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Staredit Network -> UMS Showcase -> Generals Production Thread
Report, edit, etc...Posted by Psi on 2004-10-30 at 02:14:31
Sure, if you had four command points. That would be about 20 triggers. I'm talking about 16+ command points; none of them have a location over them; EACH one randomizes a target every 30 seconds for its spawned units to attack, and the whole process completes in under a few seconds. In addition, each computer has "levels" of spawned units depending on how advanced the generals are. (EX. Level 1 = Marines, Level 2 = Marines + Meds). All of this, and the ENTIRE system is well under thirty triggers.
Report, edit, etc...Posted by PearS on 2004-10-30 at 02:26:39
Hmmm sounds interesting. I love figuring stuff out in staredit. Maybe after the map is released youll leme see those trigs wink.gif

ADDITION: A couple more ideas for the tech general. Maybe he has some sort of self-sustained nanobot healing system in his body... it could either be a beacon ability or something that happens every so often to raise his hp. Also he could temprarily cloak himself. Or another beacon ability would be to give him a science vessel for a period of time and allow him only to cast defensive matrix.
Report, edit, etc...Posted by Daigotsu on 2004-10-30 at 10:13:32
Amazing...under 30 triggers? ...Big triggers smile.gif.

Hmm I was thinking...could there somehow be a type of shrapnel grenade?

Like if lay the grenade down and you could activate a series of exlplosions or attacks which could randomize the damage.
Report, edit, etc...Posted by TheOddAngel on 2004-11-08 at 16:43:48
Im jsut wondering is he still working on this project?

it was turning out SO GOOD
Report, edit, etc...Posted by Staredit.Net Essence on 2004-11-08 at 21:00:44
Sounds Great... Damm it took me long to read all of this... blink.gif
Report, edit, etc...Posted by Staredit.Net Essence on 2004-11-14 at 09:12:08
Soo! What is happening with this wonderfull project? Still Under construction? I need to play this new strategy game!!!111Oneone!!
Report, edit, etc...Posted by TheOddAngel on 2004-11-14 at 12:42:11
I thin he forgot about it sad.gif

[CK Edit: whatever the case, lets not ruining is Thread too much with pointless posts, ok?]
Report, edit, etc...Posted by Kashmir on 2004-11-15 at 23:18:56
well if no one posts, meaningful or not, coko will shut it down because we all know a week will pass before anyone posts...

[CK Edit: Correct;

NOTE TO Psi contact me when you need this re-opened]
Report, edit, etc...Posted by TheOddAngel on 2004-11-18 at 16:06:59
did psi tell you to open it because its open now...

[CK Edit; yes so don't make me close it again tongue.gif]
Report, edit, etc...Posted by Psi on 2004-11-18 at 21:36:10
Yeah, I asked Coko to reopen it. I would like to ask that people remain on topic (contributive) to this thread so that doesn't happen again; there are busy periods of time in my life that prevent me from working on Generals for maybe a week or two, so to come back here and see the thread closed right when I'm ready to post an update is a tad irritating. Anyways, no hard feelings guys.

I've been stalling a very long time from releasing more abilities updates, so hey, why not get the ball rolling again? biggrin.gif

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Note: There are three ammo types for abilities that use observers to target. Each ammo type has its own cartidge unit for your General's inventory:

Shell cartidges are used for cannons that fire shells. These weapons are usually long range (whole screen lengths). They are unique because when the weapon fires, a shell (scourge) fires from your unit to the target. When the shell/scourge hits the target... you guessed it, the weapon fires on the target. Depending on the weapon being used, a unique "firing" sound is played for all players in the game, to notify them a shell weapon has been launched from somewhere.

Normal or Bullet weapons use the same ammo cartidge item. This ammo type is used for weapons like the sniper rifle or, say, a laser gun (don't think I'm gonna add one of those).

Neutron weapons are more rare but require this ammo cartidge to be in your inventory to use the weapon.


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SOME MORE ABILITIES (And we all say... Yay!)

E.M. Mech General

(Constant Ability) Electromagnetic Field- Disables all nearby mechanical units, making them neutral, and available for capture.

