Its a game! What kind of game? A base assault type game with control points. The player setup is 5v5
Objective
The ultimate objective of Orbital Command is to break down the enemy team's fortress and kill their commander (spectre)
What can you use?
A selection of terran ground units are available for use with the option of 1 leader unit (called Omegas). Each player has a pool of 40 supply to use with Omegas taking up 10 alone. Each normal unit has its own special properties, either passive or active. Tanks, like we all know, have siege mode while predators have an upgrade to increase their movement speed and goliaths can be upgraded to use their missiles alone, which have greater range and damage.
(the units you can use)
Units can be created in the standard style at your Supply Depot which is located in your team's base. Units cost nothing and spawn instantly, but take up supply. To offset this instant reinforcement, units must be moved to the teleporter marked by a large Zerg beacon to bypass the fortress walls. This is a one-way teleporter.
At the supply depot are upgrades for every unit along with damage/armor upgrades for infanty and vehicles separately. Each player has 20 uses for damage/armor upgrades, so they must be used wisely (EX: 13 infantry weapons, 7 infantry armor, 0 vehicle damage, 0 vehicle armor).
Lastly, SCVs can be created to build forward supply depots, bunkers, turrets, and sensor towers (all costing minerals)
Control Points
There are 7 control points between the two bases. To capture a control point, a team has to clear all enemy turrets in the area and then step on the Beacon. The lights will change to indicate the new owner and new turrets will be created to defend for your team.
But why do you want control points? They provide mineral income which is critical in gaining the upper hand against the enemy. Minerals are used for upgrades and tech for new units.
(A control point with no owner)
The Finer Things
If enough minerals are saved, a player has the power to summon the Warbot, a super unit controlled by the AI that makes a B-line straight to the enemy commander. If left alone, the warbot WILL break down the enemy walls and kill the commander without a problem. This makes the Warbot a high-priority target if used against you.
Players can also call an AI controlled drop-squad, which fights on its own as if you had a 6th player.
One of the control points, the Holding Pens, has a scripted event which unleashes zerg lab specimens out of their cells. The zerg will fight through the turrets around the Holding Pen and make their way towards the current owner's team base.
Omegas are much more powerful than their normal counterparts, and each has its own special abilities.
Marine Omega:
Balanced Type
Rapid Fire: Temporary aura that increases the attack speed of allies.
Auto-turret: Deploys a turret.
Grenade Launcher: Area damage at the target point.
Marauder Omega
Defensive Type
Cyber Armor: Temporary aura that increases armor of allies by 7.
MULE: Spawns a MULE, which is used to repair mechanicals (no mineral cost)
Hardened shields (passive): The same as the immortal passive.
Firebat Omega
Offensive Type
Explosive Rounds: Temporary aura that increases damage done by allies.
Heat Seeking Missle: Launches a missle that follows the target.
Overdrive: Large area damage in a line toward the target.
Goliath Omega
Specialized Type
Speed Booster: Temporary aura that increases movement speed of allies.
Mini-nuke: Launches a miniature version of a nuclear missile (BIG NOTE: Not nearly as strong as the actual nuke. Most units can survive this if they are not in the center of the impact.)
Build Mini-nuke: Builds a mini nuke. 20 second build time. Cannot move during construction.
[EVERYTHING IS SUBJECT TO CHANGE]
If a certain concept sounds stupid, say something.
For the most part, the travel distances are the same. Green team going to the bot right point takes the same amount of time as the purple team going to the top left.
Mid left and mid right are placed in favor of green and purple respectively, and the center is in the middles.
In retrospect, top mid needs to be a little more sealed off to purple and mid bottom needs to be more open to green, but other than that could you point out any large imbalances that i didnt just catch?
Lol? I thought I talked about this idea in some other map... But yeah, I think you get the picture.
I prefer it to be a melee map, with only 2 teams and 2 bases.
4 Players per base, on a team.
Each base has a Orbital Tower, which is vital for you (the commander) to send reinforcements to them (the base).
You send in units, and everyone shares the AI's units.
Commands works by a special ability the commanders have, which has a AI "influence" on the game.
For example, the AI is gathering resources, and you sent in a recon via orbital drop. The recon will basically act as a AI and defend the base, but you can swap it's AI mode to patrol, etc.
Every squads of units have their own sets of AI, so you need to think of it as a AI VS AI but players influence the AIs.
You can order a unit to do specific things by using the "order" ability, click on the squad leader of that unit, then click on the point of interest.
Say there's another orbital tower that's not taken, you can make the scout capture it, but the ai works on it's own terms...
This kind of idea should be at least 75% AI efficient... That way, player skills like macroing and speed clicking aren't useful, but tactics and strategy is utmost important.
It's quite similar to EndWar, except there's actual base building (that's done by the AI).
