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Nanoplague!#5745

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ZeroK-RTS:masterfrom
Stiofan-K:Nanoplague
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Nanoplague!#5745
Stiofan-K wants to merge 1 commit into
ZeroK-RTS:masterfrom
Stiofan-K:Nanoplague

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Gadget that implements zombie revive as a onhit weapon custom parameter.

Nanoplague offeres another way to interact with or leverage wrecks, adding another layer to the usual importance wreckfields generate while also giving a combo option for wrecks generated by suicidal later raids.

Example applications here include Athena, Quake and DRP's green shot.

In testing in the refumble mod, Quake has found at least some enthusiasts with Athena being rare but still offering a unique tool you can follow up with.

Comes with some extra parameters to adjust the revive per weapon. Things like revive speed, additional delay, if multiple revives are possible. I think there is potential for more too, that could affect unit behavior.

Currently, previously zombiefied wrecks/neutral wrecks are blocked from zombiefication unless specified otherwise to avoid metal farming from wrecks. Alternatives could include zombies dying into fragments instead of wrecks.

Gaia/neutral team gains metal and E for each revived unit.
The metal is experimental for neutral production should a factory revive, the E for neutrals with need for energy upkeep.

The zombie behavior is copied from the zombies gadget, but I wanted to split it to not mess with the existing stuff. Maybe there are some improvement ideas for how they should behave around too.

Generally theres alot of ways this could be interesting I think, so I'm curious about others thoughts on this.

Gadget that implements zombie revive as a onhit weapon custom parameter.

Nanoplague offeres another way to interact with or leverage wrecks, adding another layer to the usual importance wreckfields generate while also giving a combo option for wrecks generated by suicidal later raids.

Example applications here include Athena, Quake and DRP's green shot.

In testing in the refumble mod, Quake has found at least some enthusiasts with Athena being rare but still offering a unique tool you can follow up with.

Comes with some extra parameters to adjust the revive per weapon. Things like revive speed, additional delay, if multiple revives are possible. I think there is potential for more too, that could affect unit behavior.

Currently previously zombiefied wrecks/neutral wrecks are blocked from zombiefication unless specified otherwise to avoid metal farming from wrecks. Alternatives could include zombies dying into fragments instead of wrecks.

Gaia/neutral team gains metal and E for each revived unit. The metal is experimental for neutral production should a factory revive, the E for neutrals with need for energy upkeep.

The zombie behavior is copied from the zombies gadget, but I wanted to split it to not mess with the existing stuff.
Maybe there are some improvement ideas for how they should behave around too.
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