EMP - An enhanced energy weapon that disables all nearby/medium distance mechanical units, as well as structures (includes command points), and scrambles the systems on ground troops (they lose their current orders and are ordered to flee back to base)

Electromagnet - (Uses authorization points per second of usage) Medium distance mechanical units are forcibley attracted to the EM Mech General, providing a unique strategic opportunity for the General.

Scramble Missle - A shell weapon that, upon impact, scrambles the systems of all mechanical units in the blast radius, aligning them with Player 5, and therefore ordering them to attack all nearby units except themselves.

EM Bomb - A mine-type weapon that explodes if a mechanical unit comes near it, neutralizing the unit and setting nearby shields to zero. It is a powerup, so for strategic advantage, (this applies to any powerup unit on the field), an engineer (probe or SCV) can carry the bomb to any target the General desires.

Plasma General

Ion Cannon - Deploys the corsair, an "Ion Drone." Upon casting the Ion Drone's D-Web (targeter), the Ion Drone self destructs and an ion beam fires from the Plasma General's orbital satallite to the location designated by the D-Web, obliterating any unit in the vicinity and neutralizing structures. The D-Web disappears too.

Warp Crystal - The General assimilates a glasslike crystal (powerup unit) with mine-like properties; any enemy organic unit that comes near the crystal is immediately teleported back to base. Rows of these can be used to create walls, etc. Only can be moved by probes, because they are robotic engineers and are not affected.

Plasma Cannon - A shell-type cannon ability that, upon impact, creates a gravity vortex, forcing units towards it for a moment, then exploding, killing all units in its blast radius.

Assimilate - The General creates a probe using powerful onboard plasma construction equipment.

Psi General

(Constant) Mind Control - Nearby organic units are instantly reverted to your control.

Psi Blast - Similar to the EMP, but for organic units. It kills a few organic units in in a medium-large radius, and mindcontrols the rest.

Fear - (Uses authorization points for every second of usage.) Nearby enemy organic units are ordered to run back to base in fear.

Exodus - (Uses authorization points for every second of usage.) Nearby enemy organic units are drawn to the Psi general and can be lead anywhere (or exterminated. Hah hah.)

Need an idea - Post one.

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That's all I'm posting for now. Gee my fingers are tired. You may be wondering by now, "Holy crap there are so many things going on in this map!! Will he run out of trigger room/map room/strings/unit count??" No, no, no, and .. maybe heh heh.

Post your ideas. I use them. You get credit too.
Report, edit, etc...Posted by Urmom(U) on 2004-11-18 at 21:49:14
banishment- any nearby units are randomly sent to a place on the map or are removed

branding- any nearby units hp are set real low (and if you want) and are given under your control

hope these can be useful if they arent sorry sad.gif
Report, edit, etc...Posted by Fortune on 2004-11-18 at 21:56:55
This map looks interesting... I'm looking forward to it Psi.
Report, edit, etc...Posted by PearS on 2004-12-02 at 22:34:34
Hasn't been a post in this in forever. It still in progress or cancled?
Report, edit, etc...Posted by Mr.Kirbycode774 on 2004-12-04 at 15:31:03
Woah.. you're right! Well... for those who read my post earlier!

Lets keep giving ideas to Psi!


Plasma General- can you make a probe without having to have this general?
If you don't have it like that, then Plasma general could just make a wall of crystals
inside the opponents base,
locking in the places where the units spawn ^.^
Nice Plasma Cannon. It is an excellent choice of plasma power!

Psi General- I don't think your teammate would want you to steal all his units because of your constant aura.
(Unless he wants you to have them because you use them more effectively)
But still.... hehe Its the MCing Zling all over again w00t.gif

EM Mech General- are you sure it should be constant to be ALL mechanical units?
It would be hard for an EM mech general to launch a seige on a base if he keeps neutralizing his teammates and his own seige tank squadron. blushing.gif

Infantry General- As an Infantry General, his job IS to give his team great morale! So i'm wondering is... could generals cancel out other generals abilities?
For example, Psi General's happy ability when he is in a tight squeeze is Fear. Could the Infantry General (if within radius of his men) block the effects of Fear, because he would keep their morale up and encourage them to fight?

