Staredit Network > Forums > SC1 UMS Theory and Ideas > Topic: Forcing players to seperate?
Forcing players to seperate?
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Feb 28 2010, 8:42 pm
By: Zergblender  

Feb 28 2010, 8:42 pm Zergblender Post #1



This is a problem concerning The Thing.
What can we do to prevent players from meeting up in a certain point of the map and waiting it out?

one possibility is having a mission the requires two objectives on opposite sides of the map to be completed within a certain time window in which a single player only has time to complete one of them.
However, this map can't rely on teamwork much, because it still a concept with a traitor murdering everyone else.

Any ideas?



None.

Feb 28 2010, 8:48 pm Norm Post #2



Give the traitor an area of effect attack...



None.

Feb 28 2010, 9:00 pm lil-Inferno Post #3

Just here for the pie

Have the enemy able to destroy parts of the map (let's say you're on a ship, and (s)he destroys the heating system) that forces players to go and fix the problem or face defeat or an extreme disadvantage.




Feb 28 2010, 9:02 pm Zergblender Post #4



wouldn't they just move in one group to go fix it?
But i does give me another idea which I won't explain now



None.

Feb 28 2010, 9:54 pm Apos Post #5

I order you to forgive yourself!

There is a version of the thing ("The Thing and the stuff.scm") where there are units placed around the map. When you kill one of those, you get a special unit that helps you protect yourself (if that unit dies, you also die). What happens is the players need to spread since only one player can kill the unit, if two are attacking the same unit, only one will get it and this player will have an advantage.

Link to the file: The Thing and the stuff

After understanding how to play, I thought that version was really fun.




Feb 28 2010, 11:08 pm Lanthanide Post #6



I have no idea how the map you are talking about plays, but here's an idea that could be useful for this sort of problem.

If players have only 1 unit active at a time, it would be easy to center a location on their unit, and check if any other players have units in their vicinity. If they did, you could deduct resources from each player until they move apart at a certain rate. Maybe 1 mineral every second, or 5 seconds, or whatever is appropriate for your map. Of course you'd need to be using resources in your map already for this to work.



None.

Aug 29 2010, 10:18 pm Silver_Slug Post #7



Quote from Lanthanide
I have no idea how the map you are talking about plays, but here's an idea that could be useful for this sort of problem.

If players have only 1 unit active at a time, it would be easy to center a location on their unit, and check if any other players have units in their vicinity. If they did, you could deduct resources from each player until they move apart at a certain rate. Maybe 1 mineral every second, or 5 seconds, or whatever is appropriate for your map. Of course you'd need to be using resources in your map already for this to work.

I was thinking this, except instead of taking away minerals, just warp them to a random part of the map after a while. Or since they could potentially use this to get away from the killer, just have it warp them straight to him.



None.

Aug 29 2010, 10:47 pm DavidJCobb Post #8



Put one person in a room and the room will be fairly quiet.

Put ten people in the room and their combined noise -- breathing, footsteps, etc. -- gets loud.

The closer people are to each other, the better The Thing can home in on them. Perhaps use a circular pattern of minimap pings, with groups of people having smaller, more precise ping-circles. The larger the group, the smaller the ping-circle.

EDIT: Or, if the problem lies not in finding the players but instead in simply killing them when they group up, give The Thing attack bonuses when it is near groups of hostiles. These bonuses could come in the form of more units, more (or regenerating) health, more (or regenerating) energy, etc..



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