Staredit Network > Forums > SC1 Map Showcase > Topic: Spaceship Combat
Spaceship Combat
Jun 11 2008, 1:28 am
By: Tank_7
Pages: 1 2 37 >
 

Jun 11 2008, 1:28 am Tank_7 Post #1



Special thanks to ws-Impeached for testing the map ~150 times
during development as it absolutely requires 2 human players to play, and for doing alot of the
grunt work in the below forum post.


Spaceship Combat



Download Here
[Version 1.06]


Spaceship Combat is a turn-based combat sim. It could be called a board game of sorts. At the start of the game, players will design/buy their fleets of ships, the amount of ships depending on the number of minerals the host picks. After all ships are customized and bought, the player will preplace his ships around the map, each player limited by the pylons in the image shown above in how close together they can place their ships.

Once this is done, the battle will start. The battle is divided into 3 phases: The movement phase, targeting phase, and damage phase.

The movement phase is the first phase. Each player will move his ships, the person first to do this being randomly picked at the beginning of each turn. The biggest ships will move first, with the smaller ships moving last.

The second phase is the targeting phase. Each ship may fire at any enemy ship within range of their weapons, using a corsair D-Web. The weapons fired depend on the design the player chose for his ships at the start of the game.

The third and last phase phase is the damage phase. Depending on the amount of attacks a ship received, damage will be dealt. The damage dealt by each attack roll is random, as well as the corresponding shield roll. An attack roll must be greater than the shield roll in order for damage to occur. Different weapons have different possible attack rolls and ranges.

When damage occurs, the map creates damage counters underneath the damaged ship. The damage counters reduce the ship's functionality, for example, if your ship had 2 lasers and 1 gets damaged, that ship will only fire 1 laser the next turn.

After this happens, the cycle starts over again until the game ends.

The game ends when one or both players' ships get destroyed, or when a one or both players' surviving ships have no weapons remaining.

Quote

The following is a list of ships the player is able to buy:


Fighters are the fastest ship in the fleet, but also the weakest. The tactics you may use for a fighter greatly vary. Its speed can be used to snipe enemies while out of range, or to charge in with powerful short-range weapons against slower enemies that cannot run away. Many other strategies are available as well, due to the fighter's great speed. Fighters are very fragile though, with only two HP.




Destroyers are small but reasonably armed ships. While not as fast as fighters, they have double the HP/equipment space of the fighter and therefore are able to pack quite a punch.




Cruisers are the moderate ships in the game. With 7 equipment spaces/HP, a cruiser is able to roll the punches with even the larger capital ships, and with its medium amount of movement speed it can still easily outrun them. The cruiser is one of the most versatile ships in a fleet. Almost any weapon loadout can be usable with it.




Dreadnaughts, while not the largest ship, are still huge. Slow behemoths, these things are great at mowing down small ships in a matter of one to two volleys, and with so much space they can pack many shields in, making a dreadnaught difficult to destroy. A dreadnaught's speed and cost, however, make dreadnaughts hard to mass and easy to take down with 'swarm' tactics.





Planetsmashers are the biggest and slowest type of ship available. Their movement is almost negligible, their battle strength immense. This ship is a force to be reckoned with. A recent study has shown that villainous galactic conquerors have a tendency to buy these ships.




Quote
The following is a list of all the equipment a player may put on his/her ship:


The laser is the longest ranged weapon in a ship's arsenal. On large ships, it is vital to pack a few of these so that smaller ships with more movement speed cannot simply snipe from out of your range. On smaller ships, these can be great for harassing other ships with less range. The laser is the 'safest' weapon, although the weakest.




The Rail Gun is the 'median' of weapons. It does good damage; with its higher cap it is more likely to get through high amounts of shields, and can sometimes even one hit kill a fighter. The rail gun is a very solid weapon, but a faster enemy ship can easily stay out of its range and attack with lasers (4 range vs 3 range).




The torpedo is the heavyweight of weapons. While only having 2 range, with up to 3 damage it can sometimes knock out 3 pieces of enemy equipment at a time, which leaves a dent in even a Planetsmasher. The torpedo is optimal for 'swarming' tactics when equipped on small ships. A large amount of fighters/destroyers equipped with loads of torpedoes can together charge in and collectively bomb a capital ship. Ironically, torpedoes are also the best counter for the above tactic.




