry_k1ng »

jeez
Saktoth
Zero-K Developer
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Re: NEW CHICKENS!

Post by Saktoth »

We really need to get around to borrowing (permanently) something (anything) back one of these days.

Not like grace periods and junk though... that just messes with the difficulty.

The Leaper is probably not really worth it, its animation is a bit lol and its role in the game isnt great: it was more for chicken faction, because they lack a fast attack unit (but even there...). Its cool when it kicks a mobile unit away but as if chickens needs to discourage the use of mobiles. Melee is meant to encourage kiting but it doesnt really, and everything having shorter range than llt is probably a bad idea. I think ill add an inaccurate early hammer-like artillery, to force the use of mobiles.

The shield is a good idea in principle but it sort of comes a bit late: Its meant to help units get close to the porc but it often walks in solo. Ill probably put it a bit earlier (before arty).

Really though, we need to fix chicken so that its not just a porc fest- chickens tech up if you dont kill burrows and they spawn more chickens (and anger) if you do. More like the origional.
Regret
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Joined: 18 Aug 2007, 19:04

Re: NEW CHICKENS!

Post by Regret »

Saktoth wrote:We really need to get around to borrowing (permanently) something (anything) back one of these days.
Please steal BA balance for CA. pzlplzplzplzzplz
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Otherside
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Joined: 21 Feb 2006, 14:09

Re: NEW CHICKENS!

Post by Otherside »

no thx id rather use 50 units rather than 5
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Pxtl
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Joined: 23 Oct 2004, 01:43

Re: NEW CHICKENS!

Post by Pxtl »

Regret wrote:
Saktoth wrote:We really need to get around to borrowing (permanently) something (anything) back one of these days.
Please steal BA balance for CA. pzlplzplzplzzplz
... but you already have a game that has BA balance. It's called BA. Why would you want that in CA?
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TheFatController
Balanced Annihilation Developer
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Joined: 10 Dec 2006, 18:46

Re: NEW CHICKENS!

Post by TheFatController »

1v0ry_k1ng wrote:and im sure BA will be borrowing them in the near future >_>
Was always planning a shield chicken, jumping chickens may be fun. I'm more interested in Argh's upcomming models for PURE chicken defense however.
Saktoth wrote:We really need to get around to borrowing (permanently) something (anything) back one of these days.

Not like grace periods and junk though...
Feeling the love here. You should actually try BA Chicken Defense some time rather than just looking at the mod options its pretty fun.
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CarRepairer
Cursed Zero-K Developer
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Joined: 07 Nov 2007, 21:48

Re: NEW CHICKENS!

Post by CarRepairer »

I don't like shield chickens because I find it absurd that chickens somehow came up with shield technology, they live in dirt. The model is cool though, I think you should just make him a healer or something.

Leapers are obviously modeled after an animal called the kangaroo, which is found in the continent of Australia where Saktoth lives, clearly his inspiration. They make me smile.
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KaiserJ
Community Representative
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Joined: 08 Sep 2008, 22:59

Re: NEW CHICKENS!

Post by KaiserJ »

i had a lot of fun the other day in a big teamgame playing CA chickens...

my only complaints would be that the stationary artillery seemed to lag the game to hell; maybe turn off the ground deformation and some of the effects...

the shield guys seemed a bit bizarre, not sure how i feel about them... i think i'd rather see an area effect healer unit (if such a thing is possible) purely for the reason that i rarely fight chickens using plasma weapons.

but indeed, fun and well done!
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Pxtl
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Joined: 23 Oct 2004, 01:43

Re: NEW CHICKENS!

Post by Pxtl »

Yeah, I have to agree that giving Chickens a special defense unit other than area-cloak or area-shield would be nice. Area-heal is redundant with construction-units, but it would still work. Perhaps, rather than make the area-heal a literal heal, why not make it a Protoss-like shield? That is, each individual Chicken in the shielded area gets a personal fast-regenerating shield that decays when they leave that unit's zone-of-protection?

Alternately: a deploy-on-death transport with a belly full of units and enough health to get just about anything into deployment range.
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CarRepairer
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Re: NEW CHICKENS!

Post by CarRepairer »

Pxtl wrote:Alternately: a deploy-on-death transport with a belly full of units and enough health to get just about anything into deployment range.
Nice. I've thought of something similar - make Talons into transports that can carry small units. Shoot down the Talons? Then you must deal with paratrooping swarmers!
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1v0ry_k1ng
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Re: NEW CHICKENS!

