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Staredit Network -> UMS Production -> Chance Defense
Report, edit, etc...Posted by KABOOM on 2006-06-11 at 00:42:21
QUOTE

[center]Chance Defense[/center]

[center]user posted image[/center]



Progress


Overall
19%
[progress]19[/progress]

-Ideas
60%
[progress]60[/progress]
•Dark archon possible upgrades:  1%, 30%, 50%, 100%, stay same hp, Death
•upgrade cooldown 4 times
•upgrade range 5 times
•upgrade the chance of 1%hp
•upgrade the chance of 30%hp
•upgrade the chance of 50%hp
•upgrade the chance of 100%hp
•upgrade the chance of Death
•Start with Splash and can upgrade your chances of it 2 times
•Since each one is limited they will have to choose wisely.  And because everyone wont upgrade the 100%hp one i'll make it if it lands on 100%hp that you get extra money to help you.
•Buyable units to help kill: construct one tower, stack all towers +1, tank, hydra, missle, firetrap, turret, bunker
•slowdown
•+1 life
•Upgrade all options: which will either hero the units or double the number of the other things for that one purchase.
•About 30 lvls which have about 5 different units that have their hp changed like %
•5 bosses that will probably be air units
•offensive options (dropship): not sure yet.
•random direction of which side the enemy will go (left or right)
•11 lives per player, 33 if decided to play in team mode

there will be more that all that i thought of so far.  Any cool ideas you might get from reading this please tell me so i can maybe implement it into map  biggrin.gif

-Terrain
95%
[progress]100[/progress]

-Triggers
35%
[progress]35[/progress]

Completed
•The Dark Archon system (for pl1) Demo of it at bottom

Under Construction
•buyable units, buildings or effects


Specifications


-Players
•1-6
•can either be solo race to the end
•or 3v3 side vs side meaning that if 1 player leaks for the team they lose a life(so make a good team)

-Map tileset
•Badlands

-Map size
•128x128



Game Play

Basicly you have a Dark Archon that mind controls the passing units that are trying to get to the end where u which then lose a life.  But the dark archons range is limited intill it is upgraded same with the cooldown.  after the unit is mind controled it then undergoes a chance of being put at 1%hp, 30%hp, 50%hp, 100%, stay the same or death.  But since theres some slim chances of killing the unit you get other units or turrets to help you finish them off.  Stop the passing units from reaching the end of the path.  finish first!




Features


-Player Interface
Control 1 Dark Archon and have a choice of many other defending units or turrets

-What's new in your map that others have not done before?
•This map will mostly be based on chance(Random is the way to go).  so its never predictable how the game will play out.

Complete randomnization
•Never a predictable game outcome.  therefore always enjoyable biggrin.gif
•The rather somewhat complex DA system to make the Chance idea work.
•placeable stackable pylons for turrets
•Made by me
•Offensive options to mess up the other players giving you a better chance to win happy.gif


Screenshots / Demo


ss 1
ss 2
ss 3
Minimap Resized
[attachmentid=19513] (only pl1 others can watch all the DA upgrades are free so test and test please find some glitchs or bugs and such.  medics spawn every 2 or 3 secs so it never ends just have fun and try it out)
Report, edit, etc...Posted by Zell.Dincht on 2006-06-11 at 00:45:32
Seems interesting, if you need a tester PM me. Also how are you going to make the undergo of hp?
Report, edit, etc...Posted by DevliN on 2006-06-11 at 00:47:47
So basically you just MC a lot? Is there anything else to it other than that (like making more killing units near the end or something)?

Also, what HP do they start with? "100%, stay the same or death" seems redundant with "100%" and "stays the same."

