ZeroSpace - Xol Faction Reveal - Page 3
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Disclaimer: This is a partnered post from Starlance Studios, the developer of ZeroSpace | ||
Immaterial
Canada510 Posts
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Alexandria
Norway1 Post
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Highdra_x
1 Post
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StaNi
Ukraine54 Posts
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RogerChillingworth
2768 Posts
A lot to absorb but i'm definitely on board. Unlike Jack Dawson. | ||
xPrimuSx
92 Posts
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_
834 Posts
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NightSlayer
1 Post
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Harris1st
Germany6655 Posts
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) | ||
aaronhar111
1 Post
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
3250 Posts
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. | ||
Chinwe
3 Posts
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WombaT
Northern Ireland23280 Posts
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Firnen
1 Post
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Azhrei_
1 Post
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Elytsorp
1 Post
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Noah Reich
1 Post
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Lazycat332
1 Post
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Scypho
1 Post
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Dekalinder
Italy166 Posts
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