Squadron! Ultimate
3v3 Space CTF Game...with customizeable starfighters.
~~~A Wingless Production~~~
FoxWolf@USEast
Version Status: Alpha (initial release, testing and debugging required)
Overview
Squadron! Ultimate is a capture the flag game, intended for two teams of thee players each. The object of the game is to score 200 points. Your team scores one point every time an enemy dies, fifteen points for every flag capture, and fifteen points every time an enemy sets off the anti-camp/anti-turtle system by staying in a base for too long.
Gameplay occurs in two areas: the battlefield, an area of walls, with flag bases at opposite corners, where long-range combat occurs, and the close combat arena. Engaging an enemy fighter with medium or long range missiles (a+click) has a 50% chance of destroying them. The other 50% of the time, they will evade the missiles, and you will both move to close combat.
Battlefield
The battlefield is where you will have the opportunity to engage enemy fighters and capture the flag. Watch out for asteroids, and be careful not to stay in bases too long (don't let your minerals reach 20). On the battlefield, you will have the following abilities available:
Jump: Allows you to go over walls instead of crashing into them. You cannot jump over the south border, or over asteroids.
Charge: Increases your energy. Use this function repeatedly to keep your energy levels up; part of the challenge of controlling your fighter skillfully is learning how to blend charging with other commands smoothly.
Warp: When designing your fighter, you will be able to choose between light, medium, and heavy warp points. You can teleport to these warp points (you get two), either to help with capturing the flag or as a way of ambushing enemies.
Missile: The long-range missile is your furthest-reaching attack option, capable of moving independently of your fighter. Like the medium-range missiles, it will only attack upon a positive lock on an enemy fighter, and has a 50% chance of killing.
Scan: Charges your long-range HDAR so that you can scan for enemies.
Close Combat
When missiles fail to kill the enemy, close combat commences. You will be armed with one of three primary weapons and four of eight specials. You can also use charge and jump, the latter of which will allow you to evade enemy specials (but not primary weapons).
Primary Weapons
Primary weapons cost 6 energy per burst, and can aim at the many aimpoints around the outside of the arena. On an energy/damage basis, your primary weapon is your best tool for destroying the enemy fighter; that said, its lack of guidance means that it is best used in conjunction with your specials. You can choose from nail flares, which are fast, but not terribly powerful; fission shells, a mixture of speed and power, and acid clouds, which are slow and take a long time to fire, but are large and powerful.
Specials
You can equip your fighter with any four of the following:
Propulsion Wake: Creates a lasting trail of burning plasma that will damage anyone who runs into it.
SFOW MIssile: A wire-guided weapon, slow, but with a sizable warhead. Quite handy in that you can fly it in front of an enemy to block their path.
Wall Drone: Costs no energy, but can only be used once per combat. Stationary wall that blocks starfighters and enemy weapons (though it can be jumped over).
Radial Pulse: Costs a lot of energy, for a tiny amount of damage, but the damage is automatic.
Mk. VII Deflector: Kills any primary weapons or specials (which are dodged but not destroyed by jumping) that come near your ship. Has a small period of vulnerability before it can be used again.
Razor Storm: Fires bursts of shards (with medium damage and some energy drain) in all directions. Unpredictable, and uses a lot of energy, but can theoretically do enough damage to kill an enemy fighter more than 80 times over.
Quad Star Barrier: Four blocking projectiles that move towards the corners of the arena and do decent damage upon contact.
ASFSRM Missile: Auto-seeking missile with a stun warhead.
Misc. Features
-Reports kills and deaths to all players, with a randomized victory quote whenever your team makes a kill.
-Multiple randomized respawn quotes.
-Flashing text effects when taking damage in close combat.
-Sound effects for almost everything that happens (for best experience, uncheck the "unit sounds" option in the "sounds" panel, but leave the others checked. In testing, the overall sound experience was better this way than with a muting trigger.)
Images
Collapsable Box
Known Issues
-Primary weapons seem to glitch sometimes. Cause is being investigated.
-Respawn seems to go into an endless loop sometimes. Cause is being investigated.
-Antis are a bit faster than would be ideal. WIll be slowed down in the next version.
-Healing damage by returning to your flag after close combat is not yet implemented.
-Wall drone has reload issues. This will be a quick fix.
-Asteroids do not stop during arena combat. Also a quick fix.
-Razor Storm may need additional power.
-The current briefing is terrible, and therefore temporary.
-No anti-hacking measures are incorporated at this time. This will be changed if at any time it becomes practical to do so.
-Map revealer creation for the blind spot at the center of the arena is not yet implemented.
-Not all systems have been comprehensively tested, so additional issues may exist.
Get It
Get it on the Week #6 Contest thread.
This will change when revised versions are released.
Testers
(none at this time)
Post has been edited 5 time(s), last time on Sep 19 2010, 7:54 pm by FoxWolf1.
None.