Staredit Network > Forums > SC1 UMS Theory and Ideas > Topic: Defence Experiment
Defence Experiment
Jan 13 2008, 11:52 pm
By: candle12345  

Jan 13 2008, 11:52 pm candle12345 Post #1



Well, this all originally started out as a way to make really fast firing siege tanks, but I forgot that siege tanks when spawned have to siege -_-
Anyway, i tried using goliaths under the same conditions as the siege tanks, and I got some interesting results.
Tanks [Unsieged] work well too, but in relation to the goliath, they're a bit overpowered.

Take a look at the attached map. It's VERY basic.

Instructions:
Step 1, Choose your defensive squad [These guys are just for cleaning up survivors, they aren't necessary, but grabbing them will help you survive.

Step 2, choose the left and right weapon [Siege or Gol] the medics on the left and right control the weapons, and you may switch them at will.

Step 3, Choose the speed of your attacks [Accurate, 50/50 or Scattershot] Higher speed increases the possible rate of fire, but lowers the chance of the attack hitting a target [It's fairly well balanced actually]

Step 4, Move the medic that's outside the staging area towards the tank above it, this will begin the zerg assault.

You may change the turret type and accuracy at any time. Just move the medic/SCV

Known Bugs:
The right siege tank only fires on the most accurate setting
Zerg run away when the siege tank shoots them.
Siege Tank isn't affected by accuracy. =/
Moving the medic off the corresponding unit square will stop the units spawning, this isnt a bug, think of it as "manual control" good for dealing with a hydralisk that got past and won't die. This isn't a bug, I just posted it so all of you don't mention it.

Take a look, play it if you have time. It's simple. But it illustrates the point.

EDIT: Dammit, I'm always forgetting to hit "attach this"

Attachments:
Prototype.scx
Hits: 4 Size: 21.9kb

Post has been edited 2 time(s), last time on Jan 13 2008, 11:58 pm by candle12345.



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Jan 13 2008, 11:54 pm Falkoner Post #2



http://Falkoner.CoW.GooglePages.com/Maps.html

In my Tests Compilation I have a Rapid Fire Tank map just like this, except with sieged tanks.



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Jan 13 2008, 11:56 pm candle12345 Post #3



Cool.

I thought up a method for making siege tanks rapid fire.
Does yours by any chance use unit "rotation" [by moving] rather than unit creation?
I couldn't be bothered making it.



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Jan 13 2008, 11:59 pm Falkoner Post #4



Yup, that's exactly right. It works better the second time around, since now their turrets are all pointed the right direction.



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Jan 14 2008, 12:06 am candle12345 Post #5



My thoughts exactly.
I looked at those maps, interesting stuff.

My system can be used for an "arc" of attack.
On differing speeds, the tank hits a larger and larger arc. Can be potentially used for something?
The goliath suffers no such impediment, the direction of the goliath determines whether it gets the kill or not.
So, the system could be potentially used for something like a new form of defense. Who knows...

Also, I've had the map running for the past half an hour. The goliaths are still holding their own :)

*sigh* I was planning on taking a peek at those extended terrain maps, I wanted to make this look nicer...
But the extended map for the installation was, well. Shit for my purposes.
Is there a good way to make stacked "cliffs" in installation?
Oh well.

Also, it'd be nice if people actually took a look at it -_-

Damn, I need to revamp all the triggers...
I forgot, the speed switches are global... So I'll have to add several triggers per player.
Shouldn't take too long. Each player should need... 6 triggers. Easily done.
Oh wait. More like 24...
My math is screwy today. 12.

I've done a lot more work, So far we've got some much nicer terrain, and I'm in the process of adding triggers for player 2. There will be a total of 4 players.

The map is nice, but I'm still trying to find a way to make a definitive difference between the two units. Currently, siege tanks fire lots of rounds really fast, and goliaths fire irregularly, [sometimes in huge bursts] but every shot theyland is an instant kill.

You get some funny effects when you use goliaths vs air. Lots of missiles...

And anyone who's messing about with the map. Only siege tanks and goliaths work. I've tried other units, and a unit "turret" is required [a missile turret MIGHT be another one, but on installation, I don't think it'll work.\

Post has been edited 6 time(s), last time on Jan 14 2008, 8:47 am by candle12345.



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Jan 15 2008, 7:32 pm O)FaRTy1billion[MM] Post #6

👻 👾 👽 💪

I made most of a defence map with rapid firing goliaths, missile turrets, spore colonies, I think there were tanks. I made it so you could speed up the rate via upgrades.

Now to give this an OLD stamp. :P

I'll try to find my map...



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Jan 16 2008, 12:57 am AuToMaTiC88 Post #7



I have currently tried many units and if you make this use a vulture and you make it patrol to like the middle of the map every time it is spawned it can also rapid fire



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Jan 16 2008, 1:04 am Conspiracy Post #8



Heh... my rapid fire tank map... alot of people said it was an illusion, i think you or someone modded it Falkoner, because it takes them forever to attack 1 civilian xD.



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Jan 16 2008, 2:26 am candle12345 Post #9



Awesome, there are soem working maps that use this.
I was going to make a defence map, for people to look at, but since it seems to be well known, I'll just drop it. And continue with paw.



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