STORY:
In 1984, the carriers Kiev and Kennedy met in the sea that seperates thy 3 scandinavian nations. The Kiev launch a sneak attack on the Kennedy, and nearly all were killed in the air war. The Kennedy's captain survived....
It is now 1986. You are a wing commander aboard one of these carriers. Both carriers, and both captains, have now met in the exact same sea they once fought. As of this moment, you are at war, in the Tanngost sea...
GAMEPLAY:
Your a pilot. My plans are that you can get up to 4 wingmen besides yourself, and extra wingman every 5 kills, and a new plane every 10 kills, which will requires more civillians to operate. The objective is to destroy the enemy cruiser, and then procede to maul the carrier command station, resulting in victory.
Garbage or trash? I started working on it.
Needs work... How about at begining you can chose to be a pilot or a wingman... but player 1 is a pilot by defalt... The otherplayers go into ur ship and can fire cannons from the side...
Use the space pirat war idea with an obs that blows up when you use the cannon.
Hmmm, why stop there? I'm more for the all-out engagements. How about you have a whole fleet. There are 2 sides: 3 players, 1 comp / side.
-Limited Reinforcements, so the map focuses more on strategy than brute strength.
-The computer would automatically take over the units you do not control, thus it would be "Command" or whatever you want to call it.
-Any point in the game someone could change from a commander to airforce pilot, and other tasks, which could incredibly add depth to the game.
-If you have say, 100 locations scattered throughout the edge of the map, and about 10 locations that covered the battlefield, you could use this in the "air battle" system I just thought up!
Air Battle System:
Have random switches. This could require a LOT of triggers.
Say every 2500 milliseconds the opposing forces ally each other, and using the random switches, make the fightercraft go to an opposing edge location. Then after 2500 milliseconds, have them un-ally and wait for 2500 milliseconds. This could help create a "strafing run" effect, which means that the fighters might attack each other with 1 or 2 missiles, and then run past their opponents. This would make air battles more realistic, instead of the simple "pounding away" of StarCraft, which really disappointed me. Have map revealers placed across the map for human players, but have comps unvisioned to the human players. Then you can cloak wraiths or something for the battleships, and have the cloaked wraiths centered on the battleships, so that it could seemingly fire missiles from nowhere.
Just some ideas!
QUOTE(WoA-Felagund @ Sep 4 2004, 08:31 PM)
Air Battle System:
Have random switches. This could require a LOT of triggers.
Say every 2500 milliseconds the opposing forces ally each other, and using the random switches, make the fightercraft go to an opposing edge location. Then after 2500 milliseconds, have them un-ally and wait for 2500 milliseconds. This could help create a "strafing run" effect, which means that the fighters might attack each other with 1 or 2 missiles, and then run past their opponents. This would make air battles more realistic, instead of the simple "pounding away" of StarCraft, which really disappointed me. Have map revealers placed across the map for human players, but have comps unvisioned to the human players. Then you can cloak wraiths or something for the battleships, and have the cloaked wraiths centered on the battleships, so that it could seemingly fire missiles from nowhere.
Just some ideas!
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verry intersting system.
No and no. Look at my mapping skills: Beginner. Plus, i dont want all those advanced triggers and all that stuff. I mean, the story is: YOUR A PILOT! No airforce commanders, dude. And it already focuses on strategy, as their are anti-ground craft and anti-air craft, and it is paramount that you work with your teammates to effectively deploy your aircraft into the perfect formation to combat the enemy's strategy. And about depth, rather than adding all those advanced triggers, I'm planning a payload system. You have a bunch of minerals at start, and must split those minerals- your hardpoints, between extra armor and better weaponry. I mean, listen, im BASIC. I just want a fun, simple map. Not some hyper-cool doo-hicky that takes half an hour to learn, and much longer to learn how to trigger. And nobody gets to see the whole map, as that would remove the tactical part of the game, which is that you have to predict what the enemy will do, and then counter it, and then do your own attack. There are a bunch of strategy's, including running along the sides to avoid facing 2 AAM launchers, which can be countered by placing your planes at those locations to defend from attack, and leading an all-out assault, etc. The possibilities are endless. And there are 3 players versus 3 players, so that you cant use 'cheapo' tactics to win every time against the comp. You will have to deal with the smarts of your fellow humans.
While I cannot put in your idea's, I congratulate you for your inventiveness.
Whatever, sue us for doing new stuff! Old stuff is just plain boring. And your mineral payload crap... well... doesn't have much merit. It's called upgrading with a new name. At least have the freaking planes at least appear to deploy from whatever unit/landmass you'll use as the carrier.
Then i am sad to think that this might could fail miseralby and never ever ever be played...

Reread my post. Reread the part: "I am a beginner mapmaker". And the planes WILL launch off the carrier, which is complete with a control tower, runway (asphalt), and a cruiser escort. And your bashing my 'mineral payload crap' doesen't have much merit as it is not constructive. I'm not going to want to releast my map if everyone keeps bashing it, but though i say that, you'll say "Hah! Dont release it then, noob." Look, Im working hard on my map with my very basic knowedge of starcraft editing. Do you really expect me to do something advanced to me? I could use different units for different payloads, but that may unbalance the game. And dont bash that. EVERY map has its problems, and im going to use simplicity to combat those problems. So stop.
A valid point, do what you want to release what you think is the best ability of yourself and thats all you should do! Fena, do your own if you can make such good systems! Yours is seemingly stupid to me personally, because players could just select their units and control fire on enemies, plus its a waste of many locations, and Waits are so limiting to maps!
Thank you for your support, Coko.