chickens are not that fun atm simply because there is rarely an oppourtunity to take the initiative.
suggestions:
more respite at the begining (at least twice as much)
longer gaps between waves
more swarmer waves
remove the pigeon sounds (my ears still bleed..)
reduce dam output of chicken tubes
reduce dam output of chicken arty (stationary)
reduce AoE of chicken arty (mobile)
remove/shrink the particles of chicken artillery (it looks terrible atm)
make chicken artillery less common
smaller dodo waves
coctracies more mixed in with swarmers early game (solid waves are unpleasant in a bad way)
more swarmer waves, less specialist waves
less chicken defence structures spawning
quality rather than numbers scale up late game (too much lag in 4 player+ games)
easier first 10 minutes (medium)
less chicken number scaling up with player number (because chickens always focus on one player, atm 5+ player games are v v v hard on medium
balance chickens for normal maps, not chicken maps
chickens
Moderator: Content Developer
Re: chickens
i think chicken tubes should be anti air only, would make it easier to leave your base to kill some nests etc.
atm that can only be done by arti.
atm that can only be done by arti.
Re: chickens
I would change way chickens work completely, there must be more incentive to kill nests imo and they could be a bit smarter. They could even react on players actions. (Chickens can measure how much damage they did and alter tactics - if they did small damage and were killed by air, spawn AA units etc)
Re: chickens
They need to change, but adaptive algorithms are probably asking a bit much. Go ahead though if you want to do it, i've been asking for Chickens to be updated for ages.Licho wrote:I would change way chickens work completely, there must be more incentive to kill nests imo and they could be a bit smarter. They could even react on players actions. (Chickens can measure how much damage they did and alter tactics - if they did small damage and were killed by air, spawn AA units etc)
It needs to be more like the origional implimentation: It needs to respond to player aggression, it needs to encourage the player to kill burrows and take territory, rather than being a glorified tower defense.
The proposal ive had for a long time is that there are two variables, queen anger and chicken tech. Each burrow levels up the longer it is alive, which contributes to the overall chicken tech level. If you kill a burrow, the tech level drops correspondingly. Chicken tech level may also increase over time in a non-burrow dependent fashion. This means if you dont kill burrows (if you porc) the chickens level up faster, getting better porc-killing methods.
Queen anger levels up every time you kill a burrow. It also slowly increase over time. It causes more chickens to spawn, and at 100% summons the queen. This means you can pro-actively choose to summon the queen, if the game is too easy (6 orcones) or if you want to beat it earlier (try and best your previous time). It also means you need careful management between tech and anger, so you dont make the queen too angry but still keep the burrows from teching. It also responds to you being aggressive with its own aggression.
Not really needed with boost, you should be fighting them back from the start and scrambling to secure land, not porcing up.more respite at the begining (at least twice as much)
The problem with having all the units appear in larger, more overwhelming waves is that it lags to have that many units at once. Having them come in smaller, more frequent waves helps keep the lag down. The fact that each waves counters a specific unit type should help: Bring your krows back in when the spore shooters appear, take your mobile units out when the arty or shields appear.longer gaps between waves
Again, lag.more swarmer waves
Already done.remove the pigeon sounds (my ears still bleed..)
Might remove them entirely or make them AA as knorke says. They discourage attacking.reduce dam output of chicken tubes
I want to encourage having to go in and sweep out nested areas, with nukes or mobiles. Why damage output?reduce dam output of chicken arty (stationary)
There are now two chicken arty types: Lobber, which comes way earlier, shoots a single, fairly accurate AoE blob, and Blobber ('big lobber', geddit?), which is like a mini-tremor with very little AoE, rapes shields.reduce AoE of chicken arty (mobile)
Done, they use a spore trail.remove/shrink the particles of chicken artillery (it looks terrible atm)
Again, want to encourage people to keep a mobile force and use it on the appropriate waves.make chicken artillery less common
Why? These things are awesome. D:smaller dodo waves
Its so you can counter them, say, using skirmishers. I've changed them so that they do heaps of damage then have to reload, this makes smaller, lighter units much better against them, and means they completely rape defences if they get in range.coctracies more mixed in with swarmers early game (solid waves are unpleasant in a bad way)
Again, lag and why? Specialists force the player to think laterally and have several tricks up his sleeve.more swarmer waves, less specialist waves
Well, that or remove them.less chicken defence structures spawning
I've done a few things to help fix this (chickens go redundant sooner). But arent you saying add MORE swarmers?quality rather than numbers scale up late game (too much lag in 4 player+ games)
Just balance tweaking there.easier first 10 minutes (medium)
Try using more mobile forces. Other players should contribute economically and use mobiles.less chicken number scaling up with player number (because chickens always focus on one player, atm 5+ player games are v v v hard on medium
Hard is meant to be unbeatable. The fact you can beat it on chicken maps is, frankly, not what i intended. It is balanced for normal maps.balance chickens for normal maps, not chicken maps
Re: chickens
Personally, I think the chicken arty does a good job of encouraging player aggression. The problem I see is that there are too many tubes so the best way to take out arty is with moar arty, rather than raiding.
Re: chickens
An option like
(x) only basic swarm units
would be nice.
I find great lolz in playing only with the commander in egg mode, turret creeping across the map or just making a castle.
Sadly that doesnt work as well when arty etc. show up.
(x) only basic swarm units
would be nice.
I find great lolz in playing only with the commander in egg mode, turret creeping across the map or just making a castle.
Sadly that doesnt work as well when arty etc. show up.
- KingRaptor
- Zero-K Developer
- Posts: 838
- Joined: 14 Mar 2007, 03:44
Re: chickens
Modified chickens (in latest stable), needs testing for value tweaks:
Not mentioned in changelog: burrows still spawn units (albeit at half the normal rate) when the chicken queen spawns, although no new burrows will appear.
Give it a spin.
Changelog wrote:
- Burrows don't respawn.
- Every wave, each burrow reduces the tech time of all chickens by a few seconds (so high level chickens appear faster).
- Killing a burrow causes more chickens to spawn at other burrows in the next wave and increases queen anger.
Not mentioned in changelog: burrows still spawn units (albeit at half the normal rate) when the chicken queen spawns, although no new burrows will appear.
Give it a spin.