Staredit Network > Forums > SC1 UMS Theory and Ideas > Topic: Random thought for a gmae
Random thought for a gmae
Apr 24 2009, 3:44 am
By: Fallen  

Apr 24 2009, 3:44 am Fallen Post #1



It is a Defensive On Your Own game. The concept is that a different wave of attackers come each time. The point is to build a specified defense against each wave. After one wave is gone, your defense is removed, you are told what the new wave will be, and you have a certain time to prepare.



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Apr 24 2009, 5:00 am samsizzle Post #2



so its sort of like counter attacking a wave with the right combination of units?



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Apr 24 2009, 5:54 am Norm Post #3



Personally, the main reason I like defense maps is seeing your defense get better and better over time and trying to improve it at a faster rate than the difficulty increases. I don't think i could get into this alternative way to do things, as I think it may move too slowly or seem pointless. However, I'm sure some people may prefer your suggested way after getting use to it.



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Apr 24 2009, 11:37 am Vi3t-X Post #4



Quote from Fallen
It is a Defensive On Your Own game. The concept is that a different wave of attackers come each time. The point is to build a specified defense against each wave. After one wave is gone, your defense is removed, you are told what the new wave will be, and you have a certain time to prepare.
Or make it an option and your minerals are refunded with a small deduction because you want to rebuild it.



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Apr 24 2009, 12:40 pm rayNimagi Post #5



I like this idea. For me, defense games are boring and repetitive. I don't play them anymore.

I saw a map where each units you receive two civilians to but unit packs with. The attacking unit type is shown. Computer units come through a path and attack all the units in their way, which are every player's units (like chain defense, except you can't build more). Player units are removed at the end of each round, and they get two civilians to buy new unit packs.

One of the more difficult things is, for defense games, is balancing the levels. If you create a defense game like this, I'd play it. Good luck!



Win by luck, lose by skill.

Apr 25 2009, 6:54 pm Fallen Post #6



I like the mineral idea. I would probably have it so that 1/3 of the price of the remaining units are refunded.
But i am not sure of how i would make terrain for this. I was thinking of having 16 tiles across and have it go for far down. But now i am not sure if i should make it like that, make it so each player goes to a different terrain set up each time to face a unique attack, or to do it in another manner.



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Apr 25 2009, 7:48 pm lil-Inferno Post #7

Just here for the pie

When I first opened up this topic I thought it was going to be like you build up a defense and then try to get past it, and the harder your defense was the more points you get to send a wave, and the point would be to balance it out by not making it too hard so you can't get through and not too easy so you don't have enough points to get through. Eh, it would be a good idea, but it would have to be balanced.

Post has been edited 1 time(s), last time on Apr 26 2009, 1:29 am by lil-Inferno. Reason: Spelling Mistake Pl0x




Apr 25 2009, 9:38 pm Fallen Post #8



Thats a good idea for a map, but i am not sure how you could write the map. For instance what would define the defense better then another.



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Apr 27 2009, 12:38 pm rayNimagi Post #9



Quote from Fallen
I would probably have it so that 1/3 of the price of the remaining units are refunded.

But then you would have to create triggers to give more minerals per kills/after a round, or else the amount of minerals a player has keeps going down every round. If you want, you can have a set amount of minerals given (as in "set to 100 ore") so that players don't exponentially lose their money.



Win by luck, lose by skill.

Apr 27 2009, 3:56 pm Fallen Post #10



Quote from rayNimagi
Quote from Fallen
I would probably have it so that 1/3 of the price of the remaining units are refunded.

But then you would have to create triggers to give more minerals per kills/after a round, or else the amount of minerals a player has keeps going down every round. If you want, you can have a set amount of minerals given (as in "set to 100 ore") so that players don't exponentially lose their money.

Yeah lol i an se how that cold be a problem.... So what your saying is afer each round you get 100 mineals + Remainder fraction.



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May 26 2009, 5:54 am Madroc Post #11



I actually liked what i thought the thread title said "own your own defense game" where you build a defense and then pwn it.

Quote from Fallen
Thats a good idea for a map, but i am not sure how you could write the map. For instance what would define the defense better then another.

For each unit you built for the defense, you would get 1 mineral for each guy that you get past it or whatever. And then you could maybe own other people's defenses too.

Anyways, this is pretty innovative but i don't see how my defense against vultures and my defense against siege tanks or hydralisks or zerglings or reavers etc etc would be any different. For that reason I don't think I would play this more than once and I don't think it's worth making.

Edit well actually I might build vultures against infantry or whatever. And it might be helpful to teach the Battle.net'ers about how some units are better than others against certain units.. hm




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May 26 2009, 12:45 pm rayNimagi Post #12



I played SAT control last week and realized it was sort of like your idea. Every round you have to build new units to defeat the incoming waves of attacking computer units. They fight back, too.



Win by luck, lose by skill.

May 27 2009, 4:31 pm scwizard Post #13



I'd play this.



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