Staredit Network > Forums > SC1 Map Production > Topic: Custom Dropship Wars
Custom Dropship Wars
Oct 26 2009, 8:12 pm
By: Biophysicist  

Oct 26 2009, 8:12 pm Biophysicist Post #1



For months, the Polaris Consortium and the Sagittarius Republic have contested ownership of the Sigma Alpha space platform. Located in neutral territory and claimed by both sides, today Sigma Alpha becomes a bloodbath as both sides lay siege to it. You are a commander on one side of the conflict, responsible for managing one-third of your side's forces. You must not be defeated.
Custom Dropship Wars is a little map idea I had a few days ago in the shower. You start out controlling a Drydock (Starport), which can deploy Worker Bots (SCVs) and Custom Battleships (Dropships). A Custom Dropship may carry up to eight weapons of your choice, which are fired by unloading. Equipping the same weapon more than once results in more firepower when you fire it. For example, a ship with three Laser Batteries will do 3x damage when attacking with a Laser Battery. Each weapon has its own cooldown, which is tracked seperately for each ship. So if a ship equipped with a Laser Battery and an Antimatter Bomb, it may fire its Laser Battery even if the Antimatter Bomb is still cooling down.

The weapons in the game are as follows:
-Laser Battery (Corsair): A cheap anti-ship weapon.
-Shrukien Cannon (Mutalisk): Best used to kill off Worker Bots, which is important as the Bots can repair Custom Battleships.
-Antimatter Bomb (Guardian): Siege weapon. Outranges the Turrets deployed by Worker Bots.
-Disruptor (Devourer): Anti-ship weapon. Does no damage by itself but weakens the target's armor.
-Photon Torpedo (Scourge): A one-use projectile.
-Shield Matrix (Science Vessel): Casts Defensive Matrix.

The following structures are present in the game:
-Drydock (Starport): Deploys Worker Bots and Custom Battleships. You start with one, and lose if it is destroyed.
-Defense Tower (Missile Turret): Defensive structure.
-Ore Processor (Refinery): Resource generator.

Screenshots (placeholder to avoid lockage :P )


The minimap. The blue dots are geysers.


The Polaris Consortium's base. (PC = south team)

Post has been edited 6 time(s), last time on Oct 26 2009, 10:48 pm by TassadarZeratul. Reason: You lose The Game.



None.

Oct 26 2009, 9:10 pm Norm Post #2



So, basically you're playing starquest, but only get one ship. And can only customize attacks.

Also, you only have 3 different types of spells not including an ingame spell (defense matrix).

There's gotta be more to this. I thought you were coding a game anyway?



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Oct 26 2009, 10:02 pm Biophysicist Post #3



Uhm, StarQuest is an AoS. This is an RTS. True there's only one type of ship, but you can get many of them. :P

And yes I am coding a game. This is a diversion.



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Oct 26 2009, 11:03 pm Voyager7456 Post #4

Responsible for my own happiness? I can't even be responsible for my own breakfast

Between 2 or 3 mods, an RPG and an RTS game you didn't feel you had enough to do?



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Modding Resources: The Necromodicon [WIP] | Mod Night
My Projects: SCFC | ARAI | Excision [WIP] | SCFC2 [BETA] | Robots vs. Humans | Leviathan Wakes [BETA]


Oct 27 2009, 12:47 am stickynote Post #5



Lol tz, you got a lot of projects going on at the same time. Well, good luck with the map.
~Some suggestions:
Assuming that you don't plan on spending a ton of time on this map:
-Give an option for a player to have an anti-matter engine which would allow it to go faster, but takes up one weapon slot. Not to difficult to implement, just spawn a vulture or some fast moving unit and have the dropship moved to it.
-Shields: makes the dropship invincible and players attack a dummy unit
-EMP: kills the above dummy unit
-Use a shuttle because it moves faster than a dropship
Assuming you want to spend some more time on this map:
-Choose a ship: Overlord, Dropship, or Shuttle. Different ships have access to different weapons. Say, an overlord could have access to the most powerful weapon.
-Anything that would increase replayability and strategy
-Can't think of anything else now.



None.

Oct 27 2009, 2:48 am The Starport Post #6



This is actually a pretty cool idea. Keep it simple and make it work first, embellish it later.



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Oct 27 2009, 12:41 pm rayNimagi Post #7



As Norm said, this is basically StarQuest with multiple ships.

The thing I like about StarQuest (and all video games) is the fact that you shouldn't have to wait very long between tasks, or always have something you CAN do. In StarQuest you're always moving to the next mineral spot. Is there any mechanic in this map that will constantly be forcing the player to be playing rather than waiting?



Win by luck, lose by skill.

Oct 27 2009, 9:50 pm Biophysicist Post #8



Quote
Between 2 or 3 mods, an RPG and an RTS game you didn't feel you had enough to do?
I'm currently only working on one mod which is on standby while zany_001 finishes his end. I can't iscript without the graphics, after all. :P My RPG is likewise on standby until I figure out a bunch of design stuff, such as how I want maze generation to work.

Quote
-Give an option for a player to have an anti-matter engine which would allow it to go faster, but takes up one weapon slot. Not to difficult to implement, just spawn a vulture or some fast moving unit and have the dropship moved to it.
Not going to happen.

Quote
-Shields: makes the dropship invincible and players attack a dummy unit
-EMP: kills the above dummy unit
I'll consider it. That would involve quite a bit of triggering work to keep track of each unit's shield status.

Quote
-Choose a ship: Overlord, Dropship, or Shuttle. Different ships have access to different weapons. Say, an overlord could have access to the most powerful weapon.
Hm... Good idea, but I think I'll make slower ships just have more space for weapons and more HP.

Quote
As Norm said, this is basically StarQuest with multiple ships.
This really pisses me off. They're two totally different genres of map!

Quote
The thing I like about StarQuest (and all video games) is the fact that you shouldn't have to wait very long between tasks, or always have something you CAN do. In StarQuest you're always moving to the next mineral spot. Is there any mechanic in this map that will constantly be forcing the player to be playing rather than waiting?
Uhm, if you just watch and wait, then you get rushed? Plus the map is very small, for a reason. (Said reason being that it makes things happen faster.)



None.

Nov 7 2009, 5:48 pm Biophysicist Post #9



Test release available. Report any bugs. Note that it HAS NOT been balanced yet, except /very/ roughly.

Post has been edited 3 time(s), last time on Nov 8 2009, 1:07 am by TassadarZeratul.



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Nov 8 2009, 8:16 am Biophysicist Post #10



<delete plz>

Post has been edited 1 time(s), last time on Nov 11 2009, 2:46 pm by TassadarZeratul. Reason: You lose The Game.



None.

Nov 8 2009, 6:08 pm stickynote Post #11



I like test map.



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Nov 10 2009, 1:38 am ImagoDeo Post #12



Looks good so far. Keep workin on it, and it may be a big hit on BNet. :)



None.

Nov 11 2009, 2:33 pm Biophysicist Post #13



Updated with a few bug fixes. The big one is that having too many Laser Batteries no longer stops you from building SCVs. Also, the P12 store units no longer wander off the buying beacons.

EDIT: Added victory/defeat triggers and anti-BS triggers, and made it so you can actually change forces.

Post has been edited 1 time(s), last time on Nov 11 2009, 2:46 pm by TassadarZeratul. Reason: You lose The Game



None.

Nov 11 2009, 3:52 pm Howler Post #14



You should call the muta attack Flak Cannon or Bounce shot or something hahaa..shuriken cannon sounds lame. Other than that the attacks sound pretty neat. Good Luck.



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