Hello community of SC2Mapster! I've a question for all of you guys.
Do you think it is a... Good idea to hide all status from units in a RPG?
For example, you won't be able to see the exact 'NUMBERS' of your remaining life/shields in a battle, just like normal FPS games. You won't be able to see the enemy armor - and all you can do is to learn by fighting the enemy and depend on your intuition.
I'm asking this question because I want to make something unique - and also want to continue the tradition of my first map "Viacre - Chapter 01 [The Probes]," where all units had hidden life/shields. However, the chapter 02 will be a bit different since it will have RPG-like elements inside. I've asked various testers throughout the development, and they all had mixed ideas. Some said its good to continue this tradition, since it really lives up to the project name "Viacre," and the others said it was not a good idea to hide most status of units in the game since it will be a bit uncomfortable for usual SC2 users.
Either go for detailed number or percentage. Even 1980s arcade games had life bars. Otherwise you are going for one hit one life variants of play where any contact with hostile fire is fatal.
My intuitions says to fire the people working in intel if nothing is known about the enemy.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Hello community of SC2Mapster! I've a question for all of you guys.
Do you think it is a... Good idea to hide all status from units in a RPG?
For example, you won't be able to see the exact 'NUMBERS' of your remaining life/shields in a battle, just like normal FPS games. You won't be able to see the enemy armor - and all you can do is to learn by fighting the enemy and depend on your intuition.
I'm asking this question because I want to make something unique - and also want to continue the tradition of my first map "Viacre - Chapter 01 [The Probes]," where all units had hidden life/shields. However, the chapter 02 will be a bit different since it will have RPG-like elements inside. I've asked various testers throughout the development, and they all had mixed ideas. Some said its good to continue this tradition, since it really lives up to the project name "Viacre," and the others said it was not a good idea to hide most status of units in the game since it will be a bit uncomfortable for usual SC2 users.
What do you guys think?
The main problem with hiding numbers is that the % max hp you lose a second is based on five things:
((Enemy attack dmg) - (Your armor)) / (enemy attack speed) * (1-passive dmg reduct) / (your max hp)
There's so many knobs and variables, determining what's the best tank (if you need one) for a given situation is just annoying.
Furthermore, hiding the variables will just lead to pro's constantly having to recite to noobs which unit's the "best"
The condensed Custom Campaign Initiative is on this Google Sheet!
List of my Custom campaign text reviews (warning: only the first half of each is serious)
In reply to TChosenOne:
Either go for detailed number or percentage. Even 1980s arcade games had life bars. Otherwise you are going for one hit one life variants of play where any contact with hostile fire is fatal.
My intuitions says to fire the people working in intel if nothing is known about the enemy.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
In reply to DrSuperEvil: