BattleCraft
Push spawned attackers toward the enemy side to destroy their life crystal while protecting your own. Pick the right units over your enemy to push through your enemy's attackers.
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Search for "BattleCraft" on battlenet:
- US: "BattleCraft"; filter "Tug of War"
- EU: "BattleCraft BETA"
- SEA: "BattleCraft BETA"
I'm open to suggestions like balance, glitches, fixes, and stuff.
Things to do:
- Balance Balance Balance
- Fixing glitches
- New units and heroes
- Custom GUI
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I'm remaking a classic from SC1 for SC2.
Recommended players: 2 [1v1] or 4 [2v2]
Some details:
- Buy attacker armies at the top left corner of the map. Each individual unit purchase creates an army of that unit. These units will automatically attack toward the enemy's life crystal.
- Buy defensive structures and heroes at your Life Crystal. In addition to minerals, these special units require vespene gas.
- Mineral count increases automatically. To fasten the pace of game as time goes by, income and vespene gas increases as you kill more units.
- For more convenient purchasing, hotkeys are initiated at the start for each player. [1-4] are for buying attacker armies while [w] is the life crystal.
- You can still play with/computers by adding AI for a player slot. The AI just makes random units so don't expect it to be any good.
Original map from SC1 by: Spikes10012
You should hide the pool id in release versions. Don't show unnecessary information.
I think you should make these changes in order to make the pool mechanics visible, learnable and understandable:
Anyone tried hyper mode yet? Any comments?
Just wanted to say THANK YOU for this awesome Custom first of all.
The update seems pretty awesome. (besides some inevitable balance kinks) I'm so glad lurkers got a nerf, but not over done, they're still good. Glad to see a slight scourge buff. The deletion of aggro is really nice with the addition of the terrazine... will take a while to get used to.
I was getting dominated by the Patriarch every single game (even more so after the update), but it seems you just nerfed it a bit, will have to see.
Heroes seem a bit inexpensive, but you seem on top of that too. Keep it up!
-Was thinking "average minerals spent over certain times" as another factor for pool bonuses but that's a bit tricky for me atm. I don't want to overcomplicate things by adding too many factors. If you got an idea on how to do it, it'd be great to share.
-I'll probably increase terrazine costs for stronger heroes.
Pool <id> : <divisor>
-id is for debugging purposes
-divisor is average income of players in the pool, so it's not an integer
Heroes upgrades are dominant right now, I think. I'm crushing everyone by rushing to max hero's bounty with 3 supply then spamming the best heroes whenever I can.
Pool bonuses need to be less first-come-first-serve. In particular, the case where both players decide to spawn at the same time will unfairly favor one of them at random.
The best heroes are way more cost effective than the basic heroes. patriarch adjutant and uberlisk are all WAY better than 3 universal soldiers.
The timers make it a lot more obvious when DTs have been spawned.
It would be clearer if the pool timer's critical point was 0 instead of 100. Use negatives. Also what do the Pool 1 : 10.00 numbers mean? Is the 1 an ID for the pool (who cares?) and the 10 the divisor? Why does it have two decimal places?
Well it seems like the side opponent always has hundreds on their timer, even though they are spawning less.
side opponent? You vs 2? You should be getting more time since you have far greater income than your opponents.
I notice in 2v1 my side opponent is getting a LOT of timer. Are they getting pool where they shouldn't?
updated again to give some effective tank vs patriarch
Spell damage includes warp prism's rip field and patriarch's branching lightning attacks (not the "crit" direct hit, that's ranged)
Splash damage types are siege tank splash, infestor swarm egg, unstable gem, etc
It'll increase the average more than +2, so you'll get more time.
A backed up patriarch is almost impossible to kill, unless you also have a patriarch. Easiest way to nerf it is by cutting the archons. The chain splash is already insanely effective.
Does the +3 temp income reduce terrazine income? If not then it's much more viable.
You should make the pool bonuses more visible, perhaps with messages or sparkly effects indicating what is happening.
