Ok so I had an idea of a game for transformers but I can't think of a way to keep the HP the same for when you transform into a different vehicle and I don't want to use a system where you use burrored zerglings for hit points.
I know transformers is nerdy but I think it would be a cool idea to have a character where you can change modes.
If all else fails I can make it where you transform get your new mode (with %100hp) and give the old unit to a neutral player and then when you transform you get it back (giving you the same hp as before)
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Without EUDs or virtual HP, I can't think of a way.
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A mod-map hybrid is the only way.
BTW: Transformers aint nerdy! That is one of the best movies I have ever seen!
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Transformers is for cools! Go Decepticons!
Anyways, it would make more sense if this game had more vehicles. If not you can just use like spell system to transform between vehicles to autobot / decepticon.
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Transformers is for cools! Go Decepticons!
Anyways, it would make more sense if this game had more vehicles. If not you can just use like spell system to transform between vehicles to autobot / decepticon.
But that's what there's a problem with. A player could just run almost all the way through all of the hitpoints of one mode, then transform to the other and be completely healed. Since EUDs got owned, and it sounds like this isn't going to have a turn-based battle system (only way to make virtual HP work, really), I don't think it's possible without modding.
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whats the problem with virtual hit points? do you just not wanna take a lot of time on it or what?
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Well he's not really making the map, I think. I think he's rather just giving us an idea. So yeah, you would have to use Vhp, it's not that hard to implement, just takes some time, but us mappers like to take time, don't we
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Burrowed zerglings fail as VHP because they slow down the unit they're following.
One method is to have the actual unit have like 5HP (or more, depending on how "durable they are") but have a counter/leaderboard that gets subtracted from whenever the unit dies (and remakes it). This can cause problems, though, because the unit's actions will get canceled whenever it dies. Or it could be more realistic, by making it harder to run away while you're getting hit.
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I was making it but I got bored of the map, but then again testing kinda kills the fun of playing a map.
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what the hell are you talking about? Testing rocks! Its once you have to do 17162168712517256247 triggers that kills the fun
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