1 faction discussion thread - Page 5

1 faction discussion thread

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Are you open to the idea of condensing CA's factions into 1?

Yes
23
40%
No
24
42%
Don't play CA
10
18%
 
Total votes: 57

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Otherside
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Re: 1 faction discussion thread

Post by Otherside »

Sak you still cant get it through your head that you can swap factories at will with little to no problem this doesnt make the choices meaningful. sure in big team games the mix of factions/factories means nearly all options are available but in smaller games or 1v1 your faction choice is important.
Google_Frog
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Re: 1 faction discussion thread

Post by Google_Frog »

Otherside wrote:Sak you still cant get it through your head that you can swap factories at will with little to no problem this doesnt make the choices meaningful. sure in big team games the mix of factions/factories means nearly all options are available but in smaller games or 1v1 your faction choice is important.
In 1v1s the most real viable start are bot/vehicle. Some wacky BD rush type things can happen but a lot have been shown to be unviable. The Bot or Vehicle choice is much larger than Arm or Core. 1 Faction would increase the starting options.

With the factory swapping I'd say 500 cost is still a big choice up to at least 10 minutes into the game. The choice at the start helps define how you expand and raid during the start of the game. Factory costs could even be increased if people believe this is a problem.
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Otherside
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Re: 1 faction discussion thread

Post by Otherside »

the factions could just be diversified more (static defenses are to cloney atm)
Regret
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Re: 1 faction discussion thread

Post by Regret »

1v0ry_k1ng wrote:so rumour is 1 faction is not going to happen ^_^
Really? I thought CA likes to shoot itself in the legs.
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flop
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Re: 1 faction discussion thread

Post by flop »

Saktoth wrote: And with one faction, we can have even more factories, and they can be geniunely unique, because they dont need to mirror eachother anymore.
why do factions need to mirror each other this is hilarious
Google_Frog
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Re: 1 faction discussion thread

Post by Google_Frog »

Otherside wrote:the factions could just be diversified more (static defenses are to cloney atm)
Then in teamgames you'd have people sharing to get the turrets that one side or the other does better. Or say if you removed HLT from one side the other would end up feeling incomplete. Basically for 2 drastically different factions you've got to design a new game.
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Gota
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Re: 1 faction discussion thread

Post by Gota »

I'v noticed you guys are trying to make as many units available at start as possible,so why not just have 1 factory with all the options available in it...
Just remove units that are too close in roles and have one factory like in warhammer...

You can either allow the player to build all the units from the start or a certain amount or none.

If not all units are available from the start than have certain buildings that when built allows the player to build more different units or units of a certain kind.
So you build a lab and when you need amphibious units you build a structure that opens those units to use...
The point is you only need one "amphib tech" structure or "aircraft tech" structure and from there on no matter where you build a lab(the same single lab) it can build those units as well.

You can have say 5 "tech levels".
Each tech level allows you to build a certain kind of units.
You make a lab with one of the tech lvls of your choice and than if you want other techs available you need to build a structure that will open another tech lvl.
The more of these structures you make and the more tech lvls you unlock the more expensive the next building to unlock the next tech becomes.
tech buildings can be the same building that you build again and again and each time the cost of the next rises.
If one get destroyed the last tech lvl you chose becomes unavailable in your labs.

Another option is to upgrade your lab.
Each upgrade will add the appropriate parts to your lab that represent the tech type you chose.
If you started with say vehicle tech as your first and your upgrading the lab so it will also allow to build ships when built on water than all instances of your lab get floating pads on the sides of the lab.
If you decide to upgrade to an air tech than a pad is added to your labs that builds air units.
If you start with an air tech you only have the pad..


The cost of each tech can rise depending on the amount of techs already available or depending on some other factors like relative eco of you and your enemy or enemy team.It can be whatever.

This solves several stuff.
First of all,the annoying reclaiming of labs you no longer need cause you you don't need what they are making.
the fact you don't have many free ip labs.
This will allow a huge diversity and types of playstyles(depending on how you divide tech lvls and how you price them cause you can have several groups of units that are considered a different tech lvl but are on the same price scale)
You can have like 10 or more different techs and each player will decide which ones to use or whcih ones to use first..
This can be much more flexible than having several labs that are very rigid in what they can build and give a lot for a big price as oppose to small incremental changes for a small flexible cost.
You can have tech for buildings available like turrets or eco buildigns...

In short,this way each game can be very different as players do tons of different combinations with all the available techs.

You can even make it so each player can choose what units or buildings he wants to become available for him when he adds another tech lvl and each unit and building or ability can have a certain price.
Each tech lvl can be limited to a certain maximum price of the sum of chosen units and buildings to become available as soon as the player aquires the tech lvl.
This mean each player will be able to fully customize his abilities and build list and units and buildings available each game.
If a player is sure he no longer needs a certain unit in his build list or an ability or a building he can sell its availability at a lower price to be able to acquire the next tech lvl wit the units he does need.