Hmm... I don't want to burden you.... and I don't want to make the game more complicated than it is for the players... but...

Could not the generals have Defensive abilities that are automatic? Not like Em Mech's disabling mechs, but the checks and balances system towards generals just like in melee BW!

Like this.. if you had an ultra that has 40 hp and does 3 dmg
and it is charging a ghost that has 50 hp that does 10 dmg and there is no terrain
we know that the ultra would win... why?

Because the ultra has an advantage because of his heavy armor class!

Now if the ultra were on the other side of a river and a ghost was attacking and
the ultra kept trying to attack the ghost.. who would win?
the GHOST of course.... why?

Because the ghost has an advantage because of range!

You see? no matter that ultra has an advantage with his normal ability "heavy armor class"
The ghost has his normal ability "Sniper range" beat it!
Of course, the terrain is the variable to these abilities.

Come on Psi.. come back before Coko closes it again!!! sad.gif

Edit: Very long, isn't it? Go to the closed A&O Trailer map to see another one of my
mini-essaysized writings wink.gif
Report, edit, etc...Posted by TheOddAngel on 2004-12-04 at 15:40:55
I think he ment all the opposing team...
Report, edit, etc...Posted by Mr.Kirbycode774 on 2004-12-04 at 20:52:02
Never assume! But you missed the other 1/2 of the point I was making angel!
Everyone! Put our your Input! For Psi and his super map!

ITS THE GENERALWAR BETWEEN SITTING ON YOUR BUTT AND READING OR STILL SITTING AND MAKING A CONTRIBUTION!!!

Edit: Yes you can stand or kneel or all that other stuff you techincals... closedeyes.gif
Report, edit, etc...Posted by .Coko[CK] on 2004-12-05 at 06:49:18
Again;

Closed until the creator reappears.
Report, edit, etc...Posted by Mr.Kirbycode774 on 2004-12-05 at 19:17:29
QUOTE(Psi @ Aug 2 2004, 04:06 PM)
GENERALS
Strategic Modern War Simulation

Generals takes place in a war-torn future, amidst a large deterministic battle.  Two factions, Omega and Epsilon, reside on opposite ends of the 256x256 tactically designed battlefield, with one goal: destroy the other faction's HQ.  Two players take the role of Generals for each faction (for a total of 4 players).

At the start of the game, players select one of 12 uniquely classed General units:
Sniper, Bio-Tech, Mech, Infantry, Technology, Nuclear, Black Ops, Pyro, Plasma, Psi, Disease, Bombardment

ABILITIES
Each class has an average of 3 or 4 abilities in addition to a radically different gameplay style.  For example, the Sniper General is usually dependant on it's sniper rifle ability, accessable at any time by moving an automatically centered observer off the General...

Sniper Rifle Aiming
Sniper Rifle Firing + Returning

...This ability also has 4 types of ammo, .50 Cal, .65 Cal, Neutron Shell, and an undecided type (see my request for suggestions below).

There are eight abilities available to all the Generals:
Normal
- Capture, a single nearby neutral (P12, found in excess around the map) structure or unit, or already captured command point is captured by your General.
- Item: MedSynth, fully heals a 3x3 square centered on your General.
- Item: Mine, deploys a mine from your inventory.
- Undetermined slot(s).
Reinforcement
- Ground Assault, a squad of men are deployed from the faction HQ towards your location.
- Drop Pod, after loading a 2x8 area with units in your Troop Deployment area, an automated dropship is launched from your HQ and arrives with your men.
- Carpet Bomb, a heavy bomber (BC most likely) is deployed to your location and drops a series of kill-all explosions in a line.
- Undetermined slot.


RANK
The Generals can progress through 30 ranks, though it is not expected for a player to reach full level unless the game progresses for a relatively long time.  Each rank increase affects these things:
- Salary, a set amount of mineral income per couple seconds.
- Authorization, an auto-resetting gas amount that dictates various game aspects.
- Types of troops you can call in for reinforcement.  (This is also affected by your General's class.  Ex. Mech General can recieve a small amount of Goliaths whereas the Infantry General can recieve a horde of Marines.)
- Structures and technology.  More on this later...