You can also send in buildings to speed things up but it takes up supplies...
Units do not take up supplies but because the AI controls them, they can die quite easily.
I don't read the forums all too much, so I don't think i've ever seen a post from you at all actually. This idea has been floating around my head since the editor first came out in the beta. Key difference between mine and yours is that micro IS needed to win.
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Orbital Command
What is this?
Its a game! What kind of game? A base assault type game with control points. The player setup is 5v5
Objective
The ultimate objective of Orbital Command is to break down the enemy team's fortress and kill their commander (spectre)
What can you use?
A selection of terran ground units are available for use with the option of 1 leader unit (called Omegas). Each player has a pool of 40 supply to use with Omegas taking up 10 alone. Each normal unit has its own special properties, either passive or active. Tanks, like we all know, have siege mode while predators have an upgrade to increase their movement speed and goliaths can be upgraded to use their missiles alone, which have greater range and damage.
(the units you can use)
Units can be created in the standard style at your Supply Depot which is located in your team's base. Units cost nothing and spawn instantly, but take up supply. To offset this instant reinforcement, units must be moved to the teleporter marked by a large Zerg beacon to bypass the fortress walls. This is a one-way teleporter.
At the supply depot are upgrades for every unit along with damage/armor upgrades for infanty and vehicles separately. Each player has 20 uses for damage/armor upgrades, so they must be used wisely (EX: 13 infantry weapons, 7 infantry armor, 0 vehicle damage, 0 vehicle armor).
Lastly, SCVs can be created to build forward supply depots, bunkers, turrets, and sensor towers (all costing minerals)
Control Points
There are 7 control points between the two bases. To capture a control point, a team has to clear all enemy turrets in the area and then step on the Beacon. The lights will change to indicate the new owner and new turrets will be created to defend for your team.
But why do you want control points? They provide mineral income which is critical in gaining the upper hand against the enemy. Minerals are used for upgrades and tech for new units.
(A control point with no owner)
The Finer Things
If enough minerals are saved, a player has the power to summon the Warbot, a super unit controlled by the AI that makes a B-line straight to the enemy commander. If left alone, the warbot WILL break down the enemy walls and kill the commander without a problem. This makes the Warbot a high-priority target if used against you.
Players can also call an AI controlled drop-squad, which fights on its own as if you had a 6th player.
One of the control points, the Holding Pens, has a scripted event which unleashes zerg lab specimens out of their cells. The zerg will fight through the turrets around the Holding Pen and make their way towards the current owner's team base.
Omegas are much more powerful than their normal counterparts, and each has its own special abilities.
Marine Omega:
Balanced Type
Marauder Omega
Defensive Type
Firebat Omega
Offensive Type
Goliath Omega
Specialized Type
[EVERYTHING IS SUBJECT TO CHANGE]
If a certain concept sounds stupid, say something.
Update: 12/4 - Balanced map.
CONTROL POINT ENABLED. GET GOING.
Looks good, but the map doesn't seem balanced.
For the most part, the travel distances are the same. Green team going to the bot right point takes the same amount of time as the purple team going to the top left.
Mid left and mid right are placed in favor of green and purple respectively, and the center is in the middles.
In retrospect, top mid needs to be a little more sealed off to purple and mid bottom needs to be more open to green, but other than that could you point out any large imbalances that i didnt just catch?
Lol? I thought I talked about this idea in some other map... But yeah, I think you get the picture.
I prefer it to be a melee map, with only 2 teams and 2 bases.
4 Players per base, on a team.
Each base has a Orbital Tower, which is vital for you (the commander) to send reinforcements to them (the base).
You send in units, and everyone shares the AI's units.
Commands works by a special ability the commanders have, which has a AI "influence" on the game.
For example, the AI is gathering resources, and you sent in a recon via orbital drop. The recon will basically act as a AI and defend the base, but you can swap it's AI mode to patrol, etc.
Every squads of units have their own sets of AI, so you need to think of it as a AI VS AI but players influence the AIs.
You can order a unit to do specific things by using the "order" ability, click on the squad leader of that unit, then click on the point of interest.
Say there's another orbital tower that's not taken, you can make the scout capture it, but the ai works on it's own terms...
This kind of idea should be at least 75% AI efficient... That way, player skills like macroing and speed clicking aren't useful, but tactics and strategy is utmost important.
It's quite similar to EndWar, except there's actual base building (that's done by the AI).
You can also send in buildings to speed things up but it takes up supplies...
Units do not take up supplies but because the AI controls them, they can die quite easily.
I don't read the forums all too much, so I don't think i've ever seen a post from you at all actually. This idea has been floating around my head since the editor first came out in the beta. Key difference between mine and yours is that micro IS needed to win.