Push and Pull
Apr 5 2009, 9:55 am
By: Xesh  

Apr 5 2009, 9:55 am Xesh Post #1



Alright, so after hours of tweaking unit HP..attack..defense..add more units, take away units, this and that...

i cannot get a stabalizing army VS army to stay relativley put without one side over taking the other drastically.
One side has Units spawn from 5 seconds and its... in a full rotation of spawns its: 25 Marines, 15 Ghosts, 2 Goliaths
The other side has the same and...in a full rotation spawns: 20 lings, 15 hydras, 2 Ultralisks

Well, as im typing im thinking maybe i should cut down how many units come onto the field. . .
Is there a trick? Maybe i should go study the original AoS game...

Anyway: if anyone has some tips or ideas tell me..

Im thinking just beef up armor and lower attack as well as drop the spawn rate. that way everyone stays in combat longer to build up... :/ meh. im out of ideas.



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Apr 5 2009, 10:06 am NudeRaider Post #2

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

The thing is due to slight randomnesses in attacks of units you will never manage to sustain a fight perfectly indefinitely, even with exactly the same units. Eventually it will happen that one side has a few units left over and they add up with the next wave which then again wins a little more easily, until an unbeatable (for the balanced units of the other team) assault wave has formed that will push through everything the enemy sends.

You need some kind of control mechanism to avoid that. Here are some ideas:
- Heroes have to help their army (Incorporate the players with dramatic battle reports calling for help)
- Outposts spread among the battlefield stop the assault wave and let own units push back again
- Detect when 1 side gains the upper hand and spawn more units for it temporarily

These are the most straightforward ideas, just to show you in which direction your solution has to go.
In the end you'll just have to make sure that both sides gain the advantage about equally as often.




Apr 5 2009, 7:04 pm Xesh Post #3



Thankyou man. Really scratching my head over this one...
EDIT: I initially went with 2 Buff locations..they spawn considerable amounts on a long timer that should push back the enema.

ill work with more outposts...
OH! What if i include a cutoff on how many units are on a particular track! great..ill go do that now.



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Apr 5 2009, 7:08 pm Biophysicist Post #4



Quote
- Heroes have to help their army (Incorporate the players with dramatic battle reports calling for help)
That could get very annoying, but if it doesn't, it would be good to add in, even if you incorporate the other ideas.

Quote
- Outposts spread among the battlefield stop the assault wave and let own units push back again
This is the easiest solution. Just put a few Photon Cannons or Sunken Colonies for the computer players and you're done. This also makes it harder for players to get to the other end of the battlefield in the early game, which would probably be good.

Quote
- Detect when 1 side gains the upper hand and spawn more units for it temporarily
Be careful with this one, as you might end up messing up the balance even more if you spawn too many units.



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Apr 5 2009, 7:23 pm Xesh Post #5



Thanks, I think ill add a few 10 stack photon Cannons that line the entrance to one side...and Siege tanks with incredible stopping power on the other.



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Apr 5 2009, 7:34 pm ForTheSwarm Post #6



Players won't be able to get past them if they are too strong, so don't make them extremely powerful.



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Apr 5 2009, 8:23 pm Xesh Post #7



powerful enough so that in the beginning a few warning fires from siege mode tanks throws the player into reality: "I should come back when im stronger"
the photon cannons may be too strong though...

I stacked 5 invincable photoncannons with 3 9999/9999 pylons stacked ontop. youre able to break them but ive yet to see the other army break 1, did i go too far? Up at the main base there are stacks of 10/1(6 stacks) wherein back at the other base i have 20 tanks with considerable stopping power(1 shot small units, 3 shot large units). I suppose as long as they hold out long enough for the players to have a say in what happens thats what matters.



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Apr 5 2009, 10:19 pm NudeRaider Post #8

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

I personally hate 9999 hp units, even more when stacked. They are just so cheesy. Doesn't seem natural at all.

I'd go for smaller but more outposts. Save the uber-stuff for the mainbase. (Just my opinion)




Apr 5 2009, 10:27 pm Xesh Post #9



Ah, but i didnt tell you the fun part, they are hidden behind the Psi disruptor and the triggers makes it all explode when the pylons are killed! :D still cheesy? Really, i just love photon cannon Streams of energy. looks so cool. The only reason im using it :P, Sunken..SUNKEN! ill use sunken for outside the base.



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Apr 6 2009, 12:32 am NudeRaider Post #10

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

A shooting Psi Disruptor is even more cheezy imho. But don't let me stop you. It's your map and mine isn't the ultimate opinion.




Apr 6 2009, 12:59 am Xesh Post #11



>:/ well ok then, i gotta be Badass with this...how would you suggest i make the defense of an Alien-esque Cyborg Army?



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Apr 6 2009, 4:02 am Pinky Post #12



Um guys what I have done (which works perfectly, i tested the battle for 30 minutes b4 deciding it was solid) is just had a spawn cap

like two sides can only have max units at anyone time and they are just CONSTANTLY spawning units. as soon as one dies another spawns and patrols up to take its place.

THe beauty with this is that I even manage to have my hero character help out the computer army and it doesnt change the balance coz it just spawns more as soon as my hero wastes them.

I did have to do some weapon/hp tweaking though, otherwise one side just got pushed back to the spawn resulting in spawn/die/spawn/die :P



None.

Apr 6 2009, 10:10 am NudeRaider Post #13

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Quote from Pinky
THe beauty with this is that I even manage to have my hero character help out the computer army and it doesnt change the balance coz it just spawns more as soon as my hero wastes them.
How great is this? I, as a player, become completely irrelevant, the only thing I can do is sit back and watch the epic neverending battle!




Apr 6 2009, 2:53 pm Pinky Post #14



Oops. Well yeh my battle involved killing X amount of enemy units. After that the spawns cease. Not sure what exactly your conditions are.



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Apr 6 2009, 4:41 pm Xesh Post #15



On a 256x256 map with base 1 at bottom and base 2 at top I have the main spawns charging straight down the middle to usually meet at the center to push and wain. there are left and right spawns that patrol out, hit another patrol, hit another patrol and then hit the other bases left/right spawn. Its in the Chalice formation.
Down the middle is a 'road' made of 'ruin' tile that walks through a 'city' of broken 'temple' (Irregular temple that is just cluttery..like a nuke hit it. ancient city..ect.).

What i would like is the battle to start all alongside that road and for the army to move into position along the middle instead of making a single 3 lines that usually Ball up and overcome. What i was thinking is having Open Base (No front walls) Then having a location bounce off of Units that i place along the battle field. the left and right spawns will cascade between them, dividing them up and making a cluttery Giant Battlefield. This will also allow me to put more than just 100/3oo units that usually Ball up but now will march freely to a random 10 areas in the middle...then, if there are exactly 0 enemies in the patrol zones, bounce them up to the main camp.

Think i got this down? better way?
oh, im also using that..If atleast 3 units die, spawn x1 on all three spawns for the base:
3 Marines die, 1 spawn at each spawn location to compensate. i have seen problems with this But i think ill compensate by putting units that dont trigger the cap out there as 'desperation' units. Maybe some..5 super charged units that will be removed if they reach a certain location. Or..better yet, once they reach a certain location, order move back and remove at base to make it seem they walk back in.

gyaaaouuuwu :hurr:

EDIT: I DID IT, WOOT! :lol:

Post has been edited 1 time(s), last time on Apr 7 2009, 5:26 am by Xesh.



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