COMMAND POINTS
The battlefield is speckled with variously sized bases and fortifications, known as Command Points.  Each Command Point base has a beacon and various structures.
Each faction starts with a handful of small outlying Command Points, and many more await in the battlefield.  Once a General (and only a General) captures a Command Point, they recieve a bonus, and the Command Point goes under their faction's control.  Units will now spawn on intervals at the Command Point and attack towards the enemy faction's base.  (I'm considering a tech-deterministic building system where the structures that are near a Command Point affect what units are spawned for attack waves.)

BUILDINGS
There are a limited amount of buildings you can enter and walk around inside in the game.
At your Faction's Main Base:
- HQ Building (CC).  Provides radical strategic options such as superweapon deployment and mass-suicide smile.gif)
- Mothership Bay.  At high levels, around 20 and above, your General can invest in a Mothership.  A powerful air unit (or even a ground unit in some cases) is purchased here.  You can only have one Mothership.  A small set of extremely powerful abilities become available when you own one of these units, and are a method of bringing a long game to a definite end.  (Things like onboard superweapons or stat-modifying fields around the unit achieve this)
- Armory.  Purchase items like MedSynths, Ammo Cartridges (for gun abilities), Mines, AA Autoseeking Missles, Grenades, and more.

On the Battlefield:
- Bridgepoint Mall.  (There is a large urban environment in the center of the map.)  Civilians have taken cover in this structure and various shops and resources can be found here.
- Abandoned Army Base.  Third party guerilla forces have taken over this abandoned base and are using it as an indoor third faction HQ.
- More.

MORALE
Morale is a custom score of 0-100 for each player displayed in the top left.  Various things, such as kills, ability usage, and losses can modify the number.  If you General dies, the number decreases by 10 and he respawns.  If the number ever reaches zero, you lose.

Other Leaderboards
Yes, the leaderboard is a switcher.  Sorry if you think it's cluttered, but there are 4 stats displayed: Morale, Kills, Troops, and Rank.  You are alloted 50 men in your Troop Deployment area, and the Troops leaderboard shows "X / 50 Troops Ready for Deployment."  The rest are self explanatory.

SUGGESTIONS NEEDED
At the time of this posting, map version is 0.3 and is in Alpha.  At version 0.9, a testing beta will be released, then version 1.0 will be completed based on review and testing.  This map is not intended for the hordes of mindless B.Net kiddies, but instead for the select few who enjoy long, complicated strategy.  Enjoy.

If you have an idea, post it!!  Things to think about: abilities, items, large scale concept changes, structures, new features.  Let the inspiration flow!  If you idea is incredible and makes a big impact, I'll mention you in the credits.

If you need to talk with me personally, my AIM is PsiShock3 and my e-mail is thewards@sbcglobal.net
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QUOTE(Psi @ Aug 4 2004, 07:49 PM)
I'll now post the Rank-determined salary and authorization levels, as well as 2 General's abilities and their costs... tell me your ideas and I will gladly use them if they're good!  I'll be posting the General's ability sets two at a time, so everyone can synergize better.

Rank   |   Salary   |   Authorization Level
(X .... 5X .... 100X)
1 .... 5  .... 100
2 .... 10 .... 200
3 .... 15 .... 300

And so on until 30

Rank 30 .... 150 Salary .... 3000 Authorization

AUTHORIZATION LEVEL

In Generals, your gas is equivelant to the authorization level of your rank.  Say you have rank 5, and therefore your authorization level is 500.  You will have 500 gas available.  If you were to use an ability that requires 500 authorization or less (and whatever other reqs), the gas is subtracted and the ability commenses.  Every four or five seconds, your authorization level is reset to your rank-defined amount (so in this case, 500.  And FYI, players recieve salary every two authorization resets).  Authorization is also used for structure construction (ex a Supply Depot is 765 minerals and 100 gas, which means you can build it at rank 1.)

