The Core Necro in TA (the last unit added before Cavedog went kaput) was a pretty cool unit. The idea of being able to crush your opponent's army, rez it, and throw it back at them was quite epic. Plus, it could save you if your Bertha or advanced factory got bombed out and you needed it up ASAP--or you could bomb some other guy's base and rez it if he was the other faction. But anyway, will we have similar functionality in PA, and if so, how will it be implemented (with regard to cost)? (That's also a downside of everyone having the same stuff: you don't get the satisfaction of stealing the other guy's tech. )
It's a pretty cool unit, yes, and it served a fairly unique role in the game. And of course, it would make sense for brutally efficient self-replicating mechanisms of war to have a pretty good refurbishment and recycling program. Saves on costs, don't you know? And of course, it's also good for cackling madly and saying 'Rise, bodies, rise!' Black robe and pointy hat optional.
I never did like the Necro. Using it seemed a lot slower and more micro intensive than mass-designating wreckage for reclamation with construction swarms. I wouldn't object to seeing it come back, but I'd say it's a pretty low priority unit.
I've always liked the necro. I'm not sure I've ever heard anyone elucidate a good strategy for it though.I guess area commands would make it a bit easier to use.
Not really a serious suggestion, but "ressurecting wrecks" immediately puts images of zombiefrankenbots into my head...
I think it would be interesting if there was an option for standard construction units/engineers to resurrect wrecks in addition to reclaiming them. Also multiple should be able to work together resurrect the same wreck faster.
In zero k where we got area commands they are used very often. Its a very valid strategy there. Sometimes even op. But iam pretty sure without area commands they would be rarely used. I still remember the game we got attacked by a detriment (the strongest mobile in zero k), killed it and then ressurected it . That was alot of fun.
I think the rez constructor can no longer rez in the most recent update to Zero K. I guess you'd have to ask the devs why they did that. It could become OP especially in naval battles, as huge balls of the (amphibious) rez con would swarm forwards rezzing everything instantly, including each other when they died. There are selectable modules for the upgradeable commanders in ZK that will let a level 3 or higher commander rez, though. I like that as it's obviously speed limited by having only one commander. In ZK rez drains a lot of energy, it's not usually a viable tactic until you have at least 1 fusion plant.
Huh they removed it? I thought they only where going to nerf ressurection because it was op sometimes. The ress module for commanders has a lv2 restriction i think not lv3 . But atleast its clear what the impact of area commands is xd No area commands: Nobody uses ressurection Area commands: Ressurection is op xd