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Staredit Network -> UMS Assistance -> No technical help. Just ideas
Report, edit, etc...Posted by RandomNoob on 2004-08-31 at 01:36:06
My map is a madness map. Each player has 8 unique units to choose from. He would move a civilian around to choose which units to spawn. Units do not evolve and get better. You cannot upgrade. for those who played Tug-Of-War maps, Its basically a 8 way tug of war, where you can control units and arent confined by a map. and each player has unique units PLus you cant upgrade. In the end tho, the winner of the game will always be the one who camps and hordes his units. I'm asking for a few ideas on how to make these camping players lose. I dont wanna make my units evolve or introduce an upgrade system. Just something that would force players to attack, and make camping disadvantageous. I first thought of having a "force all players to attack to middle beacon" in the middle of the map, but then that would just cause players to use it whenever there base is in trouble. Any ideas would be much appreciated.
Report, edit, etc...Posted by Vindexus on 2004-08-31 at 05:36:32
Maybe has triggers like this.

Trigger
Players:
¤ p8
Conditions:
¤ Always
Actions:
¤ Wait 15000 milliseconds
¤ Set Switch Check for Deaths/Kills



Trigger
Players:
¤ Humans
Conditions:
¤ Switch Check for Death/Kills is set
¤ Current player has suffered exactly zero deaths of men
¤ Current player's kills score is exactly zero
Actions:
¤ Penalize them


Trigger
Players:
¤ Humans
Conditions:
¤ Switch is set
Actions:
¤ Set Deaths of men to zero
¤ Set Kills to zero
¤ Clear Switch Check for Deaths/Kills
Report, edit, etc...Posted by phatdiddy on 2004-08-31 at 09:45:03
Just get rid of their units if they have too many.

Trigger
Players:
¤ Force 1
Conditions:
¤ Current Player commands at least 60 units.
Actions:
¤ Kill 20 units for current player.
¤ Preserve Trigger.


Figure out a number that they shouldn't have more of and when they get that much just kill some of their units, or just don't let them get more than a certain number by changing the kill action in that trigger to kill 1.
Report, edit, etc...Posted by Stereo on 2004-08-31 at 12:35:20
Don't just kill 20 units like that though, use some method to kill them scattered through the player's units.. maybe Kill 5 give 10 kill 5 give 10 repeat x4 give all of them back so it kills groups all over instead of just the farthest left.. othere wise they can camp certain players easily and rely on their base spawning.
Report, edit, etc...Posted by Mini Moose 2707 on 2004-08-31 at 12:38:25

Trigger
Description:
Meh
Players:
¤ All
Conditions:
¤ Current Player Commands at Most 30 Unit
¤ Current Player Commands the Most Unit at Anywhere
Actions:
¤ Remove 1 Unit for Current Player.


With this trigger, the player with the most units won't spawn anymore. But, it won't take effect unless they have 30 Men.
Report, edit, etc...Posted by RandomNoob on 2004-08-31 at 17:57:01
Unfortunately, that method would not work well. Some players spawn more units quicker than others. For Example, player 1 spawns 1 strong goliath, while player 2 spawns 2 weak zerglings. So killing 10 units may have a detrimental effect on some players.
Report, edit, etc...Posted by LegacyWeapon on 2004-08-31 at 17:57:54
then why dont u tweak it for each player?
Report, edit, etc...Posted by Vindexus on 2004-08-31 at 18:01:48
I think he means that commanding the most condition in there will mess it up as well. If the guy with most units is the zergling guy and you kill his men till he's on par with the goliath guy, he'll get destroyed. I personnally like my method. It's basically if you don't have anything and die and don't kill anything, you get penalized.
Report, edit, etc...Posted by Golden-Fist on 2004-08-31 at 19:41:37
How bout u make Machine Gun turret thing that pop from the ground and when a player brings a certain amount of units there they activate

But then again it woulld last for about 1 kill then they would down

unless u had a lot biggrin.gif
Report, edit, etc...Posted by RandomNoob on 2004-09-04 at 22:34:38
In such a madness game what do you think the penalty should be?
Report, edit, etc...Posted by Stereo on 2004-09-04 at 23:10:03
If you can be bothered to trigger it, I would give each unit a score that it gives you every time you get one (ie. zerglings give less score, but you add it twice as many times) and then when the score is too high it kills a specific unit if you have any and subtracts the corresponding score. Also when you suffer a death it would subtract the death and also subtract the score again. So say you get 2 zergling/sec, 1 goliath/sec, and maybe 1 Dark Templar/2 sec, then you would get 1 point per Zergling, 2 points per Goliath, and 4 points per Dark Templar. Then when the score gets to maybe 120 or 150 it would check if you have any Zerglings, and if so kill them, choosing the low-score units first (because they respawn faster, if you tried to get some DTs and had Zerglings lying around it would be annoying to have to kill all the Zerglings yourself quite possibly.)

As for the penalty, maybe have it kil the unit, message the user with a warning and then if it has to kill another unit in less than 5 seconds it will kill several units so if you leave it spawning after the "warning" you will lose a bunch of units.
Report, edit, etc...Posted by RandomNoob on 2004-09-04 at 23:51:36
Well. See a lot of times tho People attack the camper and the triggers dont make it seem like hes camping.

For example, player 4 spawns tanks with the seige ability. He makes his entire base full of seiged tanks. If anyone tries to attack him, the attack will fail. Player 4 wiill lose some tanks but for a 20:1 loss ratio. So the trigggers would see him as attaacking. Its not just camping in a sense you stay your base and gather as many units as you can, because if everyone camped that battle would be pretty equal. Its that the camper will camp, and anyone who tries to camp with suffer a huge loss in attrition, and then the camper will procede with his attack after the attacker has lost his force.
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