It's basically a player vs player or team vs team defense, which is what I was talking about. You ignored the context.
Heegu, I know you're reading this. Talk to me. >_<
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I'm trying but skype just loves to lagg.
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It's not skype that loves to lagg but my internet.
ADD: My Skype won't be loading any time soon, so please post in the thread.
Post has been edited 1 time(s), last time on May 28 2009, 7:26 pm by JaFF.
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So how would that system work? Have units with a maximum of 9999 hp but set it to a different percentage every level? For example, the unit is a vulture. On the first level it has 1% hp, on the second level it has 2% hp, etc, and the players can "bid" for what type of unit they want for the next level? (e.g. reaver, vulture, marine, crackling)?
Win by luck, lose by skill.
SDE, BWAPI owner, hacker.
I'll play the map if the middle mouse button doesn't crash the game.
OK, my exams are over and I started working on this. However, a wierd feeling just won't let me go; a feeling that some simple idea can bring player-to-player interaction to a whole new level, some idea that is quite close to the one I currently have. Perhaps players are able to influence the spells that are available next round?
Help me out guys. It's close, I can feel it.
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Do something like... After each person completes the round, the sand in the hourglass drips faster and faster so that if you're the last one you can get out, so you wanna finish first. That way players will look at their opponents to see if they're going to get fucked or not.
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Well, as of now I was just planning on having a timer for the bidding process. So everyone will try to make their investments the last moment.
General Idea: The players are able to bid not only for the size and speed of the units, but also for the spell available.
Reason: without it, the map seemed like spawn defense - once you get the advantage, it's easy to hold on to it. This addition to the bidding idea makes it possible for the losing players to compensate for the bad unit size they have to face.
Description:
There are N spells. For now, consider only spells that deal damage. Each spell deals good damage to a specific group of units, such as 'slow speed, large size' or 'medium speed, small size', and deals much less damage to other unit types. So if some player(s) won the bidding for the unit size and speed (hopefully, spending more money than the others), then the losing player(s) can gang up and buy a spell that will aid them. Though this spell will be useful for the stronger player too, the weaker players will benefit much more from it. All damage is dealt with DDS, so I can fully control the damage according to and unit parameters that are known.
When bidding for a spell, it is not a 'gradual' parameter. The spell with the most money invested in it wins.
How does that sound?
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In all honesty, it sounds good on paper, but the connection is so loose that majority of players will not feel the significance of this system, and therefore discredit your efforts in making it more player 2 player interactive.
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Have a spell that cycles a burrowed zling through all enemies. Call if Slow Time.
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In all honesty, it sounds good on paper, but the connection is so loose that majority of players will not feel the significance of this system, and therefore discredit your efforts in making it more player 2 player interactive.
I wasn't expecting the average pub to understand the idea of influencing the next round at all. Yes, the connection is loose, but it is quite important and has the potential to change the course of the game if used correctly.
Have a spell that cycles a burrowed zling through all enemies. Call if Slow Time.
Maybe. Maybe Time Freeze will be enough.
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