Will each player have his own track to defend or will every one be MCing the same units from the same track?
Report, edit, etc...Posted by Zell.Dincht on 2006-06-11 at 00:58:39
I just thought of a glitch for this map, if you MC the unit and it gets a 30% hp. You MC it again and wat if it lands at 100%hp?
Report, edit, etc...Posted by KABOOM on 2006-06-11 at 00:59:08
ok well when u see the screen shot it will alot more clear. and for your questions
•They start at 100%
•stay the same% chance
•100%hp chance is that u can add health to the unit if it has been weakened something u dont want
•each player has their own area (track) if u want. it is completly solo, teams can be choosen as a option at the begining of the game.
Report, edit, etc...Posted by Zell.Dincht on 2006-06-11 at 01:02:37
So it doesnt matter if that happens? Also when do u think u can get screen shots?
Report, edit, etc...Posted by KABOOM on 2006-06-11 at 01:03:38
well i'm thinkin of getting it right now... but not sure how big i wana make it pinch.gif
Report, edit, etc...Posted by DevliN on 2006-06-11 at 01:11:51
Hmm. Did you ever take into consideration what the appeal is of MCing a unit. I mean obviously you'd want to weaken it or possibly kill it. But if you keep MCing a unit and it never dies, it seems like a waste. I'd rather focus on units that would damage it by attacking it.

And that brings up another point, is there a limited amount of MCs? You could just keep clicking the unit until its dead, and therefore the whole "chance" thing is useless and the game becomes a type of "Trigger-Happy Defense."

So lets say you own UNIT A (a Marine) and UNIT B (a Reaver) is the enemy unit coming down the track. If you damage that Reaver to about 20% and then MC it, it could go up to 100% possibly. And then if you MC a unit to get it to about 5% and then MC it again and it goes to 100%, you're screwed. That sucks.
Report, edit, etc...Posted by Zell.Dincht on 2006-06-11 at 01:15:44
From wat ive read, youll have turrets and other units which will attack the rest of the moving units. I think tha basically the DA is just for weakening and maybe even killing. Correct me if im wrong.
Report, edit, etc...Posted by FaiLuRe. on 2006-06-11 at 01:17:59
QUOTE(DevliN @ Jun 11 2006, 12:11 AM)
Hmm. Did you ever take into consideration what the appeal is of MCing a unit. I mean obviously you'd want to weaken it or possibly kill it. But if you keep MCing a unit and it never dies, it seems like a waste. I'd rather focus on units that would damage it by attacking it.

And that brings up another point, is there a limited amount of MCs? You could just keep clicking the unit until its dead, and therefore the whole "chance" thing is useless and the game becomes a type of "Trigger-Happy Defense."

So lets say you own UNIT A (a Marine) and UNIT B (a Reaver) is the enemy unit coming down the track. If you damage that Reaver to about 20% and then MC it, it could go up to 100% possibly. And then if you MC a unit to get it to about 5% and then MC it again and it goes to 100%, you're screwed. That sucks.
[right][snapback]504239[/snapback][/right]


I think the idea is rather refreshing, and much more challenging than other defenses in which you purchase units like nothing, and you are almost guarunteed to win if you have people that have ever played a defense.

Don't let people discourage you from making it difficult. It would really please me to have a new defense that took more than 2 games to beat.

Others may find it annoying and frustrating if they keep on healing a unit. However, they are clearly doing something stupid, rather than MC'ing a unit in the back, and not in the front where it's getting killed by your defense.

Anyhow, I'm a little bit on a caffeine high, so pardon me if none of this makes sense. But the bottom line:

Make this hard, but not so hard that no one ever wants to play it.

'Naw sayin'?
Report, edit, etc...Posted by KABOOM on 2006-06-11 at 01:18:17
ok well first of all i metioned a cooldown that starts at like 3 seconds at begining so its not trigger happy intill around the end but then u'd be taking some risk therefore the name Chance Defense. it will be challenging i enjoy a chanllenge too. also i cant get the image hosted. send me a link to imageshack to the exact place where u insert the directary
Report, edit, etc...Posted by DevliN on 2006-06-11 at 01:18:19
EDIT:
To Zell -
Yeah, that makes sense, but I'm thinking that if MC costs 1 energy to use, you could basically have a fun little click-fest to kill everything. Eventually you'll randomly kill it if you click enough.
Report, edit, etc...Posted by Zell.Dincht on 2006-06-11 at 01:20:46
Thats a good idea Failure. Kaboom how about if you add like boss battles. You and your DA get warped to a small area with a box, and you have to keep on MC the boss till its hp goes down and you kill it. You can have a defiler to do extra damage, like swarm makes marines pop out or something.
Report, edit, etc...Posted by DevliN on 2006-06-11 at 01:21:03
QUOTE(FaiLuRe. @ Jun 10 2006, 10:17 PM)
I think the idea is rather refreshing, and much more challenging than other defenses in which you purchase units like nothing, and you are almost guarunteed to win if you have people that have ever played a defense.