ABILITIES

Sniper
Sniper Rifle (Constant): An observer constantly centers on your General when you walk.  If you ever move the observer off without walking, it activates your sniper rifle.  You will proceed to fire a round of whatever ammo is loaded.  To cancel the ability, move the observer back to the General before the timer is up and your shot fires.
.50 Cal Ammunition: Loads a 8 second range shell that kills 1 unit.  100 Auth + 1 Ammo
.65 Cal Ammunition: Loads a 7 second range shell that kills units in a 2x2 location.  400 Auth + 1 Ammo
Neutron Shell: Loads a 6 second range shell that kills all organic units (marine, firebat, ghost, zeal etc.) and the pilots of vehicles--as explained earlier--in a large radius.  1000 Auth + Neutron Charge Item
In consideration: Cluster Shell: Loads a 7 second range shell that creates a mine field with 7 mines in a circular pattern.

<div align='center'>user posted image
Using carefully counted, created, and then moved zerglings, a minefield can be generated anywhere on the map, flawlessly.  Since the zerglings that designate their locations are moved and not created, there are no placement errors and the minefield is generated smoothly around blockages.</div>

BioTech
Genesis (Constant Ability): The BioTech General spawns BioPods (larvae) that crawl around nearby at all times.  If one ventures too far, it dies.  They can be instructed to develop into one of various lifeforms at any time.  BioPods are the primary tool of the BioTech General in this game.  Lifeform costs and auths vary.
Endo Synthesis: Activates a healing energy field that heals nearby organic matter to 100% HP.  Kills all nearby eggs and larvae.  200 Auth
Hibernate: Freezes all your nearby BioPods (they will convert to P12 but are not capturable).  They become unusable for the time being.  500 Auth
In consideration: Xeno Wave: All hibernating BioPods on the field explode and spawn an unstable Xeno lifeform (broodling).  This is done almost instantly using hypertriggers, which are enabled in this map.  Drains 5 minerals per BioPod + requires 1400 Auth

<div align='center'>user posted image
The key to a BioTech General's success is strategic and swift cultivation of lifeforms.</div>

I'll release 2 more General's abilities lists after these two recieve your feedback and ideas.  Think radically, and think anew.
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QUOTE(Psi @ Oct 20 2004, 12:22 PM)
More screens are on the way, but I have been working on more technical aspects such as the Command Point system, however I have been putting heavy thought and an amount of work into the personal on-the-field abilties of each general.  I need your ideas and support with a few of the following.

Sniper - The rifle I showed you earlier.
Bio-Tech - Larvae that crawl around for easy unit creation. (Having technical issues; the larvae start to move across the map instead of roam.  Been trying comp-switching the roam scripts, blah blah, nothing is working.  Ideas?)
Mech (Now the EM Mech General; with a focus on electromagnetic weapons) - Very close mechanical units become neutral and available for capture, and all nearby shields are reduced to 0%.
Infantry - Dunno.  What do you think.
Technology - The probe is a very vital unit that I will be turning into a normal engineer-type troop.  In its place we can either leave Technology as the general's name and type, or pick a new unit and type.  Tell me what you think!
Nuclear - The ability to nuke for 750 minerals at any time (sweet deal).
Black Ops - A constantly centered map revealer, giving enhanced sight.
Pyro - Dunno.
Plasma - Dunno.
Psi - Nearby organic units become yours.
Disease - Nearby organic units are killed immediately.
Bombardment - Lays mines as it walks, plus a Warp/Neutron (mode-switching) cannon (like sniper rifle).
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QUOTE(Psi @ Nov 18 2004, 09:36 PM)
Note: There are three ammo types for abilities that use observers to target.  Each ammo type has its own cartidge unit for your General's inventory:

Shell cartidges are used for cannons that fire shells.  These weapons are usually long range (whole screen lengths).  They are unique because when the weapon fires, a shell (scourge) fires from your unit to the target.  When the shell/scourge hits the target... you guessed it, the weapon fires on the target.  Depending on the weapon being used, a unique "firing" sound is played for all players in the game, to notify them a shell weapon has been launched from somewhere.

Normal or Bullet weapons use the same ammo cartidge item.  This ammo type is used for weapons like the sniper rifle or, say, a laser gun (don't think I'm gonna add one of those).

