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Staredit Network -> UMS Assistance -> Making my first defence... Help with Health/Attack
Report, edit, etc...Posted by Zeph on 2006-02-11 at 18:47:59
I'm using Marines, Firebats, and Ghosts.
Marines Damage: 1+1 with ups.
Firebats Damage: 4+2 with ups.
Ghosts Damage: 2+3 with ups.

That's all I have so far. Ups have a base of 10, plus 5 more for each up.
First level is probably going to be reavers. What should I have their, and the other units health at? I want the defence to be relitively hard.



EDIT: I'm also going to start with 50 minerals. So like, 1 up and 4 units. Sound good?

A friend said do this: Might want to make Marine start with 1 dmg +1dmg per upgrade. Firebat start with 3dmg +1 per upgrade. Ghost start with 4 dmg +1 per upgrade.
Report, edit, etc...Posted by EcHo on 2006-02-11 at 20:21:22
QUOTE(Zeph @ Feb 11 2006, 06:47 PM)
I'm using Marines, Firebats, and Ghosts.
Marines Damage: 1+1 with ups.
Firebats Damage: 4+2 with ups.
Ghosts Damage: 2+3 with ups.

That's all I have so far. Ups have a base of 10, plus 5 more for each up.
First level is probably going to be reavers. What should I have their, and the other units health at? I want the defence to be relitively hard.
EDIT: I'm also going to start with 50 minerals. So like, 1 up and 4 units. Sound good?

A friend said do this: Might want to make Marine start with 1 dmg +1dmg per upgrade. Firebat start with 3dmg +1 per upgrade. Ghost start with 4 dmg +1 per upgrade.
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I think starting off minerals too high
and also i think it should be
Marine: 1+1
Firebat: 1+1 (becomes 2+2)
and ghost : 3+3
and starting with reavers in first level seems too over used.
The HP Should be like 75,150,200,250 etc
But it depends on how much minerals / civs u get per kill - round
Report, edit, etc...Posted by BLISSARD[VdD] on 2006-02-11 at 20:48:15
I didn't get to see your map, I mean like I actually don't really know what your talking about. It's all depends on how you make your map, it wouldn't help if you post those informations unless if you have problems or don't know how to do something.
Report, edit, etc...Posted by Zeph on 2006-02-12 at 23:35:26
Der, you don't have to see my map to know what I'm talking about -.-;
I told you the specs on it. It's like every other farken defence out there. You get your unit, you line it up with defensive strats, and you go.
Report, edit, etc...Posted by smasher25 on 2006-02-13 at 02:06:22
Use unit properties. Also try experimenting with unit stats. Or with lots of minerals or something.
Report, edit, etc...Posted by Demaris on 2006-02-13 at 09:46:54

Greater ups means a better unit. Ghost with +3 rines with +1 is fair if rines are much cheaper.

Stimming throws marines out of balance. Take that into account as well.
Report, edit, etc...Posted by Azu on 2006-02-13 at 10:43:28
And stim doesn't = twice as much damadge, it = damadge more often

It's differant

If marine is 150 damadge but didn't get upgraded and enemy is 150 armor then rine will only do 1 damadge

With stim it will also do 1 damadge

But if the marine was DOUBLE damadge, 300, it'd do 150 damadge.

So there is a big differance.

Also if enemies have exactly 149 hp and 0 armor, then the marine with the extra damadge won't kill any faster then marine with 150 damadge, but stimmed will kill twice as fast

So keep the differances in mind in order to balance the game-play, don't make the rines suck but don't make them overpowered

Then it will be a lot better game then one that is unbalanced

biggrin.gif

Just my 2-cents.
Report, edit, etc...Posted by Zeph on 2006-02-16 at 18:20:26
Lol. That's all nice to know smile.gif I'm thinkin about having like... 5 wavs. First one Zerglings with 2/10, 4/10, 6/10, 8/10 then 10/10, You'd get 5 minerals each time, so by the next round, you could have 2 more units plus 5 extra minerals. Or a unit and an up.
Report, edit, etc...Posted by EcHo on 2006-02-16 at 20:47:20
Or u can make the same number of units each round but greater HP each level.
Like if the zergling had 100 Hp
Round 1 can be 50 Hp
Round 2 60 Hp
Round 3 70 Hp
Round 4 80 Hp
Round 5 100 Hp
Report, edit, etc...Posted by SkuLL on 2006-02-16 at 20:52:12
Balancing isn't a easy thing to do. Balancing isn't just damage/health/upgrade. It is also the speed of the units. It'll be easier if you use 1 type of unit for all the levels but with different amounts of health (5%, 10%, 15%, etc.). That way you can concentrate on one type of speed and just have to worry about damage/health/upgrade.
Report, edit, etc...Posted by Zeph on 2006-02-17 at 00:31:46
I can balance it myself. It's the triggers that are used for the level switches that are farken me up big time.
Report, edit, etc...Posted by Lithium on 2006-02-17 at 08:34:11
zeph. Your upgrades are limited to 255 right? It should be...
Marines: 2 + 1
Firebats: 12 + 1
Ghosts: 8 + 1
( why firebats have more attack? because it's a very low ranged unit. )
Report, edit, etc...Posted by SkuLL on 2006-02-18 at 10:58:48
QUOTE(Lithium @ Feb 17 2006, 08:34 AM)
zeph. Your upgrades are limited to 255 right? It should be...
Marines: 2 + 1
Firebats: 12 + 1
Ghosts: 8 + 1
( why firebats have more attack? because it's a very low ranged unit. )
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Then the ghosts would be rigged. The marines should have a few more attack points.
Report, edit, etc...Posted by Zeph on 2006-02-18 at 19:10:21
Maybe if I took half off each and left Marines the same.
So 2, 6, 4.



And what are the triggers for levels?
Report, edit, etc...Posted by SkuLL on 2006-02-18 at 19:12:59
QUOTE(Zeph @ Feb 18 2006, 07:10 PM)
Maybe if I took half off each and left Marines the same.
So 2, 6, 4.
And what are the triggers for levels?
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Go check the tutorials and see if they have it. If they don't I'll tell you the triggers personally. Or you could ask again at this topic.
Report, edit, etc...Posted by Zeph on 2006-02-18 at 20:52:38
I was actually looking all over for the trigger setups.
I even cheaked to see if they had a trigger setup for bounds, but they dont. I was considering making one, but I'm not sure how tongue.gif
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