Don't let people discourage you from making it difficult. It would really please me to have a new defense that took more than 2 games to beat.

Others may find it annoying and frustrating if they keep on healing a unit. However, they are clearly doing something stupid, rather than MC'ing a unit in the back, and not in the front where it's getting killed by your defense.

Anyhow, I'm a little bit on a caffeine high, so pardon me if none of this makes sense.  But the bottom line:

Make this hard, but not so hard that no one ever wants to play it.

'Naw sayin'?
[right][snapback]504242[/snapback][/right]

I wasn't saying that it needs to be easy. I'm saying that it seems like it will be way too easy since you can just MC until the unit is dead. If you could only MC a unit once, then it would be really hard. But if you can MC the same unit a few times, chances are the unit will die within 4 or 5 clicks.
Report, edit, etc...Posted by Zell.Dincht on 2006-06-11 at 01:22:41
QUOTE(DevliN @ Jun 10 2006, 11:20 PM)
I wasn't saying that it needs to be easy. I'm saying that it seems like it will be way too easy since you can just MC until the unit is dead. If you could only MC a unit once, then it would be really hard. But if you can MC the same unit a few times, chances are the unit will die within 4 or 5 clicks.
[right][snapback]504246[/snapback][/right]


Its randomly done, it also depends on how many switches kaboom uses. It can have like a 25% chance or even a lower one or higher one.
Report, edit, etc...Posted by KABOOM on 2006-06-11 at 01:23:04
um the mc cost is 200 energy and then 16 deaths of some thing b4 it gets back to 200 energy again. but upgrading the cooldown will bring the deaths down 4 each time eventually later on being all about the DA on saving ur ass
Report, edit, etc...Posted by FaiLuRe. on 2006-06-11 at 01:23:10
Clearly there will be a limit on Mind Controlling.

He isn't that stupid. (I hope at least)
Report, edit, etc...Posted by Zell.Dincht on 2006-06-11 at 01:25:08
How many cool downs can you buy? Cause if you can buy a lot that will make the wait like 1 death, then that b pretty cheap. How about if you make a cool down max. So it turns ez at first but then hard.
Report, edit, etc...Posted by KABOOM on 2006-06-11 at 01:26:37
well changing one number is farely easy to do so i can always adjust the cooldown later on to help balance
Report, edit, etc...Posted by DevliN on 2006-06-11 at 01:28:43
QUOTE(KABOOM @ Jun 10 2006, 10:22 PM)
um the mc cost is 200 energy and then 16 deaths of some thing b4 it gets back to 200 energy again.  but upgrading the cooldown will bring the deaths down 4 each time eventually later on being all about the DA on saving ur ass
[right][snapback]504248[/snapback][/right]

But that's my point. The DA saving your ass is a problem. Then the chance thing makes no difference anymore. Essentially (if I understand correctly), you could kill enough units without your DA to make it to a point at which the DA kills everything due to a click-fest.
Report, edit, etc...Posted by Zell.Dincht on 2006-06-11 at 01:30:04
Kaboom is the DA going to be necessary? You can just buy a lot of units and make them do the job. While the DA seems like a regular unit. Also are you considering the idea about boss battles?
Report, edit, etc...Posted by KABOOM on 2006-06-11 at 01:31:22
but an overwheling number of units can rly screw with ur head and the idea is not to try and kill every unit with the DA. i was thinking that every passing unit give it a quick mc and then the next one that passes by... its pretty much that at begining because of the range adn cooldown but later on u wont be so restricted. the lvls are gonna be hard too
Report, edit, etc...Posted by Zell.Dincht on 2006-06-11 at 01:32:37
That would make sense. How about if you add something to make it stand out besides the DA idea.
Report, edit, etc...Posted by KABOOM on 2006-06-11 at 01:33:32
the DA is not necessary at all its just a big help if u got some good luck. and ya i'll make some boss thing probably

ADDITION:
omg someone help me host my ss of the minimap alrdy
Report, edit, etc...Posted by Zell.Dincht on 2006-06-11 at 01:34:00
Sorry about the tons of posts and questions. sad.gif I can think of more ways for the boss battles.
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