The shield generator is a staple on almost any ship. With one shield generator (0-1 block), the ship has a 50% chance to block one damage from any attack. With 2 generators (0-2 block), a ship has a 33% chance to block two damage, etc. Without shield generators, a ship is naked to enemy fire.



Gameplay Screenshots
Click the '+' button in the below box to view
Collapsable Box



Download Here
[Version 1.06]


Post has been edited 10 time(s), last time on Sep 6 2008, 8:47 pm by Tank_7.



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Jun 11 2008, 1:44 am FlyingHat Post #2



Now THIS is one great space map. Completely different from other maps and stands on it's own.
I don't like turn based games, but this can be an exception. Simply said, freaking sweet.

Post has been edited 1 time(s), last time on Jun 11 2008, 1:57 am by FlyingHat.



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Jun 11 2008, 1:59 am stickynote Post #3



Quote from FlyingHat
Now THIS is one great space map. Completely different from other maps and stands on it's own.
I don't like turn based games, but this can be an exception. Simply said, freaking sweet.

This.
I can't wait to try this map out. . .



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Jun 11 2008, 2:17 am pneumatic Post #4



Quote from Tank_7
The movement phase is the first phase. Each player will move his ships, the person first to do this being randomly picked at the beginning of each turn.

It might be a good idea to let players choose pre-game whether they want this to be random or not. It can throw a lot of strategy out the window if it's random. If it's not random, even if it's slightly in favor of the last person to move, at least the disadvantaged players can plan around this disadvantage and, in fact, use it to their advantage.

Otherwise, looks like a sweet game.



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Jun 11 2008, 2:21 am Impeached Post #5



This is a great map, I recommend it to most anyone. The people Tank_7 & I both thought wouldn't like it (people who usually play fast-paced, less thought-requiring games) are now addicted to it and are thinking of hosting a clan tournament for Spaceship Combat.

A good, fun map. The luck factor (damage / shield rolls) & designing aspect give it great replayability, while at the same time it is a very strategic game.

@razorsnail:
Yeah, perhaps a host option for random or turns in turn (first player randomly picked) would be better.

Post has been edited 1 time(s), last time on Jun 13 2008, 4:08 pm by Impeached.



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Jun 11 2008, 2:24 am stickynote Post #6



One would think that fast-paced games would require more thought. . . and on the spot thinking as well.



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Jun 11 2008, 2:26 am Impeached Post #7



It's usually more reaction/reflex in a fast-paced game than it is deep thought. While these do require skill, it's a different kind.



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Jun 12 2008, 4:34 am stickynote Post #8



I played this map, and it is INTENSE! I thought it was extremely fun, even if it was on the slower side of the kind of game I like. Out of curiosity (and confusion), what does the dragoon do? (In the shuttle). I believe it's called "pick next ship", but when I clicked it, nothing happened. Please clarify what it does.



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Jun 12 2008, 4:55 am ATG Post #9



It sounds really great.I may play it with my brother and give feedback :)



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Jun 12 2008, 4:58 am Impeached Post #10



stickynote, Select Next Ship is for the movement phase. The movement phase auto-selects the bottom-left-most ship, and if that happens to not be the one you want to move first (no room to move it to the right place because of another ship of same type blocking or something) you unload the dragoon to select the next ship.



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Jun 12 2008, 6:15 pm General_Raynor Post #11



Great map. But could you please add a tutorial, that explains the basics?

I played it two times now with two different guys and my fingers are almost dead cause of the tying work xD



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Jun 13 2008, 5:56 am Wing-of-no-Wing Post #12



Great game...balanced, easy to understand, and with lots of strategic possibilities while maintaining elegance. The only changes I would suggest (if you're bored and feel like working on it more) are the option to choose between random move order and alternating move order (i.e. red moves first, then next round blue moves first, then red, then blue, etc.) and maybe, if you're really in a triggering mood, a hotseat mode so that two people can face each other at the same computer. Neither of these are necessary, of course, but if you feel like doing more with it, that's all I can suggest; just don't mess much with the gameplay, since it's a lot of fun as it is.



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Jun 13 2008, 4:20 pm Clokr_ Post #13



The map is quite good, but yeah needs some explaination at the beginning. Probably the start locations should be over the area to design the ships instead of being over the buy area.
Also I'd speed up some processes. Specially during the moving phase when the player has no units of one kind and during the target phase when the units have no targets near. Those phases take forever and the game gets boring.
Also you could add the range for each weapon to the units name, because once the game started you cannot step over the info beacon anymore and thus there's no way to check their range.
Anyway good job :)



?????

