However with experience I got to learn more and more of both editions’ concepts and I believed there are some important things. After almost an year, I have balanced and made my own map. I want to make this clear, only some concepts of my map will follow version SE and version Four Gold. This is because both versions lack certain “perfections” and/or have a programming flaw. Especially Four Gold which is in my opinion, extremely unbalance for robbers in the wrong rights. This version will get rid of those “imperfections” and also a few challenging concepts for both police and criminal players to learn.
DIFFERENCES BETWEEN SE/FOUR GOLD
-Maintained upgrades for both races but balanced by penalties upon death
-A random jail time [A timer of 0:00-1:20, and every robber released at 0:00] (May be increased in the future)
-No Jailbreaks
-Larger area
-Less teleports than Four Gold, More teleports than SE.
-Cops are GUARANTEERED to be able to kill robbers at any stage of the game (This means if you’re still level one somehow and robbers made it to final, you can still kill them)
-Police’s units are way stronger than other version’s counterparts.
-Robber’s units are weaker than other version’s counterparts.
-There is no timer for defeat/victory but instead depended on the death of a single building.
-Has a “complicated” victory system (Explained later)
-Playable on Single Player
-Robbers have more flexibility around the map.(More teleports, more space, easier to run in)
-Civilian moves
-Civilian forces possesses has some units to frustrate robbers at lower levels.
-Police units will be teleported instead of be killed when accidentally entering criminal base.
-Robber units will NOT be teleported when entering cop base but receiving a 99% hp penalty.
-Police receive near entire map vision
-Robber will receive roughly 30% of map vision.
-To prevent camping, an “anti-cop” computer receives units periodically that are scripted to “random suicide missions” to eliminate campers. These units will be based on police’s current level.
-Terrain is Jungle
-Both races now receive “secondary” units.
-Some robber units are invincible!
-Police can cloak indefinitely
-Robbers receive observer’s early game
-In the right hands(Personally, at my discretion), a robber player may win in 17 minutes against three police and a cop player in 18 minutes.
-Most $ buildings give an reasonable amount of $(SE give too much, gold give too little) but are difficult until very late stages (7/8)
-Both races have expendable units and will not revive as planned.
-More ways to obtain cash(very little) for new players.
-Police/Criminal levelling system is altered slightly to adapt to concepts I have implanted.
-There is no “Cops can kill me for $”(It is replaced by resisting “anti-cop” forces)
-Instead of buying a dog or a new mugger to “restart” another unit. You will instead be able to buy units that are related with my implanted concepts.
(Still under construction, please wait. I had to go at this point.)
If you have some type of complaint, questions, suggestions or concerns about the map. Feel free to PM; however it may not be likely to convince me on a balance adjustment.
To warn you ahead, the energy of EMP shockwave(Which is ZERO) will not be altered, if you played the map, you do not even have to ask why…
Post has been edited 1 time(s), last time on Apr 13 2009, 5:04 am by SwordOfJustice7.
None.