You probably played my map, available on the EU bnet servers, TankDef 2.0.
for those people who did not played it yet, its simple...
a line from top to bottom, 4 players on the lines sides (2 each).
they defend the line with tanks, enemys come from top and bottom.
for kills they get zealots, that are spendable to get minerals - 1 = 10, 2 = 30, 3 = 60, 4 = 90, 5 = 130, 6 = 180.
also for 150 minerals the player can buy a scv and harvest from a far away placed mineral patch. (i will implement a next level timer as soon as the first player gets his scv)
the game is actually hardly imbalanced.
the waves are kinda fine, but the money income is not.
if you focus fire on low-hp units, and inside a pack of units you get extremely fast kills and also zealots, also you are able to steal your "opponents" (well the guy on the lineĀ“s other side) kills, and make the game totally non-balanced.
your kills grow up to 500 or more, while others will have like 80 if theire lucky. you have about 6 zealots every round, and every player plays for his fun, so he wont give some of them to others :/
i absolutley have no damn clue how to balance this.
i thought about checking on each wave, if there is a player with x kills (x would have to exceed a limit) he either gets no zealots for x minutes/waves/kills or other players get randomly his zealots.
the first thing would also disturb the games balance, because it makes no sense that the guy who makes all the kills gets no zealots.. the low kills players have no advantage from that because they wont have more kills due to that either.
the second could work, but probably would make the game very boring.. wouldnt it? there is probably another way..
does anyone have any ideas for this one? i really hate my own map atm :(
if someones coming up with a good solution, he gets some ingame credit :P
i know, divifing it could possibly fix it, but it just sucks.
i tried to implent it now as "overall kills" like, if all player together made 40 kills, spawn 1 zealot for everyone.
this simply sucks.
i start getting crazy about this issue, seriously.. i need a fix for it, but i cant find it.
if anyone would play the game (if he has not already) and help me figuring out how to make the game balanced and not boring..
my head is exploding because i hate this issue like nothing else right now.. ah well, i hate GE more, these stupid refreshes while changing values in the DataEditor.. GRMPF..
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Hey everyone.
You probably played my map, available on the EU bnet servers, TankDef 2.0.
for those people who did not played it yet, its simple...
a line from top to bottom, 4 players on the lines sides (2 each).
they defend the line with tanks, enemys come from top and bottom.
for kills they get zealots, that are spendable to get minerals - 1 = 10, 2 = 30, 3 = 60, 4 = 90, 5 = 130, 6 = 180.
also for 150 minerals the player can buy a scv and harvest from a far away placed mineral patch. (i will implement a next level timer as soon as the first player gets his scv)
the game is actually hardly imbalanced.
the waves are kinda fine, but the money income is not.
if you focus fire on low-hp units, and inside a pack of units you get extremely fast kills and also zealots, also you are able to steal your "opponents" (well the guy on the lineĀ“s other side) kills, and make the game totally non-balanced.
your kills grow up to 500 or more, while others will have like 80 if theire lucky. you have about 6 zealots every round, and every player plays for his fun, so he wont give some of them to others :/
i absolutley have no damn clue how to balance this.
i thought about checking on each wave, if there is a player with x kills (x would have to exceed a limit) he either gets no zealots for x minutes/waves/kills or other players get randomly his zealots.
the first thing would also disturb the games balance, because it makes no sense that the guy who makes all the kills gets no zealots.. the low kills players have no advantage from that because they wont have more kills due to that either.
the second could work, but probably would make the game very boring.. wouldnt it? there is probably another way..
does anyone have any ideas for this one? i really hate my own map atm :(
if someones coming up with a good solution, he gets some ingame credit :P
thanks!
Never played it, but surely just dividing the income equally between all active players would fix that.
So if a kill was worth 8 minerals, rather than the killing player getting 8 minerals for the kill, all 8 players would get 1 mineral.
hmm anyone else with other ideas?
i know, divifing it could possibly fix it, but it just sucks.
i tried to implent it now as "overall kills" like, if all player together made 40 kills, spawn 1 zealot for everyone.
this simply sucks.
i start getting crazy about this issue, seriously.. i need a fix for it, but i cant find it.
if anyone would play the game (if he has not already) and help me figuring out how to make the game balanced and not boring..
my head is exploding because i hate this issue like nothing else right now.. ah well, i hate GE more, these stupid refreshes while changing values in the DataEditor.. GRMPF..