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Staredit Network -> UMS Production -> rEvolution vBeta004
Report, edit, etc...Posted by BeeR_KeG on 2005-11-27 at 15:37:29
Features to be implemented in vBeta002 (Mainly Balancing)

- The Current Player with the least kills will have around 5 extra air units to help him/her get back into the game. If that player no longer has the least kills, the trigger would just give them and locate them for the new player with least amount of kills. I still don't know which unit to use and yes, these extra units will be invincible.

- Anti-No Spawning system. There have been players who have been exploiting the "Unit Unplaceable" in order to rig up the game. I will make a system in which if the player has no evolution units a switch will be triggered and a timer will start. Also a message will appear telling you to remove your carrier from that location. I by X amount of time(Around 10 seconds) you still don't have any units, you will be removed from the game. Spawning a unit will disable this trigger.
Players might just go back and forth to avoid being removed from the game. If you were Y seconds(around 5) with X switch enabled, Y switch will set. When you start spawning units again, Z switch will set for 1 minute. If during that minute, Y switch is enabled again, W switch will enable and then V so on so on. If it gets to a set determined of switches, possibly 3 or 4. THen the player is removed.
Report, edit, etc...Posted by WoodenFire on 2005-11-27 at 15:59:46
You could do the same spawn wait system if you just have a system where every time you disengage the NoSpawn msg system, it adds 1 Death Counter for P9-12(W/e unit you want for holding this variable) and over time, 1 death counter is removed, like every 5 minutes, 1 death is removed for each player. If you reach 5 death counters (you have activated the Warning msg 5 times within 5 minutes) you are removed from the game.
Report, edit, etc...Posted by BeeR_KeG on 2005-11-27 at 16:10:46
Although I have more controll over the system with switches, Death Counts would prove most efficient in the Z switch enabled part.
Report, edit, etc...Posted by Staredit.Net Essence on 2005-11-27 at 16:29:21
Is there a Z level in starcraft???? Or is it just x,y because It would be weird if there was.
Report, edit, etc...Posted by BeeR_KeG on 2005-11-29 at 19:58:13
By X,Y,Z, I was labeling switches.





I've been releasing test versions and here's what I've done:

I got the extra help for the player with least kills to work properly. The player with least kills will have 3 Battlecruisers to help him/her catch up. It will always pass tot he player with the least amount of kills.

Now, Healing is a bit screwed up. At first when the 1501 mark was hit by one player, all players lost their healing. Then I fixed it. Then I implemented switches to stop players from getting no kills on purpose and then killing players with 1501+ kills. And now nobody has healing.

I'll post the triggers and if anyone wants to help I appreciate it.


Player has atmost 1501 kills
Switch is set
---
heal


Set Switch at begining of game, don't preserve trigger.


Elapsed time is atleast 10 minutes
PLayer has atmost 500 kills
---
Disable switch


Elapsed time is atleast 20 minutes
PLayer has atmost 1000 kills
---
Disable switch



What it should do is that if by 10 minutes you don't have 500 kills you will loose your healing. This is to prevent players from getting no kills on purpose just to get a free carrier kill. Same thing happens at 20 minutes and 30 minutes.

ADDITION:






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vBeta 002 November 29, 2005
======

Done:
-Terrain
-Attack Triggers
-Defeat
-Spawning of all units
-ScoreBoard
-Unit Stats

Changes:
-Removed Spawn 42 since it was an extended unit.
-Added a feature which gave 3 BC's to the player with least kills

Bug Fixes:
-Fixed a bug which cause Player 6's Infested Duran to spawn at a different location than intended
-Fixed a bugged that cause no Hyperion to attack the location around the observer

What Needs to be done:
-Victory Triggers
-Balance out range in units
-Briefing
-Unit Names, Forces, In-Game Text
-Spells
-Healing Modifiers

What needs to be tested:
-General testing
Report, edit, etc...Posted by Ultimo on 2005-11-29 at 20:04:15
Man BeeR, I was owning you in that game with tanks. XD Couldn't you use the battlecruisers to directly attack the carrier? Also, what if they're is two players or three, really defeats the point of a lead.
Report, edit, etc...Posted by Deathawk on 2005-11-29 at 20:14:40
Yeah, last time we played I won!
Tanks are so good.
So am I. I'll play it again some time.
Report, edit, etc...Posted by BeeR_KeG on 2005-11-30 at 11:44:04
Yes, ranged units are rigged against melee units, especially tanks vs melee. I'm still trying to think of a way to keep balance while not ruining the first levels.

I'd prefer BC's to attack randomly their targets, their purpose is to help the guy in last place and not kill the other carrier faster.

In a 2 or 3 player game, I've come to think that BC's are better than in 6 player games. With a 2 or 3 player game, the kill scores will be very close to each other, so to win, you'll need to rely even more on good strategy other than massing your oponent(s).
Report, edit, etc...Posted by WoodenFire on 2005-11-30 at 15:57:28
To balance melee units, just add 10% life, or double the armor. A quick fix for sniping ranged units against melee. They will still not own against ranged, but at least it will give a greater chance of succeding in getting some kills.
Report, edit, etc...Posted by Deathawk on 2005-11-30 at 16:05:09
Then what happens when the ranged unit does 4 damage and the melee unit has 4 armor?
Report, edit, etc...Posted by WoodenFire on 2005-11-30 at 16:21:26
I would think the damage wouldn't be that small and the armor wouldn't be that high, and the life would instead be altered...

