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Some design principles encourage special abilities. Quant's Rule reflects a desire for units to be unique and interesting, and special abilities are certainly a way to achieve that. More importantly, special abilities are fun, and not just to use. Zero-K steadily accumulates special abilities as a result of its open source laissez-faire development style, with many contributors working on whatever they find most interesting. This process predates Complete Annihilation, as early engine developers added features such as bubble shields and the deformable terrain that makes terraform possible.
So Zero-K allows, and even encourages, special abilities as long as they fit into the design. In practise this means abilities have to pass two tests: they need to make sense within the game world and they should not be too hard to use. Whether an ability makes sense is the easier of the two to judge, since we have reasonably clear rules about things like armour classes, and the "theoretical ideal ability" test from Aim and Fire can be used for more than weaponry. How hard an ability is to use, i.e. how fiddly it is, can be harder to judge, since it involves tradeoffs against how much the ability adds to the game. The two guiding principles for fiddliness are that players should not fight the UI, and that abilities should avoid making units implicitly stupid. A lot of fiddliness comes down to how much attention is required to use it.
The third type of ability, beyond passive abilities and automated active abilities, is manual abilities, which require direct player intervention to use. This category causes the most trouble, with the fiddliness of a manual ability largely depending on two things: the type of command used to control the ability, and how often the ability is used.
Ground targeted commands are the next-easiest type of command, the reason being that the ground is large and static while units are relatively small and often mobile. Ground targeted commands could be broken down further into line moves and area commands, but the added complexity of dragging a line or a circle trades off against increased expressiveness. Every targeted manual ability in Zero-K can be shot at the ground, and most are designed with this use in mind.
Quite a few of the ordinary weapons in Zero-K would be implemented as special abilities if they were to appear in other games. Some artillery units have reload times in the teens, with Lance even taking 23 seconds to reload. Firewalker fires bursts of fire that linger on the ground, while Placeholder launches miniature black holes to trap units in place. Players frequently set these units to Hold Fire and use them manually, just like a special ability. Even our nuke and missile silos use ordinary weapons, although these structures are set to Hold Fire by default. The only weaponless unit with a targeted special ability is the Lobster, as it caused too many accidents back when it responded to Force Fire.
A good manual ability for Zero-K is one that players regularly have available, but do not use. Consider the alternative, if an ability takes 30 seconds to reload, and your aim is to use it as much as possible, then you now have a chore that requires your attention every 30 seconds. There is no decision in whether to use it, even though there may be some decisions to make in how it is used, it is just something that needs doing. This is why there are no ground-based sprint abilities: it is too easy for a sprint to be spammed to cross the map faster. Swift only gets away with it because it does not need boost to cross the map very fast.
There are broadly two types of state toggle: ability toggles and behaviour toggles. This is a useful distinction despite the fact that, at a fundamental level, everything a unit can do is an ability, and every different way it can choose to do it is a behaviour. In practise there is a often clear difference between controlling a specific ability or generic behaviour, although some toggles end up in between.
The problem with state toggles is that they are fiddly and are, for the most part, the least satisfying way to control units. Issuing orders, say to set up a flank or to unleash an ability on a group of enemies, is much more fun than fiddling around with buttons tucked into the corner of the interface. Many state toggles have subtle effects, which makes it hard for players to see that their actions had any impact. Seeing the states of units is itself a problem, as there is no good way to fully display the more abstract states. Zero-K fails to show all the different ways a state is toggled in a mixed selection of units, and while there is an option to show states overhead when shift is held, it is very messy so not something we would want to enable.
Zero-K uses relatively few ability toggles and is a recovering behaviour toggle addict. Our use of ability toggles is curtailed by the idea that state toggles should be as optional as possible. This would seem to rule out many abilities, such as deploying to fire, but strictly speaking it only rules out versions of the ability that require a manual toggle. A toggled ability can have an automatic behaviour provided that toggling is never a bad idea. For example, our deployable units avoid state toggles by having their pack-up times tuned so that deploying is almost never wrong, so they may as well deploy automatically when idle. This restricts our design space, but removing a toggle is worth it.
Sometimes a new ability toggle can be avoided by piggybacking on an existing one. For example a handful of light units and turrets can also hunker down to reduce incoming damage, but they do so fast enough for the behaviour to be automatic. Most of the time this lets them use the ability without touching a toggle, and in a situation where the units should stay armoured, they can be set to Hold Fire. The Float/Sink toggle works similarly since, by default, units only float to fire at the enemy. In more extreme cases we redesign units to remove state toggles, or avoid adding a toggled ability in the first place. Raven dive is an example of the former, while shield link is an example of the latter.
We managed to avoid having too many ability toggles, but went a bit overboard with behaviours. Early on in Complete Annihilation we had many developers adding all kinds of behaviours, so as a form of safety, each of these behaviours got their own toggle. Many of these behaviours were meant to be strict improvements, but we were humble enough to not expect everyone to want the new behaviour. The result was a number of toggles that were designed to never be touched, since the new behaviour should be better, and more flexible, to encompass everything a player might reasonably want their units to do.
The silver lining to all this state toggle proliferation is unmatched customisation of unit behaviour. Early on we added a section of the menu that lets players set their own default state for each unit type. Some players, including myself, like to set everything to Hold Position, while others set up preset construction priorities to make sure their metal extractors are built as fast as possible. The extraneous toggles that nobody wants to tweak in the heat of battle found their home here. Players can disable various bits of the unit AI on a per-unit-type basis, for every future battle. What started as a mess of widgets, all with their own toggles, ended up being a vast set of options to tweak unit behaviour to your liking.
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