Custom Dropship WarsGeneralGame Type: RTS
Number of human players: 4
DescriptionYou start with a standard Terran base and the ability to make Nuclear Silos, which turn into Dropships, which spawn units in battle. Other units are "stored", and passively improve the maximum number of spawned units. Barracks upgrades counter Starport upgrades, which counter Factory upgrades, which counter Factory upgrades, which counter Barracks upgrades. Note also that Barracks upgrades are the most useful against enemy Dropships. The Comsat Station allows your Dropships to fire torpedoes, which attack enemy upgrades with a Battlecruiser upon hitting. Lastly, Tanks also act as HP upgrades.
ScreenshotsTo be added. >.>
More information- Factory upgrades might seem overpowered, due to countering Barracks upgrades and being countered only by Starport upgrades. However, if you try to rush Factory upgrades without sufficient numbers of Marines, you'll find your upgrades being massacred as neither Vultures nor Tanks can hit air units.
- Academies cost Vespene gas. In addition to unlocking Firebats and Medics, they also unlock Ghosts, which are great gas sinks if you end up with too much gas.
- Torpedoes will actually do damage to Dropships if the enemy has no upgrades.
- Missile Turrets cost one Supply point, though they can be built even with insufficient Supply.
- Weapon upgrades affect stored upgrades, helping them defend against Battlecruisers.
- Armory units are intended for defensive use; they do not upgrade anything, but are very powerful defenders.
Anyway! What are you waiting for? The map's at
http://dl.dropbox.com/u/62133198/CustomDropshipWars.scx and you should go play it. Find the things that suck or are imbalanced and talk about it and stuff!
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Sounds interesting, although some screen shots would do nice.
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I have a huge itch to play this now just because I'm addicted to creative maps. Weird, until now I only saw dropship used as the main character in a mini game or used in a map using it instead for tools for a main character, but never both together o.o
Plus, I love RTS's
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"Build a fleet of customized warships to explode the enemy with! Then eat ice cream or something. I dunno. I'm bad at writing map desciptions."
That made me lol irl.
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Sadly I.... disapprove.
I tested this with whitefish and Tank_7(Map maker of Aliens:KIT! among other maps)
1) I found it bland and overall boring. If it had been more of a minigame I would've possibly liked it. But even so, the mechanic made battles boring and there were times where we had some invincible ghosts dealing damage. Lots of glitches to abuse. When the 4th player left at the start we could build in his beacon's area. (White built a CC with a comsat there)
The air and mech units sadly weren't spawned, it was just the bio units and the scourge. T.T Really boring and you could move an air unit outside ur beacon area to make units become unplaceable as it tried to replace all the units at once, thus making it possible to have way more than 200 supply.
Also, many complaints were made as we were playing in this long replay. Yay slow-paced turtle fest!
Oh and, this lagged like hell (triggers) -_-
However, I do commend you on trying something new
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It would be nice if you would just have a list posted with the units and what they do.
I noticed medics do not heal hurt marines in the box area for some reason.
Generally, the way I won this was to just have enough siege tanks that my new dropships spawn with full HP, and then have 10 or as close to 10 as possible Command Centers spawning new dropships so you just attack in waves of 10 fresh ships. Repair is a waste of time.
I would like to say the idea was nice and original, but it doesn't play out too well with Starcraft mechanics
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