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(not very familiar with BAR but 1) didnt it start development after 0-k and 2) it does seem to have major differences, like several factions)
For example, most of the penalties of energy stalling as well as the varying metal:energy drain ratios of BAR are not present in ZK, because these mechanics introduce the kind of economic makework that is against the ZK design philosophy. In the other direction, unit and factory diversity is much higher in ZK, and projectile physics is more varied and impactful. If it's worth having in the game, it's worth making it impactful, otherwise get rid of it. A similar idea is behind the "extra" systems such as terraforming and jumpjets. It isn't enough for these to exist - they also need to be designed and balanced in a way that will see fun use in competitive games.
Well, firstly, zero-k has been around for quite some time, I can admit I don't know how long BAR has been quietly developing in the background, but what I do know is what zero-k has that bar doesn't and visa versa.
Zero-k has more varied units, including cloak and shield specific units, but the way it handles power and resources is slightly more restricting, as BAR has energy convertors, that mutates energy into metal matter, something zero-k can not do
In Zero-k you can however overcharge metal extractors simply by concentrating energy production in their proximity, they both have a lot of strengths but the way BAR is setup, it plays a lot more balanced through multiplayer than zero-k, zero-k is terribly easy to rush in, but equally easy to setup a terrifying defense.
Bro, this is a TWO YEAR OLD THREAD. Go home please. Thanks. ;)
Thank you, this was immanently useful to me in 2023!!! Exactly the info I was looking for <3 <3
Hate naysayers who think old threads aren't useful.
Here in 2024.
Thank you for your answer, Developer.
i didnt compare it with Beyond All Reason (dont know that title), however.
when i saw the gameplay i instantly was thinking off Planetary Annihilation Titans.
might as well ask bluntly,
who took inspiration from which?
is it a situation of dev teams cutting off from the original team doing their own game?
what are the big differences between the two games?
I'd say the big differences stem from how they are developed. PA went with a big flashy feature, but I feel like the devs didn't hang around for long enough to flesh out the rest of the game. ZK is a community project that has been going steadily for about 16 years, so you'll find the sort of depth and polish you get from a game that is played by the devs long term. Some of my favourite differences are terrain manipulation in ZK, and the large unit roster.
I made some articles over the last year to explain some things like this. Here is the first, on the origins of ZK: https://store.steampowered.com/news/app/334920/view/3868091084290486602
the first thing i noticed is the animation of how buildings are built. a robot uses a form of spray and a building digitally manufactures itself from down to up.
well, i was just curious. im not pointing fingers like, this was done first by that one etc.
and besides, sadly PA Titans seems like a dead game by now. xwx
you made the maps imaginary auto-generated phantom edges form into a ball looking like a planet.. that change gave it a very PA feel. quite a nice change in a long list of nice changes.