Staredit Network > Forums > SC1 UMS Theory and Ideas > Topic: Combo Breaker!
Combo Breaker!
Apr 11 2009, 7:19 am
By: Xesh  

Apr 11 2009, 7:19 am Xesh Post #1



Heyo, im back but instead of a weird unintelligible Thread ive got something kinda fun:
I need names of Combos from low to high: Hearken back to Devil May Cry when you perform killer combos, they always had some cool rating system.

Using a kill score system You have to continuously kill enemies in a location around your unit until there are 0 enemies. THEN it gives you a combo rating:
50-999:Nothing. . .Not combo worthy
1000-1999: Low
2000-4999: Medium
5000-9999: High
10000-49999: Pro
50000+ : 1337 haxx

Should I divide up the combos a certain way? Is there a cooler way of doing this?
What i need from you guys are cool names to give the combos:
Your thoughts? :D



None.

Apr 11 2009, 7:25 am Riney Post #2

Thigh high affectionado

Only one word comes to mind. Dope



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Apr 11 2009, 7:26 am Xesh Post #3



lmao:
1: Weed?
2: Are you calling me a dope?
3: Stupid Fly, Dope Ass shit?
:lol:



None.

Apr 11 2009, 7:27 am Riney Post #4

Thigh high affectionado

Quote from Xesh
lmao:
1: Weed?
2: Are you calling me a dope?
3: Stupid Fly, Dope Ass shit?
:lol:

Dope is the first part of Devil May Cry 3's combo meter, followed by Crazy



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Apr 11 2009, 7:28 am Xesh Post #5



Hahaha! Ive got 2(me included) Votes for the DMC rating system then! :D



None.

Apr 11 2009, 7:38 am UnholyUrine Post #6



C-C-C-Combo Breaker!!

btw this should belong at the UMS theories and IDea..

and other than that.... you gotta have spells too.. or else the combo would be only dependent on the # of enemies on screen.. with spells i guess you can link the kills together or smth.. i don't know..



None.

Apr 11 2009, 7:42 am Xesh Post #7



huh? No..If there are enemies in a location, the kill score wont be converted to cash until there are 0 enemies around: thus effectively ending the combo. Ive got spells+Non Spells coming up, but later..later! ill get to them when i get this done, Add more to the character select, Add another playable Side, add players to the new side, perfect unit stats: THEN work on spells and stuff.

by the way, im going to try to stay away from spells. more like automatic spells that trigger when enemies get near. . .



None.

Apr 11 2009, 12:25 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

Seeing your numbers I assume your values are kills score, not number of kills, right?
There's one problem:
Small units like zerglings give only 50 points, marines 100 (needs 20/10 for 1st combo)
but large units give a hell of a lot points (x2 for heroes).
Examples: (check this list)
- BC 2400 (= 1 for 2nd combo)
- Vessel 1250 (=1 for 1st combo)
- Wraith 800 (=2 for 1st combo, 3 for 2nd combo)

If you're making an RPG type map you could raise/lower your combo score for regions with units that give large/small amounts of points. Requires much more triggering, but it would pay off in the gameplay.

Otherwise I don't see a way to better balance this. Just keep in mind setting the stats to the appropriate values.




Apr 11 2009, 2:06 pm MadZombie Post #9



Bogus
Radical
Tubular
BODACIOUS

I prefer the combo meters that don't care for the strength or size of the defeated opponent, just the amount you've killed. Personally every kill resets a countdown back to X and it goes down to 0. When it does get to 0 then the combo ends and the word comes out.

Just watch some Bill and ted for the names. Lul



None.

Apr 11 2009, 3:50 pm Riney Post #10

Thigh high affectionado

Well personnaly Id base it off successful hits on enemies if you are doing a system that can do that.



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Apr 11 2009, 5:14 pm Lingie Post #11



Super Smokin Style?



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Apr 11 2009, 6:47 pm Xesh Post #12



....alrighty! Let's start a clarify'n
It is quite Balanced, also..there wont be any Air units to attack/destroy unless you have upgraded alot. I think its pretty balanced considering in the beginning, there are only a few units to kill, when in the end there is probably going to be thousands on screen. Also, no hero units other than playable ones. I'm basing the units Stats on killscore so so the challenge rating depicts the score. its not the HIT combo, its not the number of kills, is the score you get from killing.(this was obvious right?) This was just the easiest way of making a kills/cash system That worked with my map. Its fluent and because of the combo score, kinda fun.

MOVING ON! I guess thats 3 votes for a DMC style combo system :D 1 For a lulzy b/t.e.a. system

Ill come back later and check on the thread



None.

Apr 11 2009, 8:21 pm 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 Xesh
also..there wont be any Air units to attack/destroy unless you have upgraded alot.
Fine, then take Archon/Dark Archon, Ultralisk, etc. If you're already keeping that in mind then everything's fine.


Quote from Xesh
I think its pretty balanced considering in the beginning, there are only a few units to kill, when in the end there is probably going to be thousands on screen.
Uhm I'm a bit confused here. Do you mean that in the beginning it's hard to get a combo at all because of so few units around? I don't know if that's such a good idea. Or are they high class units so you get combos even with few units?
And keep in mind, that it's not so much how many units there are around, but how much these units are worth (that was what I was trying to point out).

Also I assume you meant more like hundrets of units in the late game because as you surely realized sc's unit cap is at 1700.




Apr 11 2009, 10:14 pm Xesh Post #14



I plan to have around 500 units for each side at top and bottom, and roughly 50/50 for neutral side, maybe 100 buildings max..players stuff..hmn..(incoherent mumbling of stats)

I think im good, ultralisk are considerably hard to kill with:
Zergling: 1000 HP, 35 Defense, 50 attack (50 apear in the beginning with +10 every minute
Hydralisk: 700 HP, 55 Defense, 250 attack(These start to spawn 2 minutes in starting with 10 and same as Zergling)
Ultralisk: 4000 HP, 75 Defense, 450 Attack(these appear 5 minutes in starting with 3 and +1 every minute)

One of the player units has:
Raynor(M): 7000 HP, 75 Defense, 300 Attack (+39 upgradex255)
You can get swamped with units pretty quickly, so i jacked up the HP and defense..Covert-ops is a bit of a must in the beginning. Ride the wave of Soldiers and take shots while using them for defense until you build up enough score to upgrade armor/weapon/whatever you want to start breaking from the group a little.
/me is having fun talking to the UMS assistance Mod and wishes he would shoot down more ideas

SUPER EDIT RAGE: Hey! this isnt about my units, its about the combos! Gimme some ideas for the names of my combo levels!

Post has been edited 1 time(s), last time on Apr 11 2009, 10:34 pm by Xesh.



None.

Apr 11 2009, 11:37 pm NudeRaider Post #15

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

You don't seem to get my point. I was talking about the balance which units trigger combos how fast (dependent on their score). Nvm, I'll shut up now.




Apr 12 2009, 5:47 am Xesh Post #16



er..we tend to have alot of mis-understandings...

Sorry Nuderaiderz. :/



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