Income Wars
Income Wars
This is the original Income Wars from Battle.net.
Target
Spawn units to kill the cannon of the other team.
Spawning units gives additional income.
Gamemodes
- from 1 v 1 up to 3 v 3
Uploads
- EU: bone: Income Wars (Official)
- US: bone: Income Wars - Official
Curse Link
This map is still work in progress, any suggestions,
ideas or bug-reports are welcome.
why are the teams always randomized after the game starts? I'd like to play with 3 friends on my team as opposed to have it randomize the teams when the game starts....can this be fixed?
How do you figure that it would offset the balance its not balanced with a bunker or the few upgrades that are available for the tier 1 and tier 2 levels. So what is supposed to be so great about the damn bunker besides it getting kills only with entry level units enough immortals will counter your bunker. There should also be a way to increase the damage or speed of the unit once it has reached a certain amount of kills maybe something. It will reward the guys that have a good spawn to kill ratio.
"blink is a nice idea"
done
"we just have to prevent blinking up the cliff"
done
"When the game starts automatically assign every player's spawner unit to control group 1"
done
:) (only in the alpha version ofc, but I hope we can release it tomorrow)
blink is a nice idea, we just have to prevent blinking up the cliff
you can't spawn 1000 marines if you're playing one of the latest version
Hi. I just want to say this game seems great but it lacks in one way. Although I first thought the tactics of it would make it interesting, I was wrong. I found that in order to win, all you have to do is spam units. Despite my intricate efforts to counter unit types, I found that 1000 marines just beats everything. Maybe if you make a bounty system, it would deter pure spamming, because the spamming gives income and people don't care if the units die.
Another thing is that blink isn't big enough. You should be able to blink anywhere quickly, otherwise(again) trying to quickly counter someone could prove impossible having to traverse so far and so slow to one end of the chooser area.
@iminminnesota:
Mindless spamming will be punished when the bunkers are implemented.
Mindless spamming leads to losing the bunker to someone who counters (more starting units that counter -> no income loss for coutnering) -> counterer gains advantage.
Your Idea would totally offset the balance ;)
hm. must have been to late this night ;)
upgrades for the tower are a bit more difficult then upgrades for your own units. the cannon belongs to another player. but I had this idea befor. if my time wasn't that limited...
the autoassign things: didn't even know it exists
Maybe an income system can be put into place for people who spawn mindless marines and drones. like 1 mineral for tier 1. 2 minerals for tier 2, and 5 minerals for bosses/ tier 3. Or maybe a small percentage of what the unit cost. Another idea would be a building for upgrades for the base tower, for example if the health is down 5000 points I could pay 2500 to repair 1000 health. I think that maybe a few damage upgrades in this building as well for stronger units maybe a splash upgrade for a price, maybe a range upgrade for a price as well. Sorry that this isn't in a better order but most of it was running off the top of my head and didn't want to forget it
Thanks. The spelling error credits go to bone I was just too lazy to correct T_T
The auto assign is a good idea. Thought about it but never really bothered :/
@cocosoft:
We discussed this "issue" internally and with some players.
If we change it to x units per second for having the chooser on spawn area, then:
Generally, problems with a new mechanism are also:
If you have an idea on how to transition to a better system with few problems as possible, please let us know :)
(We currently consider changing to buildings, when you click the unit in it, it spawns at cannon. But it really is alot of effort)
Seriously are you going to update the map so you don't have to patrol? It's ridiculous... :/
If you know a nice piece of art that would fit the loading screen for this map (and we are allowed to use it), then post it :)
I will wait to post anymore feedback until the next major patch is released. But in the mean time I would like to say this game rocks and it really does deserve a snazzy loading screen art. We do end up looking at the current one for 3-5 minutes at a time and its is pretty drab :)
^^
Looking forward to it ;P
we'Re going to have such a long evening beforei press the publish button ;)
A little preview of the new versions changelog:
new feature: -added a bunker (tower) per team
-when you destroy it, your team gains a 15% dmg buff
Balance (short version):
-infested marine and firebat are now "starting units" (best income ratio)
-sentry, ghost, dark templar and hellion are now "2nd level" units (second best ratio group)
-Citrien and tank got some splash
-many many cost/income tweaks on many units -some tweaks on damage and hp of units
Feel free to add feedback.
3.24 is the final version till Monday
I will make a new version over the next few days when bone is not around. I could need some poeple to test with me.
Add me on EU : vitkar.538
Changes will include
-a (weak compared to base cannon) tower for both sides granting a buff on kill.
-lots of balance changes (even more than 3.23)
v20 got speed released to fix the eu nuke
also contains another selendis nerf and thor fix