Staredit Network > Forums > SC1 Map Showcase > Topic: Temple Siege v1
Temple Siege v1
Jul 10 2008, 8:31 am
By: ClansAreForGays
Pages: < 1 « 28 29 30 31 32140 >
 

Oct 23 2008, 7:06 pm Vi3t-X Post #581



Temple Seige. The temple itself should have some sort of defensive mechanism. I mean, really? A hidden stacked cannon or 2 would be nice.



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Oct 23 2008, 7:42 pm ClansAreForGays Post #582



floor traps would be more appropriate.

Addition: AHA, I've got it! Clans you're a genius! Instead of the xel'nega temple with 80 armor, make it a Nexus(can add an overlapping xel'naga sprite) with constant shield regen of 80. When a base suffers the death of a warp gate, reduce to 50, again reduce to 20, and then finally nothing. Just playing it out in my head, I know this would add more strategies. The only thing I see losing out in balance are spells that are only worth keeping because they get around the 80 armor.

Addition2: Also, how about when you pick your character, you can spwn and start fighting. No more waiting around for everyone to pick. That'll teach a team that waits for all their opponents to select.

Post has been edited 2 time(s), last time on Oct 23 2008, 7:58 pm by ClansAreForGays. Reason: keep getting ideas




Oct 23 2008, 8:26 pm Vi3t-X Post #583



Floor Gun Trap defensive system.

Nexus idea is workable.

Addition 2 is somewhat realistic.

Add New Spawn: Mass infesteds. :omfg:



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Oct 23 2008, 10:23 pm UnholyUrine Post #584



U know what?? I agree with Addition 2, andmaybe the million invincible like HP thingy
Addition one is .... too complicated ^^;, but might work =o. Altho ppl usually kill the gateways first anyway.

Addition 2 is probably a lot better system. I will probably implement that...
Floor traps are good cause when the spawns surround the temple, it could help a bit.... But doesn't help too much... so i dunno :S .. I COULd add it, very easily, but it doesn't affect it too much.
Lastly, I donno how to do the million invincible like HP thingy :C... That may work out, but I always liked watching the Temple's HP go down =).



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Oct 23 2008, 11:53 pm dumbducky Post #585



Quote from Mini Moose 2707
I used to think LM's L1 was overpowered when I was a new player. In fact, I posted just that in the thread in one of my early posts. Mainly because I didn't yet know how to fight against it. As the experience both playing as and fighting against Light Mage kept building up, I slowly discovered that it really isn't imbalanced.
I actually agree. I played as LM, and I realized how little life it has to begin with, combined with it's slow speed, makes it fairly vulnerable, but mostly to ranged units.



tits

Oct 24 2008, 2:08 am Vi3t-X Post #586



Quote from UnholyUrine
U know what?? I agree with Addition 2, andmaybe the million invincible like HP thingy
Addition one is .... too complicated ^^;, but might work =o. Altho ppl usually kill the gateways first anyway.

Addition 2 is probably a lot better system. I will probably implement that...
Floor traps are good cause when the spawns surround the temple, it could help a bit.... But doesn't help too much... so i dunno :S .. I COULd add it, very easily, but it doesn't affect it too much.
Lastly, I donno how to do the million invincible like HP thingy :C... That may work out, but I always liked watching the Temple's HP go down =).

The Nexus constantly has permanently refilled shield count.
Now, you preplace say 25 floor gun traps underneath the "Temple", belonging to P12

Add in a feature "Increase Temple Defenses".

And each time spawns upgrade, give several gun traps to accomodate.



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Oct 24 2008, 2:42 am Alpr Post #587



Addition 1 sounds nice. It'd give an actual reason to kill the warp gates, because if you kill them then you won't get xp at all anymore. Thumbs up for addition 2 as well. I hate waiting 5 minutes for other team to counter.

Increasing temple defenses is nice, but I doubt many people would do it simply because there are enough options to use civs on, and they probably would do less damage than cannons since you said 25 of them.



None.

Oct 24 2008, 3:02 am Vi3t-X Post #588



The FLOOR GUN TRAPS belong to P12 at the beginning. Gradually they are rationed off to the computer and are purchasable addons. Clearly they will do high dmg, low fire.

The 80 shields constant is coupled with the base 5 shields on the cannons.
Hordes of units can bring it down, but it is unrealistic for a single hero to LOLPWN an entire Temple.



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Oct 24 2008, 1:33 pm Impeached Post #589



You guys do know constantly perma-fill shield doesn't work nearly as well as armor, right? All it takes is 2 or more units attacking the same unit within less than 1/12th of a second of each other to blow the armor.



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Oct 24 2008, 9:20 pm Vi3t-X Post #590



Which is why you raise the shield level.
AND add in minor armour.
AND add in an "increase shield potential" levelup.



None.

Oct 25 2008, 4:59 am Moose Post #591

We live in a society.

Interesting ideas.

What about a "heal temple" purchase for 5 level civs or something?




Oct 25 2008, 5:14 am HailFire Post #592



Quote from ClansAreForGays
Random: Temple should really have 10 armor, and given that unreadable million-ish hp amount. Just doing that would not only make it feasible for any character to kill the temple, but not have unwanted widespread unwanted effects like increasing spwn strength.

And really, building them(spawns) against medic/assassin/DM doesn't exctly help you or hurt them at all, unless you're ending with nuke. Sure they get pelted relentlessly heading to ur base by .5 damage, but leaving their base open to spwn attack has no effect on them at all.