Neutron weapons are more rare but require this ammo cartidge to be in your inventory to use the weapon.


------------------------------------------------

SOME MORE ABILITIES (And we all say... Yay!)

E.M. Mech General

(Constant Ability) Electromagnetic Field- Disables all nearby mechanical units, making them neutral, and available for capture.

EMP - An enhanced energy weapon that disables all nearby/medium distance mechanical units, as well as structures (includes command points), and scrambles the systems on ground troops (they lose their current orders and are ordered to flee back to base)

Electromagnet - (Uses authorization points per second of usage) Medium distance mechanical units are forcibley attracted to the EM Mech General, providing a unique strategic opportunity for the General.

Scramble Missle - A shell weapon that, upon impact, scrambles the systems of all mechanical units in the blast radius, aligning them with Player 5, and therefore ordering them to attack all nearby units except themselves.

EM Bomb - A mine-type weapon that explodes if a mechanical unit comes near it, neutralizing the unit and setting nearby shields to zero.  It is a powerup, so for strategic advantage, (this applies to any powerup unit on the field), an engineer (probe or SCV) can carry the bomb to any target the General desires.

Plasma General

Ion Cannon - Deploys the corsair, an "Ion Drone."  Upon casting the Ion Drone's D-Web (targeter), the Ion Drone self destructs and an ion beam fires from the Plasma General's orbital satallite to the location designated by the D-Web, obliterating any unit in the vicinity and neutralizing structures.  The D-Web disappears too.

Warp Crystal - The General assimilates a glasslike crystal (powerup unit) with mine-like properties; any enemy organic unit that comes near the crystal is immediately teleported back to base.  Rows of these can be used to create walls, etc.  Only can be moved by probes, because they are robotic engineers and are not affected.

Plasma Cannon - A shell-type cannon ability that, upon impact, creates a gravity vortex, forcing units towards it for a moment, then exploding, killing all units in its blast radius.

Assimilate - The General creates a probe using powerful onboard plasma construction equipment.

Psi General

(Constant) Mind Control - Nearby organic units are instantly reverted to your control.

Psi Blast - Similar to the EMP, but for organic units.  It kills a few organic units in in a medium-large radius, and mindcontrols the rest.

Fear - (Uses authorization points for every second of usage.) Nearby enemy organic units are ordered to run back to base in fear.

Exodus - (Uses authorization points for every second of usage.) Nearby enemy organic units are drawn to the Psi general and can be lead anywhere (or exterminated.  Hah hah.)

Need an idea - Post one.



This is for all you people who are too lazy to look through the whole thread. These are the enhancements that are happening to this General map. If any of you have thought of an idea, please tell us so that Psi can get more help on making his potentially awesome map <(^.^)>

Edit1: Since you are all too lazy to make ANY input... I guess i will be a one Kirby show. pinch.gif

Bombardment: Are you sure he should lay mines as he walks? there are two problems with this:

1. Mine placement- mines are always placed below the player, making the walking player have to walk AROUND it, which is annoying at times.
2. Splash damage- Mines are the essence of splash dmg; if i am correct, they splash all units just like tanks do.

Pyro: How about an ability that is like a miniature Carpet Bomb, and you can choose the location with an Observer (which is made when you choose ability) and it launches a scourge to the location, blowing up enemy units within a 2x2 radius of the scourge. (This could instead be used for Bombardment)

Pyro2: Hmm.. what about an "Extreme burn" function? where basically he literally "turns up the heat" by making a bunch of normal computer-controlled firebat units. The reason it is called "Extreme burn" is because he will most likely be splashed by his own instense heat (the spawned firebats). It is sacrifice for power.

