Assault units which aren't rezable (no wreck)
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Assault units which aren't rezable (no wreck)
Assault units are very often killed inside the enemy base.
In most games you either win center instantly, because you get huge reclaim from the enemy outpost or lose in progress because you send a lot of reclaim right into the enemy storage.
Commander explosions and reinforcements lower the value of ↑this↑ statement, but it is still a huge risk to use assaults to do an assaulty job.
I would like to see that mods provide assault units which don't leave wrecks.
Like bombers - no wrecks and that is what we like about them (for attacking)!
@Game devs: please consider this idea and give it a try.
In most games you either win center instantly, because you get huge reclaim from the enemy outpost or lose in progress because you send a lot of reclaim right into the enemy storage.
Commander explosions and reinforcements lower the value of ↑this↑ statement, but it is still a huge risk to use assaults to do an assaulty job.
I would like to see that mods provide assault units which don't leave wrecks.
Like bombers - no wrecks and that is what we like about them (for attacking)!
@Game devs: please consider this idea and give it a try.
Re: Assault units which aren't rezable (no wreck)
ba&xta have a "no unit wrecks" modoption.
zk has modoption to set metalmultiplier of wrecks.
So it is for all units, not just assaults. But maybe interessting for bit playtesting...
zk has modoption to set metalmultiplier of wrecks.
So it is for all units, not just assaults. But maybe interessting for bit playtesting...
Re: Assault units which aren't rezable (no wreck)
You don't want it on all units - when you are sure you can fend an attack off, you want the wrecks of your units at least :)
You just need the right unit for every case (or a not-leave-wreckage unit state)
You just need the right unit for every case (or a not-leave-wreckage unit state)
Re: Assault units which aren't rezable (no wreck)
Unsure about BA, in ZK if you selfdestruct something it turns into debris which give much less metal when harvested. There's your no-wreck toggle.
Re: Assault units which aren't rezable (no wreck)
Maybe an uberleet player could set his assault unit to self-destruct five second before they die when he gauge his attack to be doomed to fail.
Re: Assault units which aren't rezable (no wreck)
As player: become more leet.
As gamedev: if this mechanic is desirable, make assaults instaselfd.
As gamedev: if this mechanic is desirable, make assaults instaselfd.
Re: Assault units which aren't rezable (no wreck)
Just remove the corpse reference from the unit def if that's your plan.
Re: Assault units which aren't rezable (no wreck)
@KDR_11k: Yes, it is
But I want to play such a game and not make a fork where everybody has to choose for either the fork or BA/ZK/TA.
Such a fork will never get enough players with our current playerbase.
And that is why I wrote it and hope some TA/BA/ZK dev like this idea and make a change.
But I want to play such a game and not make a fork where everybody has to choose for either the fork or BA/ZK/TA.
Such a fork will never get enough players with our current playerbase.
And that is why I wrote it and hope some TA/BA/ZK dev like this idea and make a change.
Re: Assault units which aren't rezable (no wreck)
Gundam/starwars/s44 didn't give funds on reclaim. Hell evo has the ability to turn those rssources instantly into units. Not everthing here is ba/zk. Never make that assumtion. Of you have a suggestion post it in their forums and have some respect for the other projects on this site to not flood it with requests for specific features you want in project x esp when project x has been given it's own area.
This is the spring site...
This is the spring site...
Re: Assault units which aren't rezable (no wreck)
You think I should create 3 topics discussing the same - for BA, ZK, TA, ...?
Thinking more about it, BA and TA would probably do fine if they just replace 1 metal with 60-100 energy in the costs.
Thinking more about it, BA and TA would probably do fine if they just replace 1 metal with 60-100 energy in the costs.
Re: Assault units which aren't rezable (no wreck)
What do you mean by "TA" ? I hope no Spring mod ever gets called like that, it would be very confusing.
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Re: Assault units which aren't rezable (no wreck)
Sorry to break this to you but... Tired Annihilation.
Re: Assault units which aren't rezable (no wreck)
Tech Annihilation :p
Re: Assault units which aren't rezable (no wreck)
TiAGoogle_Frog wrote:Sorry to break this to you but... Tired Annihilation.
Re: Assault units which aren't rezable (no wreck)
Ziiiiiiiiing! And zwzsg comes out of left field. ..
Postcount++
Postcount++
Re: Assault units which aren't rezable (no wreck)
I'm pretty sure the current *A mods WANT attackers to leave wrecks.
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Re: Assault units which aren't rezable (no wreck)
A preemptive strike by NeonStorm.NeonStorm wrote:Tech Annihilation :p