Staredit Network > Forums > SC1 Map Production > Topic: Bomber Defense
Bomber Defense
Jan 8 2009, 1:30 am
By: Toothfariy  

Jan 9 2009, 3:47 am Toothfariy Post #21



yeah those are kinda the reasons i wanted to give people 3 ship choices, the overlord goes about the same speed no matter what and can carry a lot more and have much stronger pvp armor

i fear that im guna have conflicts with the bomb system tho, idk how the game will take 6 bombs goin off at one time.

i've been experimenting a LOT with different unit deaths and effects i could achieve. and its pretty difficult to make it look pretty

but so do u have those maps or are they somewhere in the dldb or somthin?
Quote from Vi3t-X
Just a note, PVP bombs? Unless you're flying higher than the other bomber, there is no way to destroy the other ship. And even then, you'd have to be considerably higher or else the explosion would affect you as well. :bleh:
yeah thats why im implementing a virtual health system into it
like the heatseeker will find the closest player and when it reachs his ship, it creates a small air explosion and it subtracts from the effected players life, and even better, if 2 ships are in proximity, they both get dmg


and thanks for your imput, it was indeed very helpful



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Jan 9 2009, 4:39 am stickynote Post #22



Crashing. You can ram other player's ships for massive damage. However, it also damages your ship. It'd be a cool thing to implement.



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Jan 9 2009, 6:43 am Toothfariy Post #23



yeah it would except, i wouldnt have the slightest clue how to safely arrange that without a mess of glitches



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Jan 9 2009, 4:18 pm Biophysicist Post #24



Simple: When the player uses the ramming spell, set a DC. If the player touches another player's unit (Center Location and Bring condition), decrease both unit's HP. Clear the DC after a few seconds. (Are you using DCs for HP, or using the players' units' actual HP? If you are using DCs, you could just decrease them. If you are using the units' actual HP, you'd need to shoot Scourges at them. [Use Set Invulnerability to make sure the Scourges hit the right player.])



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Jan 9 2009, 8:39 pm Vi3t-X Post #25



Quote from stickynote
Crashing. You can ram other player's ships for massive damage. However, it also damages your ship. It'd be a cool thing to implement.
If you ram an airplane into another airplane, they both fall. Pointless.



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Jan 9 2009, 9:46 pm Toothfariy Post #26



nah im using dc's for hp

idk about including ramming into it, its a good thought, but planes dont usualy ram each other unless they're on suicide missions



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Jan 10 2009, 4:07 am TriggR_HappE Post #27



Personally, I think the PvP bomb and crash ideas would really add to the ffa aspect of the game. You have an array of bombs to choose from for killing the lings, why not give people options for killing each other? Who cares how planes and bombs work in real life. There arn't zerglinges in real life, might as well take those out too. If implemented correctly, these ideas could make the competetive edge to this defense map lots of fun.



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Jan 10 2009, 5:35 am Toothfariy Post #28



alright now u convinced me lol

i need a couple more custom pvp ideas tho

ramming
heatseeking missles
vortex bombs

heres some new ones im considering
teleport bomb (sends another bomber to a random spot on the map)
temporary shiled, and to counter the shiled, an EMP
metal decay attack (slowly decays the life of a ship)
repair ship feature
high frequency bomb(make all other players ships malfunction and fly in random directions)

i'd like to ask everyone a question; In your opinion, would you prefer for the game to automaticly load your units very quickly when u bring ur ship to a loading dock, or would u rather load it urself?

what im going to do is have the buying area where u can stock up on bombs and it goes into ur loading dock which is a patch of terrain. then when u bring ur ship to the dock location on the map, it takes u to ur dock area and it'll load units. but which would you prefer?

also, im lookin for a trusted person to test somthing real quick, pm if u can help

Post has been edited 3 time(s), last time on Jan 11 2009, 1:07 am by Toothfariy.



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Jan 11 2009, 1:27 am TriggR_HappE Post #29



Since you're looking for more PvP weapons, I would go with the quick auto load, and then maybe implement an attack or power that would make it so that the other players would have maually laod their ships and eat up time that they could be bombing. You could also flip it if you go with manual loading so that maybe the player could earn like a killing spree bonus where they get a quick loading power for a limited amount of time. And above all that, people, including myself, are lazy and don't want to have to load their own ships lol.

I would also suggest making TassadarZeratul's stun bomb idea a PvP weapon so that the players are frozen in place (by moving them to a location outside of the map limits) either when theyr'e within range of another player stun bombing zerglings or specifically as a PvP weapon.



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Jan 11 2009, 4:09 am Toothfariy Post #30



well i made the decision today that i would have an auto load, much like a paintball gun

i spent about 5 hours setting the proper triggers for it

but basically each player gets their own hopper, and between levels you get to go and fill it with units that u purchase

the hopper will auto-feed into ur ship. now it only works because the trigger that makes an explosion is also the auto feed trigger, so when ur hopper is empty, it tells u on ur screen u need to feed ur hopper, and then to fill the space of the bombs in ur ship that would otherwise be vacant, there is a unit. once your hopper has units again, you drop one of these units out it it'll fill in their spot.

so im definatly going to go with auto feed



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Jan 11 2009, 5:01 am TriggR_HappE Post #31



Sounds like an excelent solution to me :)



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Jan 11 2009, 10:40 pm poison_us Post #32

Back* from the grave

what is the method for ensuring that the players don't get more units in the bomber than what they should have?
Edit: i mean like having a shuttle with the full capacity instead of just 6.
is there a unit that will never unload out of a transport?

Post has been edited 1 time(s), last time on Jan 11 2009, 10:41 pm by poison_us. Reason: clarification




Jan 11 2009, 10:41 pm Biophysicist Post #33



Presumably, he'll use the Exit Transport AI script if the people load too many units.



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Jan 11 2009, 11:22 pm poison_us Post #34

Back* from the grave

how would that be detectable though?




Jan 11 2009, 11:37 pm Toothfariy Post #35



Quote from poison_us
what is the method for ensuring that the players don't get more units in the bomber than what they should have?
Edit: i mean like having a shuttle with the full capacity instead of just 6.
is there a unit that will never unload out of a transport?

okay heres what i've done;
-the overlord gets 8 compasity so he doesnt need anything special about him
-the dropship will have 7. now at the beginning of the game, a unit is loaded into the ship that doesnt do anything except take up space.
-same for the shuttle, only since its compasity is 6, there are 2 units in that one.

i have sat down and made sure there was no way for the unit to be unloaded so that the player get more units than his ship allows for. since i am using hyper triggers, the unit gets loaded immediatly after dropping it out. it is impossible to cheat, and if they manage to do it, by some miracle, i have triggers to put them in a 2 minute time out and they will only be able to carry 4 bombs there after.

so no need to worry about that.

also incase you were wondering, units in a dropship are detectable using a bring location. i tested it out so i could catch some bugs and figure out how to fix them. you can even kill them in the ship, they'll just instantly unload and disappear.

Post has been edited 1 time(s), last time on Jan 12 2009, 5:40 am by Toothfariy.



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