From experience; Getting caught 1v1 as an Assassin when your opponent is rushing spawns is a bad thing, particularly if they're marines. Sure, his lvl 2 or lvl 3 can take out chunks of spawns at a time, but he just attacks too goddamn slow to fight that sort of tactic; the Assassin is a player/building killer.



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Oct 25 2008, 9:13 pm FoxWolf1 Post #593



I've been playing this for a few days now; here's a relative newbie's take on a few of the heroes (I'm not sure if any of these issues are version-specific or what, since I've just been joining random games):

Archer: My main class. I find I almost never use the L2 or L3; L2 just isn't effective enough to be worth the time of working with it, and by the time I get L3, I've invested so much in my mutas that it doesn't really do much. Theoretically, I could use it for farming, but it's an expensive spell and not all that good for that purpose, especially if they have a summoner with uberlings that will rip the companions apart. I often wish I had a spell that used a guardian, as it would share upgrades with my mutas and give me a rangier hit-and-run attack against heroes with powerful close-in spells that prevent the usual muta runs from being effective. Not to mention, it'd give me a way of hitting pylons despite the fact that the civs other classes spend on hit points always end up going to muta attack upgrades so that I can still have effectiveness with my L1 spell in the late game...

Light Mage: The invincibility/attack spell is just brutal once they get enough mana to use it constantly. Is there a window somewhere in the spell's cycle when he's vulnerable? It seems like I only get a window to take a shot at him when he's still leveling his mana or just isn't managed perfectly. If he's good enough not to make mistakes and not vastly weaker than I am, then in the late game, the best I can hope for is to waste his mana by forcing him to keep the defenses up.

Volt: Once he has enough mana to keep his suction spell going constantly, there's nothing I can do. Even with hit and run, he can just hit it when I'm at the closest part of my attack cycle and keep me from escaping. Even when I get really lucky and manage to get a muta in from far enough away that I don't lose my hero, the suction effect simply keeps it from attacking. Early on, he's perfectly killable; it's just when he gets powerful (even if I've leveled up as well) that he starts being troublesome.



None.

Oct 25 2008, 9:15 pm Riney Post #594

Thigh high affectionado

Quote from Mini Moose 2707
What about a "heal temple" purchase for 5 level civs or something?

How bout a temple regan ability, costs 3 civs for each level, but each level subtracts a minute. Starting at 10 minutes for full heal, then 9, all the way down to 1.



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Oct 25 2008, 11:34 pm Vi3t-X Post #595



Quote from name:Dark_Marine
Quote from Mini Moose 2707
What about a "heal temple" purchase for 5 level civs or something?

How bout a temple regan ability, costs 3 civs for each level, but each level subtracts a minute. Starting at 10 minutes for full heal, then 9, all the way down to 1.
That is... genious.



None.

Oct 26 2008, 12:55 am ClansAreForGays Post #596



Quote from FoxWolf1
Volt: Once he has enough mana to keep his suction spell going constantly, there's nothing I can do. Even with hit and run, he can just hit it when I'm at the closest part of my attack cycle and keep me from escaping. Even when I get really lucky and manage to get a muta in from far enough away that I don't lose my hero, the suction effect simply keeps it from attacking. Early on, he's perfectly killable; it's just when he gets powerful (even if I've leveled up as well) that he starts being troublesome.
Manual > Volt L2 every time. It's understandable becuz this in not a very obvious counter.




Oct 26 2008, 2:43 am Moose Post #597

We live in a society.

Quote from FoxWolf1
Light Mage: The invincibility/attack spell is just brutal once they get enough mana to use it constantly. Is there a window somewhere in the spell's cycle when he's vulnerable?
Yes. When the templar deaths are playing around him before he recast. This is why defeating LM is a theoretically simple matter of hit and run timing. This is, of course, easier than done for some classes.

Quote from name:Dark_Marine
Quote from Mini Moose 2707
What about a "heal temple" purchase for 5 level civs or something?

How bout a temple regan ability, costs 3 civs for each level, but each level subtracts a minute. Starting at 10 minutes for full heal, then 9, all the way down to 1.
Too much temple healing. You have to keep in mind that most games that end with temple-killing usually involve massive camping of the temple by the defending heroes.




Oct 26 2008, 5:32 am Greo Post #598



Volt's suction ability cancels out all of the useful Mutant abilities :l



None.

Oct 26 2008, 6:46 am Moose Post #599

We live in a society.

And manual makes them useful again, as CAFG pointed out. Unless you consider L3 Lurkers the only useful ability, in which case you have much to learn.




Oct 26 2008, 8:47 pm Vi3t-X Post #600



Manual hurts my mouse. Poor mouse. :-(



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[2024-5-10. : 8:46 pm]
NudeRaider -- Brusilov
Brusilov shouted: Hey, what happened to EUDDB? Is there a mirror for it somewhere? Need to do a little research.
https://armoha.github.io/eud-book/
[2024-5-10. : 8:36 am]
Brusilov -- Hey, what happened to EUDDB? Is there a mirror for it somewhere? Need to do a little research.
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Vrael -- :wob:
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Ultraviolet -- :wob:
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Ultraviolet -- let's fucking go on a madmen rage bruh
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Ultraviolet -- Yeah, I suppose there's something to that
[2024-5-06. : 5:02 am]
Oh_Man -- whereas just "press X to get 50 health back" is pretty mindless
[2024-5-06. : 5:02 am]
Oh_Man -- because it adds anotherr level of player decision-making where u dont wanna walk too far away from the medic or u lose healing value
[2024-5-06. : 5:01 am]
Oh_Man -- initially I thought it was weird why is he still using the basic pre-EUD medic healing system, but it's actually genius
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