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ZeroSpace - Xol Faction Reveal - Page 3

Forum Index > General Games
63 CommentsPost a Reply
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Disclaimer: This is a partnered post from Starlance Studios, the developer of ZeroSpace
Immaterial
Profile Blog Joined September 2010
Canada510 Posts
September 12 2023 19:43 GMT
#41
Looks pretty sweet. I'm very curious to see how the unit merging mechanic will be implemented in the end
It is the mark of an educated mind to be able to entertain a thought without accepting it.
Alexandria
Profile Joined May 2023
Norway1 Post
September 12 2023 20:07 GMT
#42
The concept art for this faction looks really cool and unique, can't wait to see more
Highdra_x
Profile Joined September 2023
1 Post
September 12 2023 20:08 GMT
#43
Cool, its like replicator zerg. Would love to try the game!
StaNi
Profile Joined June 2011
Ukraine54 Posts
September 12 2023 21:24 GMT
#44
ZeroSpace vs Stormgate... olala
RogerChillingworth
Profile Joined March 2010
2984 Posts
September 12 2023 22:53 GMT
#45
This is sweet. CatZ, you're a beast! CatZ and co*

A lot to absorb but i'm definitely on board. Unlike Jack Dawson.
xPrimuSx
Profile Joined January 2012
92 Posts
Last Edited: 2023-09-13 03:40:23
September 13 2023 03:39 GMT
#46
This does indeed look very cool.

I do want to bring to everyone's attention a game that did the merging unit, Perimeter. It might be worthwhile to look at their implementation for any lessons worth learning. I remember a video that showed the mechanic pretty well but couldn't find it so got the best I could from a review.

I think the 3 base unit system seems best but has there been any consideration for self-merging of units? You could use that to get around not having enough of the designated unit available if you overproduced something. I'm thinking something like this:

Tier 2 merges:
U1 + U2 OR U1 + U1 + U1 = T2A
U1 + U3 OR U1 + U1 + U2 = T2B
U2 + U3 OR U1 + U1 + U3 OR U1 + U2 + U2 = T2C

This way building up a bunch of the cheapest base unit is always going to allow you to do something. The multi unit merges can also be disincentivized by costing more resources than would be incurred just going the normal way.

As to the 10th unit, you could potentially having something like the Xol Shaper, a unit that allows for the merging and unmerging at the cost of resources and energy. This would allow for in-combat merging but limit concerns raised by others and also demonstrated in the linked video of morphing fliers, getting into a base, an then morphing ground units to attack by having a vulnerable target that can be killed to temporarily shut down such shenanigans and having players need to plan out the attack a little better since if they don't, they won't have the resources for so many morphs. This 10th unit could also be the source of healing for the faction so you don't need to worry about merging and unmerging having "free healing." Although I'm of the opinion if merging and unmerging cost any kind of resource and take a non-zero time to complete where the merging/unmerging units are vulnerable then treat it like a Zerg egg where the unit or units are restored to full health but players have the chance to snipe the unit during the process.

Vision_
Profile Joined September 2018
861 Posts
Last Edited: 2023-09-13 08:01:49
September 13 2023 08:01 GMT
#47
I was very disappointed by the number of units and race etc.... Today, i feel the game more attractive with this cinematic and i m thinking that the game have potential and employees full of talent... It could be a good surprise unless head devs will still promote quantity over quality....
NightSlayer
Profile Joined September 2023
1 Post
September 13 2023 18:22 GMT
#48
I'm excited to try them out!
Harris1st
Profile Blog Joined May 2010
Germany6944 Posts
September 14 2023 08:46 GMT
#49
On September 13 2023 17:01 Vision_ wrote:
I was very disappointed by the number of units and race etc....


Why? 10 units per race with 4 races that play vastly different plus additional mercs? That a crazy lot to chose from (and balance out)
Go Serral! GG EZ for Ence. Flashbang dance FTW
aaronhar111
Profile Joined September 2023
1 Post
September 14 2023 12:52 GMT
#50
I am in favor with 3 base unit system, the system feels more easier to memorize to me

Should we allow for units to merge with Heroes to augment them?
Yes, only allow T1 unit to merge with heroes, giving the heroes different advantage based on different openings that the opponent starts with, making the faction hero unique. It could also be part of a cool cinematic scene where the hero merge with unit during combat.

Should Xol infrastructure aim to include malleable elements and merging?
Infrastructure should not be allow merging as this will cause misplacement of walls of building that are merged. I believe I do not need to go in deep on what happen if walls are misplaced. Other than that, this will also force players to place specific buildings close to each other/in specific position for merging which some might not want to do so.

Should un-merging bring them back to its most basic form? Should it have a cost?
I prefer unmerging should be downgrade by 1 tier instead of going back to the basic form(T1). The should only be a cost for merging instead of unmerging to encourage the unmerging mechanism.