Pyro3: I want to help you with Pyro, so I'm making things up as I go biggrin.gif. You could make a "smoke" function (yes its a defiler that has a few seconds to make a dark swarm over the firebat for ranged protection and I know its very primitive.. but its hard thinking of things for the Pyro.. sad.gif)

Pyro4: Hmm.. well pyro isn't ONLY fire huh.. it pyro just refers to something about fire... hmmm... PYROtechnics! Bleh that sounds like the mini carpetbomb (see above) Hey he could spawn infested terrans! ooh Rockets! Flaming projectiles!
Hmm (organic units set on "fire"/irradiated... I like that biggrin.gif)


Infantry: Oooh heres a nice guy... (thought about blocking effects of Fear; see four to five posts above) What if Infantry general has little "unique" abilities... but vastly "upgraded" default abilities? Like because of his efficiency, he can heal all units within a 6x6 or 5x5 radius with ONE medipack instead of 3x3!

Also, he should give his troops greater morale for victories and less for losses. Furthermore, he should start out with better ammo in bulk compared to other generals.
(Sniper general would probably have a HUGE amount of bullets for his weapon of choice biggrin.gif)

Infantry2: When making the stats and abilities, I would assume that the infantry general would have experience and be prepared for the majority of situations.

Sniper: I like the sniper rifle idea.. but.. does it work on generals? It would seem too easy to win with the sniper if you could get in good shots enough you know?
Report, edit, etc...Posted by Psi on 2004-12-08 at 22:31:08
QUOTE
Bombardment: Are you sure he should lay mines as he walks? there are two problems with this:

1. Mine placement- mines are always placed below the player, making the walking player have to walk AROUND it, which is annoying at times.
2. Splash damage- Mines are the essence of splash dmg; if i am correct, they splash all units just like tanks do.

I actually dealt with both of these problems weeks ago- the mines are spawned off on the side of the map and teleported to the reaver, putting them directly under him and are, in addition, already invisible. I am aware there is splash damage, and I'm glad because it allows for many new strategies.

QUOTE
Pyro: How about an ability that is like a miniature Carpet Bomb, and you can choose the location with an Observer (which is made when you choose ability) and it launches a scourge to the location, blowing up enemy units within a 2x2 radius of the scourge. (This could instead be used for Bombardment)

Carpet bomb is already an ability for ALL generals- rank 11 I think. It is a LOT more complex than a projectile though. An actual BC comes from your corrosponding corner of the map, drops 4 large bombs in a row over the target you specified with an observer, then keeps going to the other corner of the map and is removed.

QUOTE
Pyro2: Hmm.. what about an "Extreme burn" function? where basically he literally "turns up the heat" by making a bunch of normal computer-controlled firebat units. The reason it is called "Extreme burn" is because he will most likely be splashed by his own instense heat (the spawned firebats). It is sacrifice for power.

Meh..

QUOTE
Pyro3: I want to help you with Pyro, so I'm making things up as I go. You could make a "smoke" function (yes its a defiler that has a few seconds to make a dark swarm over the firebat for ranged protection and I know its very primitive.. but its hard thinking of things for the Pyro.. )

Hmm tempting but the defiler is available to all players who persue gaining that technology (by buying a drone and building a zerg base).

QUOTE
Pyro4: Hmm.. well pyro isn't ONLY fire huh.. it pyro just refers to something about fire... hmmm... PYROtechnics! Bleh that sounds like the mini carpetbomb (see above) Hey he could spawn infested terrans! ooh Rockets! Flaming projectiles!
Hmm (organic units set on "fire"/irradiated... I like that)

Infested terrans are a definite for this general, as well as a sort of rocket weapon. I'll give him a bazooka (shell weapon, 2x2 blast radius, short range).

QUOTE
Infantry: Oooh heres a nice guy... (thought about blocking effects of Fear; see four to five posts above) What if Infantry general has little "unique" abilities... but vastly "upgraded" default abilities? Like because of his efficiency, he can heal all units within a 6x6 or 5x5 radius with ONE medipack instead of 3x3!

I can't block Fear due to the Fear's straightforward trigger design, although I have given the infantry general the medpack upgrade you mentioned - very good idea (I used 5x5).

QUOTE
Also, he should give his troops greater morale for victories and less for losses. Furthermore, he should start out with better ammo in bulk compared to other generals.
Infantry2: When making the stats and abilities, I would assume that the infantry general would have experience and be prepared for the majority of situations.

I like the morale idea and will add it to my checklist. And while I'm on that topic- I have decided on how morale will affect the game.. details after my responses.

