Anyway, the concept is this:
You are among the survivors of a huge [Insert Apocalypse Here], You saw your chance, and quickly became a leader among the survivors you found, you developed a community, however, the resources around your original community were very limited. Recently a group of scouts reported some previously unlooted cities [intact, mostly]. So your community formed a convoy and headed towards these promising new lands.
So did 3 other communities.
Your aim is to establish a colony here, and thwart those who attempt to take the valuable resources.
Bandits, Zombies, Mutants, and other survivors will all get in your way. The question is, will they stop you?
GamePlay:
Each Player gains money and troops every five minutes, at "PayDay"
Each Player begins the fight with one Command Centre, 8 Light Infantry, a Humvee, 2 Heavy Infantry, and a Barracks.
Your main goal, is to capture and defend cities.
Your secondary goals, are to annihilate opposing Command Centres, and Defend your own. Using any means necessary.
Capturing a city is simple.
You just have to clear out any hostile units in the city.
Then you must bring 4 Light Infantry to the City Centre [Nexus].
Heavy Infantry don't cut it. Their gear is too bulky to let them sneak in and assassinate the City's Leader.
Upon capturing a city, you will gain certain perks, such as Tech Buildings, Heroes at payday, and extr cash per payday.
You can capture an opposing players city, you can capture an allies city! [Leading to some VILE backstab tactics. Along with borrowing tech from your ally temporarily.]
Each town has a unique piece of tech, and a unique hero. For a specific purpose.
Jameston - Capital City
Extra Cash - $1000
Hero Spawn - 2 Heavy Infantry [Hero Marine], 2 Incinerators [Hero Firebat]
Tech - Factory, Assembly Line, AirStrip, Control Tower, MarketPlace, Sniper Cache, Barracks, Advanced Training
Fallarbor - East City
Extra Cash - $500
Hero Spawn - 1 M-109 Howitzer [Hero Tank]
Tech - Factory, Assembly Line, Barracks
Williamstone Park - North City
Extra Cash - $500
Hero Spawn - 2 Heavy Snipers [Hero Ghost]
Tech - MarketPlace, Sniper Cache, Barracks, Advanced Training
Inductreal - SouthWest City
Extra Cash - $500
Hero Spawn - 1 MLR-AT Experimental Tank [Dragoon]
Tech - Special Vehicle Design, Factory
Burnsville - SouthEast City
Extra Cash - $500
Hero Spawn - AC-130 Gunship [Scout]
Tech - Airstrip, Control Tower, Barracks
To Be Done:
Satellite SystemDONE!
Zerg AI [If you can give me a hand with this, it'd be much appreciated] DONE!
Bandit AI Debugging [This isn't "conventional" AI, it's trigger based. I don't need help with this.] DONE!
Balance
Backstory upon each city.
Possible one-off heroes [There's only one of each, and you can't get them back if they die]
Notes:
Lifting Buildings is NOT Prohibited. It is in fact recommended if you want to survive.
Each payday, 2 heavy marines will spawn from your Command Centre, so moving it to a different town will help boost the hero growth per payday.
The only buildable structures are Firing Ranges[Engineering Bays], Trenches[Bunkers] and SAM Sites[Turrets]. Don't lose your tech!
You can have your Command Centre captured [if it is in the bounds of a city], This is an INSTANT defeat. Yes. The person who captures the Command centre now commands 2 of them. Yes. You now have to kill both if you want to beat him.
Probes can make pylons, which you may build cannons around. Cannons will change into siege tanks, as artillery emplacements.
You may choose a "Commander" at the beginning of the game. This commander represents you. To be defeated, your command centre and commander must be destroyed.
Zerg bases aren't easy targets. Leave them alone, go for other players instead.
M-109 Howitzers shoot farther than Artillery emplacements. Use this to your advantage.
Gunships are the only units which can attack Air-to-Ground, this is makes them very important.
Satellite uplinks are expensive, but can provide vital intel on opponents bases, or impending assaults.
MLR-AT tanks are the most individually powerful units ingame. However, large amounts of heavy infantry, coupled with high damaging units [E.G. Challenger 2s] can take them down en masse with ease.
The central city gives no particularly important hero. What it does give, is a large quantity of money each payday, and multiple pieces of important tech.
The Experimental unit design structure is incredibly important, it's the only place where vehicles may be upgraded. Thus, you can become the most powerful player on the map with just that city. However, the experimental unit design requires a marketplace to work to it's fullest. Unfortunately, there are only 2. Capturing both a marketplace and experimental design centre will make your vehicles walking fortresses.
So without further ado...
PAW[V2.1]
This version has been playtested today on battle.net, and is completely functional.
Please post any bugs or comments here.
Post has been edited 7 time(s), last time on Jan 24 2008, 7:51 am by candle12345.
None.