Should merging units ‘heal’ in the process?
I am in favor of merging/unmerging to not heal because unit that are damaged had drop their polymeric-metals somewhere in the battlefield, would be unrealistic for the metal to some how fly back to the body and heal or regrow back the lost metal.

Do we want merging to be done predominantly pre-combat (in some ways associated with production and planning) or
do we want it to be an active-gameplay ability and allow for decisions to be made in-combat (more adaptive).
I am in favor of active-gameplay ability. Since I am in favor of not healing the unit during merging, it does not cause much balance issue. Players that are good at micro could quickly merge their unit to match different scenarios either during combat or off combat within a few seconds penalty. This would make the faction feel more unique instead of merging pre-combat where the mechanics just feels like the unit become "just a different unit producing structure"
Archeon
Profile Joined May 2011
3253 Posts
Last Edited: 2023-09-14 18:58:11
September 14 2023 18:48 GMT
#51
Reminds me a bit of battle realms. Admittedly units didn't merge, instead you sent them through 3 different training facilities, but in the end you had 7 different units based off 3 base units, often with the higher ones having a combination of the traits of the lower ones. F.e. you could send a peasant to the archery range to become a crossbowman (T1), send him the tavern afterwards to become a bandit (T2) who could fight in melee and shoot and then send him to the alchemist guild to become a Ronin. Or send him to the alchemist guild first to become a musketeer (T1), send him to the archery range to become a raider who burns buildings down (T2) and then to the tavern to again become a Ronin.

What it also did was just having another unit (and hero units) that usually was a spellcaster/cc unit, so if you want to keep at 10 units you could f.e. add a coordinator or a seeker or something similar and keep him outside of the system.

In terms of heroes imo you could just showcase different ways they work with the racial concept. F.e. one hero could use low tier units as ammo or sacrifice them for an immediate effect, one hero could combine with units to gain different abilities based on his current combination and one could focus on amplifying and preserving other units or giving them buffs dependent on the unit he targets. Just to throw some ideas out.
low gravity, yes-yes!
Chinwe
Profile Joined September 2023
3 Posts
September 14 2023 22:46 GMT
#52
--- Nuked ---
WombaT
Profile Blog Joined May 2010
Northern Ireland25616 Posts
September 14 2023 23:31 GMT
#53
Man I’m digging some of these ideas and the whole general faction lore too
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
Firnen
Profile Joined September 2023
1 Post
September 15 2023 11:44 GMT
#54
Im so excited for this game! All the factions seem super cool
Azhrei_
Profile Joined September 2023
1 Post
September 15 2023 16:03 GMT
#55
The Xol look really cool, and I love the idea of merging units together to create new ones like this. I could definitely see myself bein a Xol main. (Also, if they were to not be misunderstood, they probably shouldn't have chosen red as their accent color =P)
Elytsorp
Profile Joined September 2023
1 Post
September 17 2023 07:06 GMT
#56
Honestly, I really loved the second method for combining units it sounded super cool and like it would allow for a lot of optimizations and variations, and overall I just love the faction idea - it sounds impossible to pull off but also this team already showed that they can do things that sound impossible so the more power to them. I can't wait to see how this faction and zerospace in general turn out.
Noah Reich
Profile Joined September 2023
1 Post
September 17 2023 07:12 GMT
#57
I know that none of this is final (obviously), but I did want to note that this unit design (both visually and conceptually) is my favorite yet. I have taken a look at all of the announced races, up until now, and am very impressed by how different y'all are planning on going, especially with this one. I love the idea of combining your units to tech up, as well as how the units seem to look, so far. I really appreciate how much work has been put into all of this, and can't wait to see what happens next. If I were to put in my thoughts (from a very limited data source, of course), I would say that it may be a bit of a bad/difficult idea to have units be able to disassemble into their more rudimentary selves. This seems like it could be very difficult to be able to balance, as it would be much harder for an opponent to counter a Xol player's army effectively, as it could just end up disassembling into something that can more easily combat it. Thanks for all that you have done! This game looks very well-thought out and designed. I've got high hopes!
Lazycat332
Profile Joined September 2023
1 Post
September 17 2023 21:01 GMT
#58
Dang this faction looks really cool and versatile, can't wait to see what you do with it.
Scypho
Profile Joined September 2023
1 Post
September 28 2023 22:56 GMT
#59
Excited to see how this faction ends up working! Love the aesthetic
Dekalinder
Profile Joined December 2012
Italy166 Posts
November 08 2023 20:12 GMT
#60
I know I'm necroing a kinda old thread but I just read it and wanted to say that this mechanic reminds me of Battle realms and his 3 tier unit mechanic based on only 3 base unit/structure. Unless you envision unit swapping as a core mechanic during battle, it might be wort looking at that for some insopiration.
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