Jun 13 2008, 4:49 pm Tank_7 Post #14



@stickynote: To clarify, it is for cycling between ships of the same size

Bigger ships move first because that gives little ships the effect of "dodging big ships" or "charging at big ships" or otherwise somehow reacting to big ship's movement.

For the movement phase, the picking of the first player only chooses who goes first for each ship type. If both players have a Cruiser, the first player's Cruiser moves, and then the second player's Cruiser. Destroyers will always move after Cruisers, regardless of who goes first, but once again who moves their Destroyers first is decided by that first player pick.

The Select Next Ship dragoon is useful when you have a row of ships of the same type that you want to move to the right. The game selects the left ship, but you can drop the dragoon to cycle up to the right ship and move that one first, and so on.

I'll be making another version and I'll see if I can add a EDIT: 4 beacon island for the start of game, right after the mineral setting, to choose "P1 First / P2 First / Random / Alternating"

EDIT: @Wingless: Thanks for the alternating first player idea. Brilliant. I'm afraid a hotseat mode would be quite hard to make. It can be done but its like... omg the triggers >.> I'm lazy and I don't want this map to take 7 years to download :P

Post has been edited 1 time(s), last time on Jun 13 2008, 4:57 pm by Tank_7.



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Jun 13 2008, 5:43 pm Impeached Post #15



And another suggestion: Info beacons for the observers, so that they can learn.



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Jun 13 2008, 6:09 pm Clokr_ Post #16



Also, use sizeless sounds if you aren't already :)



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Jun 13 2008, 7:08 pm Symmetry Post #17

Dungeon Master

I played this with Flyinghat. In the first damage phase, he maxed on damage on every hit. I don't know if it's a bug, but if it happened to anyone else, it's something that should be looked into...



:voy: :jaff: :voy: :jaff:

Jun 13 2008, 7:18 pm HailFire Post #18



Quote from name:Killer_Kow
I played this with Flyinghat. In the first damage phase, he maxed on damage on every hit. I don't know if it's a bug, but if it happened to anyone else, it's something that should be looked into...

I doubt it's a bug, as there've been a few cases of godly luck: In my first game against Impeached, one of my cruisers (it had already lost one of it's 3 shield generators) got fired at by both of his dreadnoughts, his planetcrusher, and both of his fighters for about 14 laser shots and 8 railgun shots; It managed to evade or deflect every single shot.



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Jun 13 2008, 7:31 pm Hug A Zergling Post #19



This looks great! I go try it now ^^



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Jun 13 2008, 9:29 pm Impeached Post #20



Quote
I played this with Flyinghat. In the first damage phase, he maxed on damage on every hit. I don't know if it's a bug, but if it happened to anyone else, it's something that should be looked into...
As HailFire said, it's just mad luck.



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[02:02 pm]
Corbo -- Suicidal Insanity
Suicidal Insanity shouted: I had thought it loads it from the MPQs and parses it, so I was working on re-implmenting that with the MPQ code changes, and then noticed that it does grab the MPQ interface but then ignores it :X
nice
[09:23 am]
Suicidal Insanity -- I also still could use spec sheet for the formats to make sure I am using them correctly - it appears BWscript doesn't have string names? Or they are in a different spot?
[09:22 am]
Suicidal Insanity -- I had thought it loads it from the MPQs and parses it, so I was working on re-implmenting that with the MPQ code changes, and then noticed that it does grab the MPQ interface but then ignores it :X
[09:03 am]
Pr0nogo -- ok, i'll explore that when you have that changed
[08:54 am]
Suicidal Insanity -- if trigedit has such things
[08:54 am]
Suicidal Insanity -- Or maybe change it to a warning
[08:54 am]
Suicidal Insanity -- I just need to disable the verification, then it would allow arbitrary characters
[08:48 am]
Pr0nogo -- would be nice to change that and see if that allows arbitrary characters
[07:24 am]
Suicidal Insanity -- Pr0nogo
Pr0nogo shouted: trigedit won't compile or throw errors, i'll try with the custom aiscript files imported to the scmd mpq
Ya trigedit has the aiscript.bin file added to its resource - it doesn't load it from the MPQs
[06:13 am]
Pr0nogo -- agreed
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