ZeroK-RTS / Zero-K

Open source RTS game running on the Spring/Recoil engine
https://zero-k.info
GNU General Public License v2.0
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Make Superweapons ramp up with energy grid #3922

Open GoogleFrog opened 4 years ago

GoogleFrog commented 4 years ago

I came across the idea of making superweapons better with more grid energy. Perhaps they could be disabled at no energy, be about about as powerful as they are now at 500 energy, and linearly extend their power from there.

DRP could rotate faster, causing it to fire faster. Starlight could aim faster and BZZT with higher frequency, Zenith could gather meteors faster.

Effects:

The rushing effect could actually be beneficial to the game. If it were possible to rush underpowered superweapons, ones that do not immediately end the game, then they could have more nuance.

Licho1 commented 4 years ago

I like that.. grid was meant to work for big defs but we nerfed big defs to near uselessness (annihilator)

alexpyattaev commented 3 years ago

I think one way this can work is as follows:

IMO it is a much nicer way to make them scale with eco. If not enough energy is available in storage then clearly the firing will not occur. Engine already supports this as well.

Sharkgamedev commented 3 years ago

I love this idea as well. I like the idea of sort of having to micro your weapons like with the higher energy use it may become neccasery to say turn off a superweapon in a certain location and just have to rely on it's other defenses in order to have that energy go towards other things like overdrive instead. I just really dig the whole new level of strategy that this would introduce.

GoogleFrog commented 2 years ago

How about just this for Zenith. Justification: Zenith causes metal to come into existence at a fixed rate, so is actually a mex.

Give players control over energy drain rather than treating Zenith as a mex.

sprunk commented 2 years ago

I don't think a Zenith that has even triple the firerate stops sucking, simply because Starlight still does better at continuous fire (and Zenith would start heavily stepping on its toes regardless) and it doesn't solve bursty stockpile being approximately useless past some small amount of meteors (at which point you can kill approximately anything but then have to go back to 0).

sprunk commented 1 year ago

d4bb2bce794848adc2acb07f6e2d0b353902a0a6 grid requirement now exists.