The idea of this map is to encourage someone to make a espionage game, where two computers will be controlling bases and fighting each other, and players teamed with one of each computers will have to eliminate the other team.
Players will be controlling "Agents" units which comes in form of Marine, Marauder, and Ghost.
Different Grenades have different timers. Shotguns splash damage like colossus. RPG does area effect damage in a fixed damage.
Abilities & Cost:
Sprint / 25 Energy - Increase movement speed by 50%.
Suppressing Fire / 25 Energy - AoE Spraying with damage over time (Lasts 5 seconds, costs ammo).
Snipe / 25 Energy - Does 5x the damage by shooting a target's vital spot (2 second cast, target MUST not move or damage will lessen in half).
Weapon Attributes:
Pistol = +3 to light / -1 to medium / -2 to heavy / +4 to biological
AR = +2 to light / +1 to medium / -1 to heavy / +5 to biological
SG = +4 to light / +3 to medium / +2 to heavy / +6 to biological
SR = +5 to light / +2 to medium / -2 to heavy / +8 to biological
Real weapon damage will be kept low, and mostly useful for attribute battles.
The idea is to create 2 warring factions, and every faction can consist of terran, protoss, and zerg units, although modified with sci-fi related technologies (Shields, Scanners, Devices, etc).
Agents will only level up to 3, and death means you lose that Agent and has to start again.
Eventually, at some point you can recruit another Agents if you gained enough resources.
At the end, your faction leader will then allow you to create squads to do missions for your factions, which revolves on the many locations on the map (computer units will regroup and react depending on the map).
So this means, it's not like dota, but the bases sorta have a life of it's own.
If you attacked a opponent's outpost, whilst the opponent trys to take a mining area for resources, if the condition meets, they may be forced to pull back their units and defend.
Players doesn't have to always walk around... Their faction will allow them to board transports to travel around the map, although being shot down will mean death. Also, AA units being set up will cause a trigger to prevent the faction from allowing players to transport there, making it vital to cover the recently captured area from being retaken again. There CAN be teleporters, but it is impossible to capture a outpost hoping to teleport right into their base, as teleporters only work for faction allies, and only within short range (going to higher elevations and nearby parts of the main base).
Each base will have a radar tower, which is kind of like a sensor tower but refreshes every 15 seconds rather than instantly detecting units. Detected units will only appear for a short time of 5 seconds.
Certain units are capable of hiding to prevent the radar from detecting them, and can be useful to launch surprise attack at bases. (Triggers will set how the faction will respond to a ambush, and to a full on force, by judging what's coming at them)
The idea of this map is to encourage someone to make a espionage game, where two computers will be controlling bases and fighting each other, and players teamed with one of each computers will have to eliminate the other team.
Players will be controlling "Agents" units which comes in form of Marine, Marauder, and Ghost.
[unit name] [hp/shield/energy] [speed/range]
[Marine] [300/25/50] [5/5]:
Weapons - Pistol / SMG / Assault Rifles / Shotguns / Grenades
Arsenal - Light Armor / Medium Armor / 2x Ammo capacity
Skills - Sprint / Frag Grenade / EMP Grenade
[Marauder] [450/100/50] [4/5]:
Weapons - Assault Rifles / Shotguns / Light Machine Guns / RPG / Grenades
Arsenal - Heavy Armor / 3x Ammo capacity
Skills - Suppressing Fire / C4 / Plasma Grenade
[Ghost] [200/50/100] [5/6]:
Weapons - Pistol / SMG / Sniper Rifles / Grenades
Arsenal - Light Armor / 1x Ammo capacity
Skills - Snipe / Camouflage / Claymore
Weapon Ranges:
AR = +1
SR = +2
Grenades = + 3
Different Grenades have different timers. Shotguns splash damage like colossus. RPG does area effect damage in a fixed damage.
Abilities & Cost:
Sprint / 25 Energy - Increase movement speed by 50%.
Suppressing Fire / 25 Energy - AoE Spraying with damage over time (Lasts 5 seconds, costs ammo).
Snipe / 25 Energy - Does 5x the damage by shooting a target's vital spot (2 second cast, target MUST not move or damage will lessen in half).
Weapon Attributes:
Pistol = +3 to light / -1 to medium / -2 to heavy / +4 to biological
AR = +2 to light / +1 to medium / -1 to heavy / +5 to biological
SG = +4 to light / +3 to medium / +2 to heavy / +6 to biological
SR = +5 to light / +2 to medium / -2 to heavy / +8 to biological
Real weapon damage will be kept low, and mostly useful for attribute battles.
The idea is to create 2 warring factions, and every faction can consist of terran, protoss, and zerg units, although modified with sci-fi related technologies (Shields, Scanners, Devices, etc).
Agents will only level up to 3, and death means you lose that Agent and has to start again.
Eventually, at some point you can recruit another Agents if you gained enough resources.
At the end, your faction leader will then allow you to create squads to do missions for your factions, which revolves on the many locations on the map (computer units will regroup and react depending on the map).
So this means, it's not like dota, but the bases sorta have a life of it's own.
If you attacked a opponent's outpost, whilst the opponent trys to take a mining area for resources, if the condition meets, they may be forced to pull back their units and defend.
Players doesn't have to always walk around... Their faction will allow them to board transports to travel around the map, although being shot down will mean death. Also, AA units being set up will cause a trigger to prevent the faction from allowing players to transport there, making it vital to cover the recently captured area from being retaken again. There CAN be teleporters, but it is impossible to capture a outpost hoping to teleport right into their base, as teleporters only work for faction allies, and only within short range (going to higher elevations and nearby parts of the main base).
Each base will have a radar tower, which is kind of like a sensor tower but refreshes every 15 seconds rather than instantly detecting units. Detected units will only appear for a short time of 5 seconds.
Certain units are capable of hiding to prevent the radar from detecting them, and can be useful to launch surprise attack at bases. (Triggers will set how the faction will respond to a ambush, and to a full on force, by judging what's coming at them)