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Staredit Network -> Ideas -> New way to make units level up (RPG)
Report, edit, etc...Posted by scwizard on 2005-04-15 at 22:01:33
In some versons of dungeons and dragons (the starcraft map), at unit starts with it's health healing to only 5%. Everytime it gains a level the amount it's health is healed to when it goes to the inn goes up by 5%. So it's 50% at 10th level, and 100% at 20th level (the final level).
This method sucks in my opinion. I'm not going to go into details about the reasons why. I'm just going to say that because of regeneration, zerg heros are inpratical.

My method is much cooler, and allows for much for flexibility. I got the idea from Hidden lands RPG, which was made by doodle3000, who is the best friend of doodle77, who is my brother.
In hidden lands, if you had a revive potion, when a unit died, it whould resurect in the exact same spot. Becuase of hyper triggers, it would look like it didn't even die.

On the the point. Each player has a amount of max hits. Their current hits is displayed on the leaderboard for the custom score. Everytime they gain a level they gain a max hit. So level 1 has 1 max hit. Level 17 has 17 max hits. When you get to 0 hits, you actually die. If your unit dies and still has a hit left. A hit is subtracted, and it apears instantly in the place it died.
There are two types of health potions, one gives you another hit (if you are not at the max hits for your level) and the other sets your hits to max.

What do you think?
Report, edit, etc...Posted by Ultimo on 2005-04-15 at 22:43:51
That sounds interesting, maybe you could even incoperate that with the +%hp system!~ lol, kidding. tongue.gif I might have to use it wink.gif
Report, edit, etc...Posted by chuiu on 2005-04-15 at 22:47:09
That's already been used in a couple maps ... The Avarian Chronicles ... Doom 3 ... and I'm pretty sure I've seen it in a couple other maps. It's basically a type of virtual HP system.
Report, edit, etc...Posted by axblader on 2005-04-15 at 23:06:48
i think there were a few posts about this, though you explained it more clearly, so now i can understand! bangin.gif
Report, edit, etc...Posted by LegacyWeapon on 2005-04-16 at 00:37:28
The only problem would be if you died in a place where you spawn "Unit Unplaceable." But if that's the biggest problem, then it seems like a good system happy.gif
Report, edit, etc...Posted by PhoenixRajoNight on 2005-04-16 at 19:06:31
Problem by the whole zerg units being impractical= dont use them, I'm using the %hp system in the map im making now, and all zerg uints are enemies, no hero zerg units for selection.
Report, edit, etc...Posted by scwizard on 2005-04-16 at 21:54:16
Yes, doing the hp% system makes it so you have less flexibility when making your hero classes.
Lack of flexibiltiy = bad, very very bad

Also, the unit uplaceable thingy doesn't happen if you use hyper triggers (I think).
And there are ways to get around it.
Report, edit, etc...Posted by FaZ- on 2005-04-16 at 22:59:54
QUOTE(m.r.bob @ Apr 15 2005, 09:01 PM)
In some versons of dungeons and dragons (the starcraft map), at unit starts with it's health healing to only 5%. Everytime it gains a level the amount it's health is healed to when it goes to the inn goes up by 5%. So it's 50% at 10th level, and 100% at 20th level (the final level).
This method sucks in my opinion. I'm not going to go into details about the reasons why. I'm just going to say that because of regeneration, zerg heros are inpratical.

My method is much cooler, and allows for much for flexibility. I got the idea from Hidden lands RPG, which was made by doodle3000, who is the best friend of doodle77, who is my brother.
In hidden lands, if you had a revive potion, when a unit died, it whould resurect in the exact same spot. Becuase of hyper triggers, it would look like it didn't even die.

On the the point. Each player has a amount of max hits. Their current hits is displayed on the leaderboard for the custom score. Everytime they gain a level they gain a max hit. So level 1 has 1 max hit. Level 17 has 17 max hits. When you get to 0 hits, you actually die. If your unit dies and still has a hit left. A hit is subtracted, and it apears instantly in the place it died.
There are two types of health potions, one gives you another hit (if you are not at the max hits for your level) and the other sets your hits to max.

What do you think?
[right][snapback]188791[/snapback][/right]

This would work great. I'm thinking it could work amazingly in a NES: Zelda RPG, which like 8 different people have planned to create.

QUOTE(LegacyWeapon @ Apr 15 2005, 11:37 PM)
The only problem would be if you died in a place where you spawn "Unit Unplaceable." But if that's the biggest problem, then it seems like a good system happy.gif
[right][snapback]188902[/snapback][/right]

Easy to solve.
Player has 0 "hero unit" and 1 "hit" --> Set revive. preserve.
"revive" is set. player has 0 units ---> create 1 unit at death location. set "revived". preserve
"revive" is set. "revived" is set. player has 1 unit ---> clear revive, clear revived, subtract one hit, preserve
"revive" is set. "revived" is set. player has 0 units ---> create 1 unit at last checkpoint town- giving some lame reason like "you are knocked unconscious but are rescued.", clear revive, clear revived, subtract one hit, preserve. OR create one unit at a trailing location that doesn't center close to as often as the other. This would solve most errors. For example, wait 4000 milliseconds before centering it each time, allowing the player to walk at most 8 spaces.

Sue me for not having capitals =p
Report, edit, etc...Posted by Oo.Kevjak.oO on 2005-04-25 at 19:39:05
one thing i see being a problem is that i always control group my heros. So i would lose the control group every time he takes a "hit" not only that but i'd have to reselect him alot. Maybe in a turn based combat map this would be too bad but for real time you would lose tons of control.
Report, edit, etc...Posted by EzDay281 on 2005-04-27 at 12:01:39
QUOTE
The only problem would be if you died in a place where you spawn "Unit Unplaceable." But if that's the biggest problem, then it seems like a good system

That's not the only problem, though. As with Kevjak, I like to hotkey my units. If it dies, then I have to re-hotkey. This is a problem I see with shops in defence maps, spell casting systems in rpg maps, and so forth.
Secondly, when a unit spawns, it can take a split-second to start an attack sequence, so if you have a rapid-damage enemy attacking you, he could effectively "paralyze" you by killing you before you have a chance to retaliate.
Thirdly, you'll have to make the health be atleast that of the highest damage enemy, or atleast close, otherwise weaker things will also take away one hit making his high damage meaningless.
Report, edit, etc...Posted by -BW-Map_God on 2005-04-28 at 14:01:49
Sounds like a cool system. I think I might have seen it in a few rpg's before though I dunno that they used hyper triggers and instantly replaced the unit(might have been some delay) sounds like a great way to have vitrtual HP for zerg unit heroes.
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