Maybe except Patriarch because it lacks effective counters when combined with a bunch of armies to tank damage. Without nerfing it to smithereens, think i have an idea on a way to get some counters for it.
give it some time
Heroes can't just be spammed to win, they could be countered by armies or other heroes. Uberlisk is no exception.
hey, just some feedback. i really hate how the heroes now cost those random mineral things rather than gas. it was better when you could only spawn 1 uberlisk in an entire game, but now all i see are people spamming uberlisk. it just seems like the game was dumbed down a bit so people just spam heroes and what not till they win. the new resource is a really cool idea, but maybe make the heroes cost gas instead? well.. those are my thoughts, maybe if i get used to the game more, ill learn to appreciate the new patch ^^
Are the rounds extending a lot? Like to Bo5/7 even with people picking no?
Sorry about that, didn't mean to be rude by the "explain later" remark. I was planning to write up the details after I finished some outside work.
Terrazine income is higher as your timer is higher. You can read the timers by pressing the button on the top left. Let's call the remaining time for your timer as t seconds. Everytime your minerals go up, terrazine goes up by squareroot(t)+2 for t > 0. The most terrazine you can get at once is when t >= 200, where the formula is always clamped to squareroot(200)+2.
How you increase t is similar to previous aggro mode. You spend money on units to increase t.
unit cost = u
average income = a
amount t increases = u/a
Average income is the average income between you and your opponent(s) that share the same pool. You can see what the average income is on the Pool #: <average income> timer window.
The pool timer pt goes up by t/(# of players in the pool). There's an added t reward when pt reaches below 100 seconds. First player to buy something at this time will freeze pt for 5 seconds. Within these 5 seconds, any player in the pool can buy upto 100 - pt seconds worth to increase their timer t by x3 their usual t. After 5 seconds or when players exhaust the stakes, pt goes back to normal at 110+(100-(pt when pt froze)) seconds.
Hopefully I made some sense with the pool timer. In simpler terms, the pool timer allows a player to get much more time if he purchases a lot of units before his opponent(s) during a period of stalling. The longer the stall (neither you nor your opponents have bought units in a while), the bigger the potential reward. If the pool timer is less than 100 and the closer the pool timer is to 0, the bigger the reward. But in order to get most out of the reward, you'd have to buy a lot of units within 5 seconds or else you risk the pool timer resetting. The tradeoff of buying so many units at once is you risk your opponent using a highly effective Armageddon.
Why I replaced the old aggro with this system is because aggro was quick thing I thought of to counter turtling. It wasn't really a clean way to do things and it just caused some games to end too quickly. It also forced players to buy things before your timer is up. This system is more flexible in that you don't have to buy something before a set time but you risk your opponent reaping the reward. Even if your opponent reaps the reward, it won't be fatal so quickly. It'll be more of a long-term thing, like him reaching a good hero earlier. As you can tell by the formulas, you can maximize your terrazine income by constantly making units at a higher t so you can keep your timer high. But remember if you make too many units, there's always armageddon to spice things up. Since playing defensively is generally better, the reward might not compensate for being too aggressive.
Also notice how time increases are based on average income. You can spend your vespene on +600 minerals to get a boost of your timer (or use it for armageddon), or you can use +income so that you can get a bit more time over your opponents. It all depends on whether you believe a short-term or long-term thing is better to win.
I put the new building on hotkey 5 because the life crystal already had hotkey W (which I assumed most people used for upgrades and such, unless you remapped it). I'm using the mentality that hotkeys closer to the left side are easier to reach and press. As much as I like being consistent, I also like to make some things ergonomically better. I hope it isn't too much trouble to change some hotkeys positions engraved in your minds.
Good to see some problems soon so I can work on balancing it earlier. There's always gonna be problems when trying for major (and arguably better) changes, so it's great you guys give me detailed feedback.
Complex changes will always be met with criticism (old way better etc), but I'd like you to give it more time to experiment before making some final judgements.