QUOTE
Sniper: I like the sniper rifle idea.. but.. does it work on generals? It would seem too easy to win with the sniper if you could get in good shots enough you know?

Yes, you can kill generals instantly. No, it does not rig the game because this game is designed so that almost every ability is rigged. This makes the game more fast paced and critical, which is a definite plus for such a complex game; it supports people who want to think and use the complex options, and it supports the people who don't and just want to get to shooting.


MORALE

This may or may not be a good idea of a system, but it's a start. I designed it so that it's EXTREMELY important. (Notice that 100 morale means you win the game!)

- Morale increases at about 1 point per 10 seconds.
- You lose 10 morale if your General dies.
- You gain 1 morale point per 12 kills.
- You lose 1 morale point per 3 deaths.

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100 - YOUR TEAM WINS THE GAME IF THE OTHER GENERAL'S MORALES ARE BOTH BELOW 75. (The other way to win is to capture the other HQ.)

75 - Above: You can use the "Superweapon" abilties, there is 1 per general.

50 - Below: You cannot use General-specific abilities. Above: You gain 10 more minerals per salary payment.

40 - Below: You get 5 less minerals per salary payment.

30 - Below: You cannot use any abilities.

0 - YOU LOSE THE GAME. (The other way to lose is to have your HQ captured.)
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All players start with 30 morale at the beginning of Generals.

This may be too extreme. Ideas are always welcome, and my special thanks are extended to Kirby. wink.gif
Report, edit, etc...Posted by PearS on 2004-12-09 at 00:48:24
Is morale a two sided thing...team one and team two. Or does each player have his seperate morale? If so, you said that they lose 10 morale if their general dies. It also says that you lose 1 morale if you suffer three deaths. Do generals command armies? Or are those three deaths the comp units? Also about the mine field thing that that guy posted about. It seems really cool. How does it work =D?. Does it move the general off screen, move all the lings to his location (which is exactly the size of how they are placed)...then a seperate location centers on each yellow ling and create a burrowed mine? Then the lings go away and the general is replaced?
Report, edit, etc...Posted by Psi on 2004-12-09 at 23:34:56
Pears:
- Every General has an army composed of reinforcements and recruited troops, and in addition, you can build bases to research and train your own men in the field (like Quests RPG, for example. But better of course.)
- Morale is per-General. Your own army's deaths are what affect your morale, not computer deaths. Computers don't have morale in this game.

The "cluster mine" ability for the Sniper General goes like this:

... You select the ability from your abilities area on the side of the map, and the Cluster Mine ammo-type is loaded into your rifle.
... The observer is moved to the location you want to fire the Cluster Mine round.

And then the triggers do their thang:

- Zerglings are spawned off the side of the map in a carefully counted order that creates the pattern you see above. (EX. One P8, six P5, one P8, seven P5, these arent the real numbers but that's the process being done in the trigger.)
- This whole block of zerglings is spawned instantly, then teleported together to the location you designated with the observer.
- A location is auto-centered over the P8 zerglings one-by-one, removing them and replacing each one with a mine. Then all the others are removed. This also happens almost instantly.

The result is a little mine field that did not create ANY "misplacement" errors. If a zergling could not be moved, it simply stays off the side of the map and is removed after the ability is done.
Report, edit, etc...Posted by TheOddAngel on 2004-12-10 at 18:08:48
That sounds perfect!!!

Personaly I think the Bio General sounds cool with the larvas...
Id be that lots of the time... The other times id be sniper.


QUESTION: If you die do you chose a new general? or do you lose game? or respawn?

What happenes if You die?
Report, edit, etc...Posted by Daigotsu on 2004-12-10 at 20:38:35
It's been said before...I think or was I dreaming about it...

Anyway what I "think" I remember is that if your hero dies the morale for your army goes down and your revived.
Report, edit, etc...Posted by Psi on 2004-12-10 at 22:56:19
What he said. 10 morale to be exact, and 2000 big ones as well.
Report, edit, etc...Posted by .Coko[CK] on 2004-12-11 at 07:09:31
So this'll have things in common with the Fenix'01 maps?
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