I think such a structure can work well for CA.
Last edited by Gota on 23 Sep 2009, 11:25, edited 1 time in total.
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Otherside
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Re: 1 faction discussion thread

Post by Otherside »

Google_Frog wrote:
Otherside wrote:the factions could just be diversified more (static defenses are to cloney atm)
Then in teamgames you'd have people sharing to get the turrets that one side or the other does better. Or say if you removed HLT from one side the other would end up feeling incomplete. Basically for 2 drastically different factions you've got to design a new game.
its pretty common in RTS's for people to mix factions playing to there strengths and covering each other's weakness. just in spring team games are hugely inflated and in other rts's its mainly 2v2 or 3v3.
Saktoth
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Re: 1 faction discussion thread

Post by Saktoth »

flop wrote:
Saktoth wrote: And with one faction, we can have even more factories, and they can be geniunely unique, because they dont need to mirror eachother anymore.
why do factions need to mirror each other this is hilarious
They dont and we dont, we are all about faction diversity.

But they need to have similiar units that can do similiar jobs, at the very least, and have the same set of counters. Otherwise, one some maps, in some situations, factions will be UP (already the case somewhat).
its pretty common in CA for people to mix factories playing to there strengths and covering each other's weakness.
Fix'd.
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Pxtl
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Re: 1 faction discussion thread

Post by Pxtl »

I keep going over crazy ideas for ways to make CA have more diversity in play (and oddly enough, 1 faction is part of that)... but ultimately, we have to remember that CA is a good game _right now_. CA is a hell of a lot of fun. Any new 1-faction mod won't be CA anymore, really. No surprise that it's a bit controversial - you're talking about destroying your game. Sure, you might be making a better one, but you're talking about destroying one.
Saktoth
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Re: 1 faction discussion thread

Post by Saktoth »

To be honest, we are destroying and re-creating the game every time we update it. People complain that CA is updated too often so you cant learn it, or cant come back and play the same game, and its a valid criticism. What you played a 6 months ago is fairly different from what we have now. The difference is, that is incremental.

We need a final push to be free of OTA IP. The final purge. Anyway, its A. A fork and B. Seems popular by votes.
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CarRepairer
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Re: 1 faction discussion thread

Post by CarRepairer »

CA downloader poll results so far show the opposite of this thread's poll:

Are you open to the idea of condensing CA's factions into 1?
26|Yes
90|No
19|Don't play CA
luckywaldo7
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Re: 1 faction discussion thread

Post by luckywaldo7 »

CA downloader poll also suggests there are 116 CA players
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Gota
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Re: 1 faction discussion thread

Post by Gota »

luckywaldo7 wrote:CA downloader poll also suggests there are 116 CA players
eheh
Saktoth
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Re: 1 faction discussion thread

Post by Saktoth »

I just played a FFA where i started core ships, went core walkers, lost both those factories, ressed an arm con, went arm tank for a while and was down to a single Freaker for core tech. Made core tank factory, lost my arm tank Factory to nuke, played core tank for a bit, got an arm air con, made an arm shipyard, lost my core tech entirely, took over the sea, made an arm air plant, and captured a core hover con for the grand finale where i built a zenith.

Its even easier in a teamgame, where you can just ask for a constructor (or ask him to help you out in an attack/defense.

Yes yes, maybe we can add things to prevent sharing (though not cooperation...), but nobody even thought this was a problem before we started talking about 1faction. The game works fine this way and always has, it will work fine with 1faction to.

Regardless, ignoring everything else, it allows us to be IP free. And we've lost another dev to that: Licho says he is AFK until IP free.
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Licho
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Re: 1 faction discussion thread

Post by Licho »

I'm mainly concerned with players than some licenses. But models are needed because most people are scared to advertise while this still has OTA inside.
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Neddie
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Re: 1 faction discussion thread

Post by Neddie »

Not exactly scared, more like they can't realistically do so.
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1v0ry_k1ng
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Re: 1 faction discussion thread

Post by 1v0ry_k1ng »

i think most your players will be afk when one faction
jeykey
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Re: 1 faction discussion thread

Post by jeykey »

I like this idea very much... but the idea of factions with the same standard units and different "hero units" is cool too...


- No ugly units anymore....
- better balance
-> nicer gameplay
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knorke
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Re: 1 faction discussion thread

Post by knorke »

dont want 1 faction for ca.
not having all options avaible is part of having to think of a strategy.

techbuildings that unlock might work but on most maps one could hide them so far at the back they are completly safe until you lost anyway.
factories still need to be build somewhat close to the front/can not be walled in so this is no problem.
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