So, im making this melee type map called factions, after about 30 hours work I realized if this map will even be fun to play... I played starcraft BW conversion, and other melee type maps, but they lack certain things that make them seperate from blizzards official melee. I was thinking, i want to make rewards or unlockables for people that play enough. like after 200 xp points you can use this, or something of that origin.
The map itself is a 1v1 or 2v2 style map. the rules are identical to blizzards melee maps. However, instead of just "protoss", the player selects from 2 different tribes of the protoss, which are the dark templar of shakuras, and the Khala that are from Auir.
different units, different gameplay elements are implemented. (btw there are terran and zerg factions as well, so 6 in total.)
So should only the normal team (for example, protoss) and one faction be available at first (Auir), and other factions are unlockable (Dark Templar)?
or certain units unlockable? i dont want to imbalance the game by giving a player a HUGE advantage or anything. something small that keeps players coming back.
Your thoughts?? thank you for your time
btw if anyone cared the other factions are
TERRAN - Sons of Korhal
Raynors Raiders
Command&Conquer: Generals / Zero Hour has similiar system for armies. Before game begins each player chooses a "General". For example there is "China tank general" and "China Infantry general" etc. So by choosing your "general" that defines what units you should use to win the game. For example in Starcraft2 "Infantry general" should be able to do medics while others can't and "Vehicle general" should be able to research siege mode while others can't but not able to build battlecruisers. You can also do a trigger that disallows some upgrades from specific player.
How about giving 3-4 choices for each race? 1. Non-modified terran, 2. Infantry-based terran 3. Vehicle-based terran 4. Air units-based terran? Massive-unit Protoss? Melee-unit Zerg? Things like that.
That experience / unlocking system would be nice addition. How about giving some "hero" unit for each player?
I already have a basic idea how to build that kind of mod. Hope you have enough time/motivation to make it... Simply add buttons for each player to select "general" then when player presses a button and that button launches triggers that disllow/allow the specified units for that player. By using Liberty Campaign units/upgrades you get more units to choose what to disllow/allow. That doesn't even need data editing! Should be somewhat easy to do?
I really got intrested about this idea... I would love that kind of mod! =)
Hope this helps you to find out all possibilities!
Command and Conquer 4 also did this. Both factions had 3 subfactions, and you gained additional units over time based on how many games you have played.
The way they made it "balanced" was by giving you a unit of each type right off the bat, so that you had something to counter everything. The damage types were vs light, vs medium, vs large, vs very large, and vs structure. You had one of each + your mobile base and engineers (repairs).
As you played more, you gained more units. The saving grace was that the T1 units were -never- outdone by the higher tiers. The higher tier units would simply be specialty units that hardcounter their counters but had obvious weaknesses. A player with only T1 units could very well beat someone with a full arsenal, they just had to have good micro.
So should only the normal team (for example, protoss) and one faction be available at first (Auir), and other factions are unlockable (Dark Templar)?
Nope. Terrible idea.
Terhonator had some good advice there. I`d say read and learn from it.
A game really needs to stand up alone without unlockable features before you start adding them. Sure, it may prolong the life of the game, but nobody is going to bother if the game itself isn't fun.
Unlockables in RTS games are a real tricky one. The most obvious is a rank system where your experience simply gives you a vanity rank which is displayed somewhere onscreen. This paves the way for further enhancements to the system down the line, such as rank specific upgrades/abilities which have a minor effect on gameplay and/or are very difficult to use so that a high ranked player doesn't have an obscene advantage over a lower rank player.
That, or just custom units for higher ranks. Vanity upgrades such as having War Pigs instead of Marines when you get a certain rank, or adding spines to your hydralisks if you get another.
Lastly, you could add very minor upgrades to trivial things which do have an effect on gameplay and are noticeable, but are very minor. Things like an extra 50hp on your Hatchery or your auto turrets gaining 0.25 extra range.
