Metro, Starcraft CoD
Post #24
Wormer
Jun 3 2011, 6:03 am
Post #26
samsizzle!
Jun 3 2011, 6:37 pm
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Hey, I thought that if you have an attack ability you might want to have a block attack ability. You attack with ordering hydra and you block with burrowing hydra. Block may also produce a nice effect of protoss shields above the marine (have a bunch of observers attacked by corsairs in the corner and move one to marine and back when the ability is activated). Pretty cool, I'm skeptical of how well newbs will be able to pick that design up, but if you've got a bunch of different weapons and abilities I could see it being really fun. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #27
Wormer
Jun 3 2011, 7:47 pm
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Just throwing another set of random ideas.
I'm concerned about the mechanic of the battle. Since people have met each other, the outcome of the battle only depends on players accuracy skills. What I want to say that there is a lack of a strategic decision. But well, here is another idea. Marines still may have shields. The amount of shields is shown as a score or as a mineral amount. The effect when shields are hit is the same cloaked observer. Then, when shields are down the effect changes into blood. When player has no shields you may have a chance of a critical strike. When critically wounded the player may receive different penalties, like: bleeding (hp constantly goes down until you find some item to stop bleed like bandages), broken leg (movement speed is reduced), stunning (the hydra is deselected once). You may have an ammo reloading with hydra burrow to limit too much meaningless clicking. The items may include ammo for weapons, medkits to heal HP and bandages to stop bleeding. Shields may just restore on their own. And then you can have a way (not sure if you already have this) to escape the battle using stim packs (detect via unit HP) for a decent amount of HP penalty for example. Then, knife attacks may bypass the shield and have a greater chance of a critical hit. Don't do much weapons. As far as I understand you can have 3 attack types (movement, patrol and attack orders). That way you can have the following weapons: knife, pistol, submachine gun and a shotgun. Player owns a knife and a pistol with several ammo clips at respawn. The good sides of the knife are that it doesn't use ammo, bypasses shields and has a better chance of a critical strike. Pistol is the simple ranged weapon with small clips, but you own it from the very start. Let's say these 2 weapons are binded to attack and patrol. Then you can find a submachine gun and a shotgun which displace each other (so you must choose only one of them to carry). Submachine gun has the larger clips but pretty the same damage as pistol. The shotgun has even smaller clips than pistol but considerably better damage. And finally you may have several siege tanks in siege mode to be controlled by players over the map. This post was edited 2 times, last edit by Wormer: Jun 3 2011, 7:53 pm. |
Post #28
samsizzle!
Jun 4 2011, 9:27 pm
|
Just throwing another set of random ideas. I'm concerned about the mechanic of the battle. Since people have met each other, the outcome of the battle only depends on players accuracy skills. What I want to say that there is a lack of a strategic decision. But well, here is another idea. Marines still may have shields. The amount of shields is shown as a score or as a mineral amount. The effect when shields are hit is the same cloaked observer. Then, when shields are down the effect changes into blood. When player has no shields you may have a chance of a critical strike. When critically wounded the player may receive different penalties, like: bleeding (hp constantly goes down until you find some item to stop bleed like bandages), broken leg (movement speed is reduced), stunning (the hydra is deselected once). You may have an ammo reloading with hydra burrow to limit too much meaningless clicking. The items may include ammo for weapons, medkits to heal HP and bandages to stop bleeding. Shields may just restore on their own. And then you can have a way (not sure if you already have this) to escape the battle using stim packs (detect via unit HP) for a decent amount of HP penalty for example. Then, knife attacks may bypass the shield and have a greater chance of a critical hit. Don't do much weapons. As far as I understand you can have 3 attack types (movement, patrol and attack orders). That way you can have the following weapons: knife, pistol, submachine gun and a shotgun. Player owns a knife and a pistol with several ammo clips at respawn. The good sides of the knife are that it doesn't use ammo, bypasses shields and has a better chance of a critical strike. Pistol is the simple ranged weapon with small clips, but you own it from the very start. Let's say these 2 weapons are binded to attack and patrol. Then you can find a submachine gun and a shotgun which displace each other (so you must choose only one of them to carry). Submachine gun has the larger clips but pretty the same damage as pistol. The shotgun has even smaller clips than pistol but considerably better damage. And finally you may have several siege tanks in siege mode to be controlled by players over the map. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #32
Tempz
Oct 28 2011, 12:17 am
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What a caterpillar calls death a master calls a butterfly.
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Great use of eud triggers... the only worry for me is that you'd have to explain to people how to use the shoot function.
![]() ![]() ![]() ![]() ![]() ![]() Truth hurts. Maybe not as much as jumping on a bicycle with a seat missing, but it hurts.
- Drebin (Naked Gun 2 1/2) Pm me for terrain requests (Jungle mostly) |
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