Units don't get removed? What are you talking about?
If you fire too fast.....Like if you click W too fast then sometimes it doesnt remove the units. I did that with 2 BC's and a few Wraiths.
You mean they end up being qued? I'm confused.
BCs aren't handled by the triggers. If you make them, they'll just sit there. It's just a cheap prototype, but I'll refine it in a bit.
Oooo thats why. What I did was I built 2 BCs and then 2 Wraiths right after it. It built the BCs and then the Wraiths too so I thought it was a bug
Well technically it is a bug, or rather just laziness in making the prototype.
BCs will eventually do something. Not sure what just yet, though.
So the way V2B works right now is basically like the grenades in the first game. You click a button and things die, with no need for pesky things like aiming or even looking at your screen. If you're going to do it this way then you DEFINETLY need to add things like limited ammunition to add more strategy to the game.
Actually you select the units based on what direction the enemies are coming. Yeah it takes less coordination, but the reflexes part still applies. And because you can now shoot things at a range effectively, I plan to lower the player's HP and make them a lot more vulnerable.
The one major drawback is that the directional attacks require air units for the mobile grids, which means I'd be limited to ground units unless I can work something out.
Aww man. I hate this version. It is even more difficult than the original one. You said you wanted to eliminate the learning curve on it, by making a whole new system (that seems even more complicated in my opinion) you are adding to the learning curve. I liked the defiler version a lot better (The original one, not v1).
It is supposed to be a firing system, so aim dammit!
Well actually there is less of a learning curve. With the defiler one it's logical to aim and cast a spell at something, but beyond that you also need to get used to rapid firing (hotkey + click), timing reloads, hitting moving targets, and figuring out how to move and fire simultaneously. With this version you can move and fire freely, attack moving targets more easily, reload on the go (hopefully), shoot things at much greater range than spell casts would allow, and you don't need to worry about aiming as much.
Do you mind telling us what the third prototype was in the first place?
Ok I played the two versions. I'll go with v2B first because that's the one you like the most:
I kinda liked this idea and I think I have a suggestion that could make it better. Howabout instead of auto firing you make it so that 4 of the hotkeys just move the direction of the recticle (you could add the scourge in) slightly. Then one hotkey fires. You could even make it so that you choose which hotkey button does what because one person might not like the same controls as another. But I think that this would add more of an aiming feel to the gameplay because it allows you to pick targets a little better. You could even make it so that instead of moving up, left, right, down, it will cycle through the enemies on the top, left, right, or down.
Hmmm.
I dunno. I think I'll end up training the player too much on mashing a single set of hotkeys if there isn't any 'aiming' involved. I can however make things more tolerable by adding melee attacks, so that when enemies get close the player doesn't have to 'think' as much. Maybe even reroute the starport's options to different melee attack moves, including possibly combos and other stuff.
Man that would actually be badass!
I didn't think the second firing system was really so hard that it needed automatic switching to melee...in fact, I think that would make it too easy. Perhaps make a key for melee switch?
The only thing is, I'd want some way of picking a different unit to target than the one it automatically selects. Maybe you could have a third mode (in addition to autofire and melee) that moved a targeting reticle from unit to unit in the applicable direction area and used another key to fire...
Well keep in mind I plan to add VHP to enemy units, so melee attacks will be important (especially if I'm going to lower the player's HP/make them more vulnerable). They won't all die in one hit, in other words.
My 3rd prototype was in fact just that: Position the aim, and trigger a shot. Unfortunately I can't seem to find a good way to do that without serious drawbacks. In fact, I do already have a prototype of that made from long ago, which you can download from my maps thread (see link in sig) under the Experimental section (Gunner System v1 is better illustration).
Hmm. Well, it might be too much work but if people like me like the other system better, maybe you could choose what system you wanted before the game starts. That would make for a helluva lot of triggers though... It would be cool if you could center a location on the mouse cursor. I wonder if it would be possible with EUD's... You could make a map like crimsonland then.
Yes, that would be a lot of work. However if I used an object oriented-type design for handling shots it might be possible. That way I wouldn't have to write two seperate sets of triggers for each given weapon between both systems (only for getting the shots to trigger).
But I've decided no EUDs or mods. Not unless something really cool can be made thats worth the effort of updating the map for new patches, etc.
I moded your first map remeber, ill send it to you, its pretty cool, it uses a ghost and to shoot it can automaticly shoot or use lockdown to shoot at invisible things, and to reload is cloak, the turret in the game is pretty sweet too, but keep in mind thats as far as ive gotten.
Since im not at home right now ill post it later, maby tonight but probably tomarrow, ill have to link it through something like yahoo briefcase maby since its a big map
I just thought of something for BCs....Reload
QUOTE(kookster @ Jul 23 2006, 09:20 PM)
I moded your first map remeber, ill send it to you, its pretty cool, it uses a ghost and to shoot it can automaticly shoot or use lockdown to shoot at invisible things, and to reload is cloak, the turret in the game is pretty sweet too, but keep in mind thats as far as ive gotten.
Since im not at home right now ill post it later, maby tonight but probably tomarrow, ill have to link it through something like yahoo briefcase maby since its a big map
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Yeah, please show me that. Might as well post it here (or in the Rush thread), since the map was originally unlocked anyway.
as soon as i figure out what i did to the gargula scene with the turret ill post it, should be by the end of the day if all goes as planned after work
Also, anyone know where i can put the map online cause most places wont do anything above 5mb
Just put it on savefile.com or any other free file hosting site
I would actually say that I liked the first system better. There, you aim at a specific target, so it's closer to a shooter. In this new one, it kills the closest enemy... what if there are a fiew hydras shooting at you and a horde of meatshield-zerglings running at you ? You will shoot the zerglings while the hydras shoot you, but with the old one, you could first kil lthe hydras, and then be free to slaughter the zerglings.
Direct swarming of the target > anything
That's a good point, but honestly: How often in Rush do you actually concern with what you're killing? In theory you would, but in practice you generally just end up hosing things in a general sort of way and hoping you don't run out of clip while doing so.
However, I agree it isn't something I can just ignore. Especially if I'll be beefing up enemies with things like VHP, special abilties, etc.
EDIT- Ok I know how I'm going to do this. If my model works out, I'll combine a 'bias' system for weapons (rifle is biased towards long range, shotgun close, etc.) with an enemy precedence system (a hydra would take precedence over a zergling, for instance). That way, the player uses some strategy in choosing their weapons to control what they hit, while the game handles the finer details for them based on their choice.
Sounds perfect....Only, It might get a bit micro-intensive if your rushed by more than 3 unit types. Or it might just end up being the perfectly balanced system weve been waiting for.