This probably won't blow anybody away, given the advanced stuff some people are already producing - but I figure I'll outline a project I'm working on.
I wanted to soup up old-fashioned 'blood' map gameplay with the ability to control regions which would impart bonuses on the controlling players' troops. So far what I have I've accomplished is:
1. Regularly spawning units which spawn at start zones and face the center. Not too hard to do.
2. Regions which switch ownership based who has the most units in the region; empty regions revert to being neutral.
What I have in the pipe is this:
1. Current work: Region Effects - +health or +damage for example, faster unit spawn, different unit spawn, the ability to combine units to make something more advanced, and so on. Some ideas include "Vampirism" region - controller's units earn a portion of the damage they inflict, "Mengsk's Imperium" region - +health for controlling units, regularly grows in size and receives automated defenses as it does, among others.
2. Region Upgrading: a region's effect will grow stronger, it may grow in size, it may receive automated defenses, an improved appearance, may require attackers to destroy a defensive structure before they can wrest control of it from someone else.
Let me know if you have any suggestions. Hopefully the telecom down here in Brazil will get off its butt and get me hooked up to the internet after only 6 weeks (only) of waiting...sigh. I'll post what I've got when that happens so I can get some feedback on my triggers and whatnot.
It would be cool if this Region Upgrading would be if you upgrade it grades up and it does this for all future controllers, would make the previous controller try to grab it back.
I hadn't been thinking about it like that, but as I'm sitting here considering it, it could work well.
While upgraded the region has statue's which have to be destroyed before a player can seize control. While upgraded, it also provides a more powerful effect, and has auto-turrets defending the region. So...supposing someone lost control, their successor would gain the effect bonus and the auto-turrets - but they'd still be vulnerable until the towers regenerated --- meaning, yeah...the previous owner would be PO'd and likely come stomping back at you.
Although I was also thinking of having the region revert to its original size if it goes unoccupied - I'm working on that at the moment (trying to figure out how to have a region shrink in size...). I was thinking of adding a timer so that it wouldn't be immediate, but rather have the region atrophy at a slightly faster rate than it grows. Supposing you have to hold it for 30 seconds to go from Level 1 --> Level 2, then the unoccupied decay from Level 2 ---> Level 1 would take maybe 20 seconds.
Maybe a way to buy defense structures for a region. Say like each region has the possibility of having 3 defense turrets, each bought separately, they wouldn't have massive high attack damage but good health and armor and their purpose is to help the player keep control of a region.
@ZeroAme - Yeah - I could have a region with an ability which the player could activate - the ability would consume units and produce a defensive structure.
I'm also thinking that the one common advanced ability for each region would be to produce hero-esque units, akin to what players would get after such-and-such number of kills in the old blood maps. Like a normal old Marine might be able to be transformed into a Dominion Champion at the Mengsk's Imperium region.
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This probably won't blow anybody away, given the advanced stuff some people are already producing - but I figure I'll outline a project I'm working on.
I wanted to soup up old-fashioned 'blood' map gameplay with the ability to control regions which would impart bonuses on the controlling players' troops. So far what I have I've accomplished is:
1. Regularly spawning units which spawn at start zones and face the center. Not too hard to do. 2. Regions which switch ownership based who has the most units in the region; empty regions revert to being neutral.
What I have in the pipe is this: 1. Current work: Region Effects - +health or +damage for example, faster unit spawn, different unit spawn, the ability to combine units to make something more advanced, and so on. Some ideas include "Vampirism" region - controller's units earn a portion of the damage they inflict, "Mengsk's Imperium" region - +health for controlling units, regularly grows in size and receives automated defenses as it does, among others. 2. Region Upgrading: a region's effect will grow stronger, it may grow in size, it may receive automated defenses, an improved appearance, may require attackers to destroy a defensive structure before they can wrest control of it from someone else.
Let me know if you have any suggestions. Hopefully the telecom down here in Brazil will get off its butt and get me hooked up to the internet after only 6 weeks (only) of waiting...sigh. I'll post what I've got when that happens so I can get some feedback on my triggers and whatnot.
You have got some good ideas there.
It would be cool if this Region Upgrading would be if you upgrade it grades up and it does this for all future controllers, would make the previous controller try to grab it back.
I hadn't been thinking about it like that, but as I'm sitting here considering it, it could work well.
While upgraded the region has statue's which have to be destroyed before a player can seize control. While upgraded, it also provides a more powerful effect, and has auto-turrets defending the region. So...supposing someone lost control, their successor would gain the effect bonus and the auto-turrets - but they'd still be vulnerable until the towers regenerated --- meaning, yeah...the previous owner would be PO'd and likely come stomping back at you.
Although I was also thinking of having the region revert to its original size if it goes unoccupied - I'm working on that at the moment (trying to figure out how to have a region shrink in size...). I was thinking of adding a timer so that it wouldn't be immediate, but rather have the region atrophy at a slightly faster rate than it grows. Supposing you have to hold it for 30 seconds to go from Level 1 --> Level 2, then the unoccupied decay from Level 2 ---> Level 1 would take maybe 20 seconds.
Maybe a way to buy defense structures for a region. Say like each region has the possibility of having 3 defense turrets, each bought separately, they wouldn't have massive high attack damage but good health and armor and their purpose is to help the player keep control of a region.
@ZeroAme - Yeah - I could have a region with an ability which the player could activate - the ability would consume units and produce a defensive structure.
I'm also thinking that the one common advanced ability for each region would be to produce hero-esque units, akin to what players would get after such-and-such number of kills in the old blood maps. Like a normal old Marine might be able to be transformed into a Dominion Champion at the Mengsk's Imperium region.