hello i was on facebook recently and they have a game where you can combine 2 units to make a new one. this reminds me of how 2high templars merge to make 1 archon. i was thinking of making a game where this is able to ALL units.
Example: combine marine with ghost and you get a marine that can snipe and cloak.
combine a battlecruiser with raven and you get a bc with raven abilities...
or combine a immortal with colossus to get a colossus with hardend shields.
and so on and so on. What you think of this? it could get interesting with differant combinations. Marine+Battlecruiser=BC with stim. :P.
103views 0 comments.... NICE!
I saw a map like this in Warcraft 3. I thought the idea was brilliant, but poorly executed at the time. To do it right, the author would need to:
-Create a large, but intuitively understandable "tech tree" of unit evolution. Usually, this means variation in playstyles and attack types is driven by differentiation from the evolving unit into two distinct evolved units, rather than convergence as you suggest. This is not to suggest that a convergence-based system couldn't work, just that it would require a lot of effort on the part of the mapmaker to consider the possible implications of converged units.
-Set basic ground rules on evolution so that it doesn't become a race to the "hero" unit with enough abilities and power to simply steamroll the game by itself. Another reason why divergence tends to be a better theme than convergence. Think: Marine + Marauder + Goliath + Raven (Ranged unit w/ Stim, Slow, Anti-air, and detection) or Zergling, Ultra, Brood (fast moving, fast attack, high armor, cleaving unit with summons).
-Consider a resource system or spawn time to help limit the presence of OP abilities or ability combos in your gene pool. For example, you must find 6 red thingies to upgrade attack speed on your melee units or 6 yellow things to evolve faster movement. Evolving range might incur a 10 sec cooldown per additional range evolved, 80 sec to evolve 8 range unit, for example.
I love the idea, but fleshing it out is much harder than it might seem, unfortunately. It's a very ambitious idea to implement and balance properly.
i understand what your saying but im only going to do it 1generation units... such as this: ultralisk kills roach so then in turn the ultralisk gets the fast regerate the roach had. oh and the units that change are the units that it destroys. so in essance your army gets cut in half for mixed units. so say it takes a very long time to build a battle cruiser and another long time to make a thor, if the thor KILLS the battlecruiser it gets modified, If i made it so that 1 unit could go around getting ability from every other unit then your going ot have 1 unit that is a god, lol. if a mixed unit kills another unit to try evolove or upgrade againt it wont work and all you did was just kill your own unit, lol. sure there are some balancing issues that might happen like a siege tank with stim or anti air missles... but thats going to have to be worked out later on if it causes a problem.
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hello i was on facebook recently and they have a game where you can combine 2 units to make a new one. this reminds me of how 2high templars merge to make 1 archon. i was thinking of making a game where this is able to ALL units.
Example: combine marine with ghost and you get a marine that can snipe and cloak.
combine a battlecruiser with raven and you get a bc with raven abilities...
or combine a immortal with colossus to get a colossus with hardend shields.
and so on and so on. What you think of this? it could get interesting with differant combinations. Marine+Battlecruiser=BC with stim. :P.
103views 0 comments.... NICE!
@tdhsst: Go
I saw a map like this in Warcraft 3. I thought the idea was brilliant, but poorly executed at the time. To do it right, the author would need to:
-Create a large, but intuitively understandable "tech tree" of unit evolution. Usually, this means variation in playstyles and attack types is driven by differentiation from the evolving unit into two distinct evolved units, rather than convergence as you suggest. This is not to suggest that a convergence-based system couldn't work, just that it would require a lot of effort on the part of the mapmaker to consider the possible implications of converged units.
-Set basic ground rules on evolution so that it doesn't become a race to the "hero" unit with enough abilities and power to simply steamroll the game by itself. Another reason why divergence tends to be a better theme than convergence. Think: Marine + Marauder + Goliath + Raven (Ranged unit w/ Stim, Slow, Anti-air, and detection) or Zergling, Ultra, Brood (fast moving, fast attack, high armor, cleaving unit with summons).
-Consider a resource system or spawn time to help limit the presence of OP abilities or ability combos in your gene pool. For example, you must find 6 red thingies to upgrade attack speed on your melee units or 6 yellow things to evolve faster movement. Evolving range might incur a 10 sec cooldown per additional range evolved, 80 sec to evolve 8 range unit, for example.
I love the idea, but fleshing it out is much harder than it might seem, unfortunately. It's a very ambitious idea to implement and balance properly.
@Fire6fly:
i understand what your saying but im only going to do it 1generation units... such as this: ultralisk kills roach so then in turn the ultralisk gets the fast regerate the roach had. oh and the units that change are the units that it destroys. so in essance your army gets cut in half for mixed units. so say it takes a very long time to build a battle cruiser and another long time to make a thor, if the thor KILLS the battlecruiser it gets modified, If i made it so that 1 unit could go around getting ability from every other unit then your going ot have 1 unit that is a god, lol. if a mixed unit kills another unit to try evolove or upgrade againt it wont work and all you did was just kill your own unit, lol. sure there are some balancing issues that might happen like a siege tank with stim or anti air missles... but thats going to have to be worked out later on if it causes a problem.