Post by 1v0ry_k1ng »

the stationary artillery firing laggy, guided green projectiles look utterly terrible

some high trajectory ballistic attack would look much much better and make alot more sense
Saktoth
Zero-K Developer
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Joined: 28 Nov 2006, 13:22

Re: NEW CHICKENS!

Post by Saktoth »

I love them, swarming around overhead, not knowing what they are going to hit. If they lag due to particle count i can fix that (thats the only lag source BTW).

Shield chicken is cool. Its a bubble of mucus or protoplasmic fluid, okay? Shield is better than healer or whatever, its meant to get chickens close enough to defenses to do some damage. Though the current behaviour isnt that great because it often wanders in solo.

Leaper is sort of dumb yeah, it was my attempt at a fast attack chicken, mostly for chicken faction.
TheFatController wrote:
Saktoth wrote:We really need to get around to borrowing (permanently) something (anything) back one of these days.

Not like grace periods and junk though...
Feeling the love here. You should actually try BA Chicken Defense some time rather than just looking at the mod options its pretty fun.
Feeling the love? Most certainly, you have our eternal gratitude. I have, briefly, played BA chickens. Dont want chicken boxes or grace periods though because it makes the difficulties non static- You should be able to compare your sucess in a difficulty with other games (at least, across maps). Besides, fighting off the huge swarms as you scramble to secure land and clearing out nests with crack squads behind your lines is what made the origional pre-timer chicken great. We need to restore that eventually, the chickens you took for BA was a stopgap measure we set up while we adapted the old model.
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1v0ry_k1ng
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Re: NEW CHICKENS!

Post by 1v0ry_k1ng »

dude, im all for hard games but these chickens are kinda hard in a way that isnt fun.

need a longer grace period, need less specialists appearing in huge waves and more of them appearing in other waves, more time between waves in which to counterattack. im all for off the chain hordes, but atm there is no way to strike back bar nukes, which is lame. huge waves yay, but more time between ftw
Regret
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Joined: 18 Aug 2007, 19:04

Re: NEW CHICKENS!

Post by Regret »

1v0ry_k1ng wrote:dude, im all for hard games but these chickens are kinda hard in a way that isnt fun.
Yep, just played a few games, currently the balance is terrible.
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CarRepairer
Cursed Zero-K Developer
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Joined: 07 Nov 2007, 21:48

Re: NEW CHICKENS!

Post by CarRepairer »

Hardest difficulty should be nigh unbeatable. The only time it is beat is if 100% of the players are pros and are on their best game, and there's a full moon out. It should be really that hard because there are lesser difficulties.
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Neddie
Community Lead
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Joined: 10 Apr 2006, 05:05

Re: NEW CHICKENS!

Post by Neddie »

CarRepairer wrote:Hardest difficulty should be nigh unbeatable. The only time it is beat is if 100% of the players are pros and are on their best game, and there's a full moon out. It should be really that hard because there are lesser difficulties.
Well, then CA's Chicken was as of last month too easy.
Saktoth
Zero-K Developer
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Joined: 28 Nov 2006, 13:22

Re: NEW CHICKENS!

Post by Saktoth »

We've already beat it, and it wasnt that difficult, on chicken nuggets (ultra porcable, but relatively low metal count- we were scraping by most of the game). We never had a breach, other than a few air units getting through. We lost a bantha beyond where we could reclaim it, our first big investment. A few times we were in danger from the spires and arty draining our huge banks of shields, but luckily i had devoted a lot of income to krows, which helped clean them out. Once the nukes started flying that kept the spire count down.

You can get the laser towers up early and keep the nests down within your territory. Its make or break early on, you need a player in each porc position and another keeping an eagle eye on the burrows, lots of radar cover. Its not meant to be 'tech to huge porc then watch the chickens roll in' its meant to be a desperate scramble for territory. In fact, id say the fact it becomes just a big long porc later on is a flaw in the design. Early versions of chicken was all about beating them back, territory control, etc and was a lot more fun.

Try playing medium though: You'll beat it more often than not.

We do need less specialists in huge waves to make it HARDER, not easier. But i like that you can bring out the krows to beat most of the chickens then when the pigeons, talons, or spore shooters come out you have to scurry back to the shields. We need to mix the shield chickens in with the waves more though, they arent very effective.

Another thing we need is the chickens keeping together more. A big problem is they walk in piecemeal.
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