Summoner can now spawn Zergling Eggs.
These eggs hatch after 3 seconds and spawn a Zergling (120hp, 10 dmg; just like warpgate spawns day 2).
Zerglings will lose 2 Hitpoints per Second and stop regenerating life, if they move more than 20 range units away from their master.
edit:
Created Dark Swarm for Summoner.
But the persistent effect's actor isn't thick enough to be clearly visible.
Also, I've still a bug: the actor creates itself onto the caster and not onto the persistent effect.
I'm using "Effect.SummonerDarkSwarm.Start -> Create", but that doesn't work...
edit:
What were the level up rules? (Condition to level up)?
I guess they were kills due to the limitations of SCBW. Since with sc2 there can be made another way of gaining the xp to level up.
Should the map use kills, damage, distance to slain units (problematic with summoner), to level up?
As there won't be lasthits used to generate money directly and minion kills only generate experience, killing stuff should benefit the xp gain.
Possible variations:
- A: only kills give xp
New players will be way behind. The game becomes harder to player and people might sit there and only do the lasthits. Most lasthits = lead ingame. This is what EVERY dota map did, yet.
- B: damaging a unit gives xp when it dies
Damage every unit equally and try not to kill them because you deal less damage on a killing blow (and minions deal more damage to enemy minions which gives your opponent less xp).
- C: xp directly on dealt damage % to that unit (=> every hit -> xp++)
This can be bad in some situations: If minions regenerate because you let them regenerate to deal more damage all together = farming extra hits.
- D: xp based on done damage of the total damage the unit received.
You could go ahead and say damage% = xp% after death. Then people would try to kill minions as fast as they can because allied minions reduce your xp gain.
- E: xp on being next to dieing units, no extra rewards on kills
Why bothering killing them? Sticking near your cannons would be the best strategy then. Spells? nope...
- F: combinations of these
Example of a combination would be:
kill = 50% xp; damage dealt % on death = max xp% (you did 50 of the 100 damage on the unit which was killed by a cannon = 50% of max xp); being close to a dieing unit = 5% xp
Example Scenario:
-Minion with 100 xp and 100 summed damage received died.
-Player A did the last hit with 10 damage.
-Player B did 50 damage to the unit.
-Your minions did 50 damage.
-Player A & B were close when it died.
-> A gets 50% of the xp for the kill: A = 50 xp; 50xp unspend
-> A was close to the unit, but he killed hit -> nothing
-> B was close to the unit -> 5%: B = 5 xp; 45xp unspend
-> 45xp unspend, the rest will be given with damage done%
-> A did 10 damage = 10% of total damage -> 4xp for damage: A = 54 xp
-> B did 50 damage = 50% of total damage -> 22xp for damage: B = 27 xp
-> In the end there were 19% of the xp unspend because of the 40% of the damage that was dealt by allied minions.
A = 54 xp, B = 27 xp
If we use real values to store&calculate xp, there will be less rounding errors.
Now we change the situation:
- A didn't do the last hit anymore. A cannon killed the minion. A still did only 10 damage.
-> A was close to the unit -> 5%: A = 5 xp
-> B was close to the unit -> 5%: B = 5 xp, 90xp unspend
-> A did 10 damage = 10% of total damage -> 9xp for damage: A = 14 xp
-> B did 50 damage = 50% of total damage -> 45xp for damage: B = 50 xp
-> 36% of the xp unspend because of the 40% of the damage & last hit was dealt by allied minions/cannon.
A = 14 xp, B = 50 xp
The difference between last hitting and not last hitting for the team is 17xp.
This rewards kills with fastest leveling, this rewards damage done. If you kill everything yourself as fast as you can, you get 100%. If you are passive and only lasthit, you get at least 50%. If you are agressive and cast spells to deal more damage = most.
But heroes with strong ranged attacks benefit most from this because they deal much damage from distance without receiving damage.
So people will tend to use glass cannon builds for xp, but that makes them easier to kill. Melee units would need reliable armor advantages or life steal or damage advantages to overcome ranged DPS's benefits.
Every system has pros and cons, so it really comes to what level of difficulty you want to give your players.
Suggestions?
Post has been edited 3 time(s), last time on Dec 18 2011, 5:22 am by Ahli.