I like the idea behind the last one.
When you aim you're picking a direction, instead of a particular point.
Yes I like it too, but it's unfortunate that it doesn't allow moving and shooting at the same time. And it also limits multiplayer viability, considering the requirements for the system.
Hmm...
Well you could always have like p1 have the original gunner system, and a second player is v2b. (The best solution in my eyes.)
I don't really like this last system, I kept missing even though I was clicking right next to the unit I was shooting at.
I dunno, I think it's going to be hard to top the feeling of the first game where you got satisfaction from being skilled to quickly and accurately kill a bunch of units in a row. You're directly involved in other words, and anything taking away from that feels less satisfactory. I've played all of the prototypes and none are as satisfying as the original system.
QUOTE(Rantent @ Jul 31 2006, 11:28 PM)
Hmm...
Well you could always have like p1 have the original gunner system, and a second player is v2b. (The best solution in my eyes.)
I don't really like this last system, I kept missing even though I was clicking right next to the unit I was shooting at.
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That's just a bug with that system. Argh I knew I shoulda cleaned it up first...
Anyway, I've actually thought of another idea for a fourth prototype, but I'm starting to agree the original gunner system is the only one that remains effective thus far. Well that's what these tests were meant to determine in the first place.
Ok so here's what seems to be the verdicts for each of them:
- The first one feels like a micromanagement nightmare, which might be ok if I was aiming for a different type of gameplay but really doesn't feel like a gunner system anymore.
- The second one requires too sharp of a learning curve and feels awkward, even though it allows both limitless range AND simultaneous movement. It also removes specific targetting, which might frustrate players (though robust triggering might be able to compensate).
- The third, I'm still flirting with, frankly. I'm actually trying to conceive of a way to use my old unlimited method to upgrade the third method (which'll reinstate true aimability instead of the general direction thing going on now), but I still dislike the fact that you can't move and shoot at the same time with it. If I can't get a good system created to accomodate that, though, then I'll just go ahead with this one.
I think to get the ability to move and fire seperately, there's just no way around having to switch units in some way. Incorporating that into the central gameplay might be asking too much of the player, unless I handle the system really carefully and thoroughly. I'm going to try making a short gameplay implementation/tutorial segment for it as a test, and then see how well I can get it to work. Failing that, I'll just revert to either the old method or the upgraded method 3 and that'll be the end of it.
With Blizzard tossing out new patches on a whim, it seems EUDs and mods are almost out of the question now.
MODS arent out of the question, EUDs sure are, theyve been scrambled again, but im sure they will find them again
Moving and firing at the same time... I don't really think it is all that essential or possible in starcraft. Can't the siege tank move and fire at the same time, could have sworn I've seen that before...
yeah it can but it doesnt do it perfectly, you could always give the guy an invisible turret " " so it would allow auto attack while moving, but then it wouldnt be much of a shooter if the game is doing the shooting for you
Exactly. I could also just center a location on enemies that come near the player and 'shoot' them to roughly the same effect.
I actually did make a gunner mod awhile back that involved modifying a Gantrithor to be like a marine, whose interceptors would be the projectiles. If I worked at it some more, I might have been able to get it all polished up and workable for a shooter. Maybe I'll give that a shot, after all.
But yet, you still can't move and shoot with it either way. But I guess there's not much I can do about that any way I look at it.
Kookster I still haven't gotten to check your mod yet, though, as that damn board crash and 1.14 patch messed things up. I'll try to do it in awhile when I can get my mod stuff updated.
No worries, I just wanted Rush to be as cool as possible since your boss ideas and your plot ideas were just awsome, might aswell make the main character just as cool too
I tried playing Rush 1 all the way through yesterday without saving (to make a replay) and I lost at the first part of the fields. It's those stupid science vessels, once they start sucking you in, you can't do anything. I still saved the replay and man is that funny! There are no sounds in the replay but in Gargula's cavern I could see myself shooting wildly when it would pass by on the other side of a wall. (grr, there's no 'lol' emoticon).
I just hope whatever gunner system is used for Rush 2 isn't really awkward like some of the prototypes. (I'm thinking of the one where you build units.)
Yeah, it won't be. I think I have a good idea of how to make it, though.
I'll post the new prototype when I can get some time. Might take awhile, though.
Whew.
how'd you make the units (like the wraith) build so freaking fast? when you set their time at 0 they always take 1 second to build for me.
I think it resets the time to 1 when you close that window. You have to set it to like 8576 or something like that and it interprets it as 0. But if you look at the unit and it says '0', you have to set it back to 8576 (or something like that), otherwise it will jump back to 1.
I actually used SCMDraft to set the time to 1/15 second. Setting it to 0 (or that 8576 thing) crashes SC for unit build times, unfortunately.
Yea, actually if you do that 8379 trick in Xtra Editor and then you switch to SCM Draft, it puts the build time at 15 and then you can change it to 1 which is how it's 1/15th a second.
well darn...
ADDITION:
2 days without a post! Oh no! I killed the topic!
ADDITION:
Does that 1/15 trick work on lurker morph?
Should. As long as it's not 0.
so is it 8379 or 8576?
I'm guessing urmom is right..
QUOTE(An X-tra Editor dialog)
INSTANT UPGRADES:
The number 0 (zero) is not
availible as time or
timefactor. But if you input
very high numbers they
will be interpreted as zero.
If you need the number '0'
you should put (every time
you come into this dialog)
the number '8739' in the
proper field. (Other
numbers work, too!)
Oh well I had the right set of numbers, just not in the right order.
Although many others work too.
Other numbers can work, but the other ones that you guys listed will put you somewhere in the 4000's =p
Wow, thanks guys! I realize that went way off topic
hey tux you have some awsome music in your map where did you get it all from cause im looking for some good game music right now