Do. Not. Mention. That. Game. EVER! I was as active on the CnC forums during RA3 as I am now on SC2Mapster. In fact, I even got an invite to the CnC4 pre-alpha. I got bored before the beta was even announced. I also have quite a few avid CnC fans on my Xfire friends list. 3 of the 20 or so I have actually played it (Just for the story), none actually bought it (They pirated it) and everyone who was in the beta said it was terrible.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
So, im making this melee type map called factions, after about 30 hours work I realized if this map will even be fun to play... I played starcraft BW conversion, and other melee type maps, but they lack certain things that make them seperate from blizzards official melee. I was thinking, i want to make rewards or unlockables for people that play enough. like after 200 xp points you can use this, or something of that origin. The map itself is a 1v1 or 2v2 style map. the rules are identical to blizzards melee maps. However, instead of just "protoss", the player selects from 2 different tribes of the protoss, which are the dark templar of shakuras, and the Khala that are from Auir. different units, different gameplay elements are implemented. (btw there are terran and zerg factions as well, so 6 in total.) So should only the normal team (for example, protoss) and one faction be available at first (Auir), and other factions are unlockable (Dark Templar)?
or certain units unlockable? i dont want to imbalance the game by giving a player a HUGE advantage or anything. something small that keeps players coming back. Your thoughts?? thank you for your time
btw if anyone cared the other factions are TERRAN - Sons of Korhal Raynors Raiders
ZERG - Kerrigan's Swarm Remnants of the Overmind
Command&Conquer: Generals / Zero Hour has similiar system for armies. Before game begins each player chooses a "General". For example there is "China tank general" and "China Infantry general" etc. So by choosing your "general" that defines what units you should use to win the game. For example in Starcraft2 "Infantry general" should be able to do medics while others can't and "Vehicle general" should be able to research siege mode while others can't but not able to build battlecruisers. You can also do a trigger that disallows some upgrades from specific player.
How about giving 3-4 choices for each race? 1. Non-modified terran, 2. Infantry-based terran 3. Vehicle-based terran 4. Air units-based terran? Massive-unit Protoss? Melee-unit Zerg? Things like that.
That experience / unlocking system would be nice addition. How about giving some "hero" unit for each player?
I already have a basic idea how to build that kind of mod. Hope you have enough time/motivation to make it... Simply add buttons for each player to select "general" then when player presses a button and that button launches triggers that disllow/allow the specified units for that player. By using Liberty Campaign units/upgrades you get more units to choose what to disllow/allow. That doesn't even need data editing! Should be somewhat easy to do?
I really got intrested about this idea... I would love that kind of mod! =)
Hope this helps you to find out all possibilities!
Command and Conquer 4 also did this. Both factions had 3 subfactions, and you gained additional units over time based on how many games you have played.
The way they made it "balanced" was by giving you a unit of each type right off the bat, so that you had something to counter everything. The damage types were vs light, vs medium, vs large, vs very large, and vs structure. You had one of each + your mobile base and engineers (repairs).
As you played more, you gained more units. The saving grace was that the T1 units were -never- outdone by the higher tiers. The higher tier units would simply be specialty units that hardcounter their counters but had obvious weaknesses. A player with only T1 units could very well beat someone with a full arsenal, they just had to have good micro.
(btw C&C4 has both of your ideas built into one)
@PurpleReign27: Go
WoW, what a retarded avatar pic you have. -1
So should only the normal team (for example, protoss) and one faction be available at first (Auir), and other factions are unlockable (Dark Templar)?
Nope. Terrible idea.
Terhonator had some good advice there. I`d say read and learn from it.
A game really needs to stand up alone without unlockable features before you start adding them. Sure, it may prolong the life of the game, but nobody is going to bother if the game itself isn't fun.
Unlockables in RTS games are a real tricky one. The most obvious is a rank system where your experience simply gives you a vanity rank which is displayed somewhere onscreen. This paves the way for further enhancements to the system down the line, such as rank specific upgrades/abilities which have a minor effect on gameplay and/or are very difficult to use so that a high ranked player doesn't have an obscene advantage over a lower rank player.
That, or just custom units for higher ranks. Vanity upgrades such as having War Pigs instead of Marines when you get a certain rank, or adding spines to your hydralisks if you get another.
Lastly, you could add very minor upgrades to trivial things which do have an effect on gameplay and are noticeable, but are very minor. Things like an extra 50hp on your Hatchery or your auto turrets gaining 0.25 extra range.
@acidragoon: Go
Do. Not. Mention. That. Game. EVER! I was as active on the CnC forums during RA3 as I am now on SC2Mapster. In fact, I even got an invite to the CnC4 pre-alpha. I got bored before the beta was even announced. I also have quite a few avid CnC fans on my Xfire friends list. 3 of the 20 or so I have actually played it (Just for the story), none actually bought it (They pirated it) and everyone who was in the beta said it was terrible.