1) Nonlinear campaign (you can choose a mission to play)
2) Permanent unit unlocking feature (at start of the campaign you dont have siege tanks, but when you unlocked them - you will have them in all next missions, and as you remember - missions are nonlinear, so you dont know, when user will want to finish the mission which unlocks tanks).
3) Permanent upgrades and special abilities (same as 2, but about upgrades), so you dont need to research them in each mission, wasting mineals and gas
4) Zerg and Toss researches (psi disruptor, hive mind emulator, etc)
5) Credits (you have permament money, called "credits", and if you have 10000 credits now - they will be transferred to the next mission)
6) Special briefings (during briefing you can interact with team, make upgrades, choose next mission and so on)
So - the main question of this topic: are this items 1-6, explained above, possible in BW?
I am not a modder, and dont know the possibilities of the modding, so here is my ideas, how this can be implemented without modding:
A) you can create 1000 maps, using all combinations of "unlocked units\unlocked upgrades\amount of credits", and move to correct map using "set next scenario" trigger
B) you can create a special maps as "briefing maps" where you can choose next mission, upgrade units and so on.
C) you can add special units (for example which shooting scarabs or infested terrans, like in my Z map), and add special buildings to the maps, where you can buy (for gas and minerals of course) this units using triggers like "if bring 1 probe and has 500 minerals - then create 1 hero". Also this is about "Zerg and Toss researches" - they can be implemented as triggered units or buildings.
As you see - a lot of disadvantages. Creating 1000 maps for each combination - is masochistic. But: is this possible with modding without this disadvantages? Which way is possible to automate this?
Post has been edited 5 time(s), last time on Aug 13 2011, 10:29 am by theleo_ua.
None.