Hey everyone, this is my first post so I figured I'd start it with a bang.
I'm working on a relatively simple (or maybe not..) project, a basic zombie defense map with the objective to survive until the timer ends. Thing is, in my map the base defenses will be automatic, the only "structures" players will have access to are computer terminals, there will be new resources, and all units are dropped in...
I've included the link to the map... which at this point is exactly that... just a map. Here's a picture of the base itself:
The two terminals on the outsides will be made into units or bases to control the calldown of other units. The speed at which the units are delivered will depend upon A) the priority level (or how many enemy units are in your area of operations) and B) The available amount of base power available to that player. (I'll get back to this when I talk about resources.)
The supply depots are the housing for utility bots. The depots will stay docked unless a repair/heal order is sent out, in which case they'll deploy a repair bot if there is enough energy available (Guess you can already tell energy will be the main resource...). Thing is, I'm gonna have to use a trigger to orientate the building how I want (unless someone wants to tell me a better way) so i'm not going to have the depots being available for rebuild. Instead, when an enemy gets to the very inside of the base (up the ramp) the depots will stay docked to avoid being attacked but with the consequence of not being able to send a repair/heal command out. Of course there'll be times when you really need a healer, or to rebuild/repair a turret... in this case you can use the terminal to call in a raven (at much energy cost) to rebuild/repair turrets and to deploy temporary heal drones (reconfigured point defense).
As for resources... every player will have his or her own generator. If it's destroyed, that player is out of the game unless all the other players concede to sharing their energy... this will put a drain on the rest of the generators, but it will keep the player in play. I may be generous and have an option to rebuild generators, I haven't decided yet. Okay, here's the tricky part about the generators... each one generates energy per player for their command console, but they all attribute to "base energy" which repair orders and base defense commands use. It's complicated enough with one resource, right? Hah, well, that's not all...
Munitions. All your units have a limited supply of ammunition. Heck, without that zombie killin' would be fun, am I right? Munitions are ordered in as drops just like your units. To offset this though, there will be veterancy for every unit, so after so many kills they're damage and armor will increase. Then again, that could give you an awfully power army... so the priority level (one of the factors in unit delivery speed) will go down with the more veteran units you have. (For priority levels think more enemies, faster unit production, more veteran units, slower unit production. These two variables should only offset each other slightly.) On a side note to the priority levels comment, I thought about making dynamic spawning for the enemies, so the stronger your defenses the more/tougher enemies you encounter... that's just a thought.
Hmmm... so in review. Resources: Munitions, Power, (Priority?). Name of the game to live until time is up... Suppose there could be a point system for the amount of kills between the players. Base defenses are automated...(Oh, by the way, does anyone know how I could make the base defense commands work through chat?) Upgrades are through veterancy which is directly linked to that units kill count... Ummm, yeah, I suppose that's about it lol.
Soooo, I'd love suggestions, feedbacks, and just comments in general. Ah, but the thing is, I'm really new to not only this game but in modding it as well. The only modding experience I have is with Fallout 3 and Oblivion, so this one is pretty new to me. That being said anyone willing to collaborate with me on this project would be graciously welcomed. Thanks for reading!!
Oh, and I also thought about having sandbags buildable... What's all your thoughts on that? Across one of the roads from the base is a construction site.... I could have a bot go there to collect "sand" and bring it back to construct a sandbag... just a thought. I was also wondering if say... a self-destruct button on a marauder would be cool.... you send it out, it starts getting over-run, you blow it up... -shrug-
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Hey everyone, this is my first post so I figured I'd start it with a bang.
I'm working on a relatively simple (or maybe not..) project, a basic zombie defense map with the objective to survive until the timer ends. Thing is, in my map the base defenses will be automatic, the only "structures" players will have access to are computer terminals, there will be new resources, and all units are dropped in...
I've included the link to the map... which at this point is exactly that... just a map. Here's a picture of the base itself:
The two terminals on the outsides will be made into units or bases to control the calldown of other units. The speed at which the units are delivered will depend upon A) the priority level (or how many enemy units are in your area of operations) and B) The available amount of base power available to that player. (I'll get back to this when I talk about resources.)
The supply depots are the housing for utility bots. The depots will stay docked unless a repair/heal order is sent out, in which case they'll deploy a repair bot if there is enough energy available (Guess you can already tell energy will be the main resource...). Thing is, I'm gonna have to use a trigger to orientate the building how I want (unless someone wants to tell me a better way) so i'm not going to have the depots being available for rebuild. Instead, when an enemy gets to the very inside of the base (up the ramp) the depots will stay docked to avoid being attacked but with the consequence of not being able to send a repair/heal command out. Of course there'll be times when you really need a healer, or to rebuild/repair a turret... in this case you can use the terminal to call in a raven (at much energy cost) to rebuild/repair turrets and to deploy temporary heal drones (reconfigured point defense).
As for resources... every player will have his or her own generator. If it's destroyed, that player is out of the game unless all the other players concede to sharing their energy... this will put a drain on the rest of the generators, but it will keep the player in play. I may be generous and have an option to rebuild generators, I haven't decided yet. Okay, here's the tricky part about the generators... each one generates energy per player for their command console, but they all attribute to "base energy" which repair orders and base defense commands use. It's complicated enough with one resource, right? Hah, well, that's not all...
Munitions. All your units have a limited supply of ammunition. Heck, without that zombie killin' would be fun, am I right? Munitions are ordered in as drops just like your units. To offset this though, there will be veterancy for every unit, so after so many kills they're damage and armor will increase. Then again, that could give you an awfully power army... so the priority level (one of the factors in unit delivery speed) will go down with the more veteran units you have. (For priority levels think more enemies, faster unit production, more veteran units, slower unit production. These two variables should only offset each other slightly.) On a side note to the priority levels comment, I thought about making dynamic spawning for the enemies, so the stronger your defenses the more/tougher enemies you encounter... that's just a thought.
Hmmm... so in review. Resources: Munitions, Power, (Priority?). Name of the game to live until time is up... Suppose there could be a point system for the amount of kills between the players. Base defenses are automated...(Oh, by the way, does anyone know how I could make the base defense commands work through chat?) Upgrades are through veterancy which is directly linked to that units kill count... Ummm, yeah, I suppose that's about it lol.
Soooo, I'd love suggestions, feedbacks, and just comments in general. Ah, but the thing is, I'm really new to not only this game but in modding it as well. The only modding experience I have is with Fallout 3 and Oblivion, so this one is pretty new to me. That being said anyone willing to collaborate with me on this project would be graciously welcomed. Thanks for reading!!
Infection of Rew (Link to the Map)
Oh, and I also thought about having sandbags buildable... What's all your thoughts on that? Across one of the roads from the base is a construction site.... I could have a bot go there to collect "sand" and bring it back to construct a sandbag... just a thought. I was also wondering if say... a self-destruct button on a marauder would be cool.... you send it out, it starts getting over-run, you blow it up... -shrug-