One snag on my idea and you question it? Rediculous. This is something you could of thought up on your own. Beer_Keg is just lazy with balancing perhaps...
Report, edit, etc...Posted by BeeR_KeG on 2005-11-30 at 16:34:40
I had thought of scrapping all armor and giving armor based on the unit's range. The less the range, the greater the armor.
Problem is that, lower level units will have more armor than the damage they do.

HP will also be a bit hard to change, I'll have to add movement speed if I'm to make such changes. 10% for a Devouring One is much more than 10% for a non upgraded zealot.

I'm not that lazy, I'm just looking for the easiest way to keep it balanced.
Report, edit, etc...Posted by WoodenFire on 2005-11-30 at 16:41:06
If damage is too low at the level, why not just raise it with HP? Just multiply all damage by 2? 3? and HP accordingly...

With my RPG's I take the natural points they give when being killed (money based upgrades) and then I take in consideration unit size, unit movment speed, cooldown, damage type, and range, with all of these, I base all of the stats off of the points.

25 Point Broodling
50 Point Zergling

Zergling is 2x more points, thus stats must be 2x stronger, but subtracted/added because of Cooldown and movement speed. Damage is 100% to all, Melee, and they are both small units (less life b/c you can mass in small area).

Simple. Just come up with a formula that works based on Level upgrade +9? That way... You have

Level 1 = 10, Level 2 = 11, so that they aren't severly more powerful by going Level 1 = 1, Level 2 = 2, which is a doubled power if you use statistic formulas.
Report, edit, etc...Posted by BeeR_KeG on 2005-11-30 at 18:03:08
Instead of raising Melee HP or amor, what I've thought of is reducing ranged unit HP. That way, when the melee unit gets to the ranged unit, they should have the same HP. I'll probably make up a formula that'll end up in more range = less hp.
Report, edit, etc...Posted by Deathawk on 2005-11-30 at 20:41:34
Sounds good, and by the way, the terrain is really good, it isn't some open field, and you actually have to use it to your advantage...
Nice feature tongue.gif
Report, edit, etc...Posted by BeeR_KeG on 2005-12-01 at 20:00:32
New Screenshot of Force game screen!
Report, edit, etc...Posted by Syphon on 2005-12-01 at 20:03:20
QUOTE(BeeR_KeG @ Dec 1 2005, 08:00 PM)
New Screenshot of Force game screen!
[right][snapback]369163[/snapback][/right]


ZOMG! those forces are so 1337!
Report, edit, etc...Posted by Deathawk on 2005-12-01 at 20:17:55
HEY B33r Kig KEN I PLX HAV EN ADD EN yr MAP I WIL RLY BE HAPY EF U GEV ME 1 I WEL EVEN GEV u 200 MENRALS PLX GEV ET 2 mi
Report, edit, etc...Posted by Do-0dan on 2005-12-01 at 20:25:43
can u make one of the critters named "o-0 was here" ? and if u choose to, can u make it 1 hp and set on 1% hp? uberwoot.gif
Report, edit, etc...Posted by BeeR_KeG on 2005-12-02 at 14:39:30
I just made that for fun since I had 3 extra forces to use for anything.
Unit names I've already planned them out.

What I could do is put a few comments like the ones is the forces in the critters.

Now back to mapmaking, I'll be testing pre-vBeta003 this weekend and hopefully release it on sunday. Beta003 will most probably be the last balancing Beta, In 004 I plan to start implementing WoodenFire's ideas.
Report, edit, etc...Posted by Moogle on 2005-12-04 at 22:13:07
Moogle is a Moron 101@!! <-- Force slot, lol, uh sounds like this be one best and balanced evos out =)>

\\Moogle
Report, edit, etc...Posted by BeeR_KeG on 2005-12-05 at 16:52:32
Lol.

Anyways, I've been taking more time on making this version because I really want to balance our the carrier healing system and such. So that players won't wait till others are no longer invincible and kill them with their invincible carrier.
It vBeta003 should be out this week for sure, wether or not I balance out ranged units.
Report, edit, etc...Posted by slayer766 on 2005-12-08 at 20:03:48
heh alright! Go BeeR! Take your time man on this though, to eliminate all of those nasty bugs that keep on popping up. sad.gif lol Was fun testing it with you awhile ago, and I thought this map was and IS going to be pretty good. wink.gif Good luck man.
Report, edit, etc...Posted by BeeR_KeG on 2005-12-10 at 21:28:22
The Beta versions are quite different from the Alpha's. I'd suggest that you all come to Map Night and help me test vBeta003.

ADDITION:
In vBeta004 I will balance out melee units until 1501 kills, afterwards, there is no need to balance melee units. Music will possibly be added in the next version along with some basic spells.



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vBeta 003 December 10, 2005
======

Done:
-Terrain
-Attack Triggers
-Defeat
-Spawning of all units
-ScoreBoard
-Unit Stats
-Carrier Healing

Changes:
-Removed the ability to create Interceptors until 1501 kills
-Carriers will have all HP healed until 1501 kills
-Shields are not healed

Bug Fixes:
-Fixed a bug which caused all carriers to loose healing when 1 player reached 1501 kills

What Needs to be done:
-Victory Triggers
-Balance out range in units
-Briefing
-Unit Names, Forces, In-Game Text
-Spells

What needs to be tested:
-General testing
Report, edit, etc...Posted by Rantent on 2005-12-11 at 02:59:37
The Re-Evolute Rap - Puppetmastaz

Thought you needed to know the song. blink.gif

QUOTE
Balance out range in units
Yay!
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