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Staredit Network -> Ideas -> The Mobile Lurker Arena
Report, edit, etc...Posted by Javaboy on 2006-02-08 at 17:12:21
I have an Idea for a map where a burrowed lurker is moved by an observer in an arena(wow, detailed, eh?) There would be a score board recording how much health each person has, each lurker has 300 hp and does 150 dmg (subject to change). There are a few spells like Heal Lurker, firebat above lurker, lurker armor(reaver), and upgrade ob speed (switches with cloaked wraith which does 0dmg).
they all cost minerals, which come in every 10-20 seconds. vespene comes in with every kill you make, vespene can be used to upgrade lurkers attack(adding 50 dmg), increase lurker armor (10 for the price of 1 weapon up), improve ob sight range and ob speed. Please post all your comments/questions.
Report, edit, etc...Posted by Darktossgen(MM) on 2006-02-08 at 17:48:03
Heh, try making the observers belong to comps, and use Junk Yard Dog AI on the observers smile.gif That will make for some randomly moving lurkers. But wont it have problems firing if it moves like every 1 millisecond?
Report, edit, etc...Posted by Sie_Sayoka on 2006-02-08 at 18:04:40
sounds good but theres the problems about units moving. since the units are moving it will be very hard for the lurker to attack. (it needs whatever many milliseconds to actually do an attack.) also since they are moving it will be very hard to hit another lurker.
Report, edit, etc...Posted by nimadude on 2006-02-09 at 17:51:41
Maybe have dropship system that would alternate from attack mode to transport mode.. Transport mode lurker moves fast to observer, attack mode every 5 seconds it moves to observer.

But im pretty sure u dont need to do that, just make sure you are standing still while attacking, and only make the lurkers move to the observer if they dont touch the observer so when ur standing still they dont constantly move to it.
Report, edit, etc...Posted by Wing-of-no-Wing on 2006-02-09 at 19:17:42
If you want it to be more fun, make it so that you don't just ataclick on the other lurkers, but rather attack an aiming unit, which has to stay fairly close to the lurker. That way you actually have to try and hit the enemies, and they could try and dodge etc.

If you want to use a selection system for anything, building systems are much easier for the player to use, when compared with a dropship system.
Report, edit, etc...Posted by nimadude on 2006-02-09 at 19:26:28
I like dropship system better because it allows for more options. And things to pick up.
Report, edit, etc...Posted by Wing-of-no-Wing on 2006-02-09 at 19:31:44
Building systems can do that if you implement it correctly...you needn't use the basic version of the system if you need more capability. And having to click on the little units inside the dropship, rather than pressing a specific key, is annoying to the player and makes them use more effort to use it correctly. For an arena map, making things quick and easy to use is very important, so buildings would be more appropriate.
Report, edit, etc...Posted by Javaboy on 2006-02-10 at 16:50:51
QUOTE(Sie_Sayoka)
sounds good but theres the problems about units moving. since the units are moving it will be very hard for the lurker to attack. (it needs whatever many milliseconds to actually do an attack.) also since they are moving it will be very hard to hit another lurker.



I've done some testing and when the lurker moves so often it still has some time to attack, but it will not attack with out you right clicking, so it's kind of a strategy/difficulty thing. Moving could make it harder to hit, but it would make running away a valid way to keep from dieing.

QUOTE(nimadude)
Maybe have dropship system that would alternate from attack mode to transport mode.. Transport mode lurker moves fast to observer, attack mode every 5 seconds it moves to observer.

But im pretty sure u dont need to do that, just make sure you are standing still while attacking, and only make the lurkers move to the observer if they dont touch the observer so when ur standing still they dont constantly move to it.


I could do the trigger which would only move the lurker when the ob moves, which would give you an advantage when sitting still, but it would be unfair for the victim because they would have no chance to attack, or they might have enough for one shot.

QUOTE(Wing-of-no-Wing)
If you want it to be more fun, make it so that you don't just ataclick on the other lurkers, but rather attack an aiming unit, which has to stay fairly close to the lurker. That way you actually have to try and hit the enemies, and they could try and dodge etc.

If you want to use a selection system for anything, building systems are much easier for the player to use, when compared with a dropship system.


Not sure what you mean by the "attack aiming unit" becuase you can just move lurker and dodge already

I dont really like building selections but maybe if I wanted to make the map way over complicated I could have them chose at begining lol.


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Well minor set back in testing, none of the wait triggers seem to be working instead of waiting 5 seconds they just keep going indefinetly.
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