Void Wars is a StarCraft 2 modification focusing on a further diversified game play experience. A revamped economy system, which gets players out into the map and away from home bases in order to capture Control Points, creates new game play strategies centered on simultaneous micro battles all over the map. Numerous units no longer require Gas for production and a players choice (in terms of the ratio of Minerals vs Gas to be harvested) also creates more dynamic unit composition options.
General Game Play Modifications
The Gas cost for StarCraft units is going to be changed. Low tech units will cost no Gas. This will diversify and make more extreme the unit combos and unit ratios in the game. A player will be able to rush harder with basic units or focus primarily on purely high tech units without Minerals going sky high.
Supply Depots, Pylons and Overlords to offer 2x supply count.
Some tier 1 upgrades do not cost Gas.
Terran Specific Modifications
Marauders and Reapers cost no Gas.
Tech Lab, Reactor, Stimpack, Marine Combat Shield and Concussive Grenades upgrades cost no Gas.
Protoss Specific Modifications
Stalkers and Sentries cost no Gas.
Warpgate upgrade costs no Gas.
Twilight Council costs no Gas.
Blink upgrade costs no Gas.
Zerg Specific Modifications
Hydra and Roach cost no Gas.
Roach and Hydra specific upgrades cost no Gas.
The upgrade to Lurker Den and Lurkers still do require Gas.
Zergling speed upgrade costs no Gas.
The upgrade to Lair costs no Gas.
Economy System
The more Control Points you claim the faster resources arrive to your Command Structure from off-map up to a maximum rate.
Supply Line
A Supply Line brings Minerals and/or Gas from the edge of the map to a Command Structure (Command Center, Nexus or Hatchery) that is placed in a Supply Zone location.
Supply Zone
The location that a Command Structure must be placed to receive resources from a Supply Line.
Control Point and Control Points
A Control Point can be captured by occupying a circle of power (Control Point) with a friendly unit (it take a few seconds to capture; 10 seconds depending on game play balancing). This gives the player "Control Points" as a resource. Control Points regulate the rate that worker units enter the map with resources. Each Supply Line can reach a max rate of workers.
After a Control Point is captured a defense structure will automatically appear at the Control Point. As an example: For Protoss this will be a special Photon Cannon with 3x the Hit Points with a slightly longer range of attack than the original Photon Cannon.
Example.
A player has 3 Control Point locations captured. Each Control Point location offers 5 Control Points for a total of 15 Control Points as a resource for the player. The player has 1 Supply Line running which requires 15 Control Points to run at maximum rate. Each Command Structure offers 5 Control Points when located at a Supply Zone. Each worker unit then enters the map at the maximum rate allowed for a Supply Line.
The resource score board would read 20/15 for the Control Points resource. Meaning 5 Control Points resources are not being used yet and the Supply Line will be running at maximum rate.
Now the player builds a second Command Structure at the Supply Zone of a different Supply Line. This would take an additional 15 Control Points to fully run at max rate so the Control Point score board would read 25/30 (5 from the Command Structure plus the original extra 5). Then what happens is the rate at which "all" workers enter the map would be reduced by the ratio of 25/30.
Workers auto bring supplies to the Command Structure at the Supply Zone and do not have to be purchased. When the player wants a worker unit in the game the player purchases the unit from any Command Structure. Meaning, the Supply Line workers are never player controlled. Worker units on a Supply Line can be killed and will be auto replaced at the time that the next worker unit should enter the map.
Workers carry 50 Minerals or 50 Gas per trip.
The number of workers per Supply Line can be increased by an upgrade that can be gained at each Supply Zone structure (Command Center, Nexus or Hatchery) either to bring in 1/3 additional workers per supply line or to bring Vespene Gas with 1/3 of the current workers on that supply line.
Original Supply Line, 20 Mineral Workers per minute with 50 Minerals per trip = 1000 Minerals per minute.
Upgraded Mineral Supply Line, 27 Mineral Workers = 1350 Minerals per minute.
Upgraded Gas Supply Line, 12 on Minerals and 8 on Gas = 600 Minerals per minute with 50 Gas per trip = 400 Gas per minute.
Example 1.
If 20 workers per minute are on one Supply Line this would be a worker entering the game every 3 seconds. Upon upgrading the Supply Line to bring in additional Minerals it would go to 27 (the 1/3 increase) workers per minute. If the player upgrades to have the Supply Line to bring in Gas it would then be 12 workers on Minerals and 8 workers on Gas.
Example 2.
For instance a gamer can make the choice to go all Minerals on their initial Supply Line then, on a second Supply Line, upgrade the Supply Line to bring in Gas, then make a choice about a third Supply Line if they want additional Gas or just additional Minerals. A Supply Line can be upgraded back and forth also. If a Supply Line was bringing in only minerals with 27 workers per minute the player can choose the Gas upgrade and switch it to 12 on Minerals and 8 on Gas, then again back to all Minerals if desired (each time paying for the upgrade which is not very costly but does take one minute to upgrade). Above each Command Structure on a Supply Line visual text indicates the current functional status of the Supply Line. Such as "Mineral Icon" and "20" or "Mineral Icon" "12" and "Gas Icon" "8".
Project Details:
I am looking for a map editor/coder to create the economy system.
I am the designer and can only do minor map editor work.
My location is USA.
You can contact me on this site or at [email protected]
Website:
http:glhfgg.com/VoidWars/SplashPage.html
Cheers,
Cj
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VOID WARS
Void Wars is a StarCraft 2 modification focusing on a further diversified game play experience. A revamped economy system, which gets players out into the map and away from home bases in order to capture Control Points, creates new game play strategies centered on simultaneous micro battles all over the map. Numerous units no longer require Gas for production and a players choice (in terms of the ratio of Minerals vs Gas to be harvested) also creates more dynamic unit composition options.
General Game Play Modifications
The Gas cost for StarCraft units is going to be changed. Low tech units will cost no Gas. This will diversify and make more extreme the unit combos and unit ratios in the game. A player will be able to rush harder with basic units or focus primarily on purely high tech units without Minerals going sky high.
Supply Depots, Pylons and Overlords to offer 2x supply count.
Some tier 1 upgrades do not cost Gas.
Terran Specific Modifications
Marauders and Reapers cost no Gas.
Tech Lab, Reactor, Stimpack, Marine Combat Shield and Concussive Grenades upgrades cost no Gas.
Protoss Specific Modifications
Stalkers and Sentries cost no Gas.
Warpgate upgrade costs no Gas.
Twilight Council costs no Gas.
Blink upgrade costs no Gas.
Zerg Specific Modifications
Hydra and Roach cost no Gas.
Roach and Hydra specific upgrades cost no Gas.
The upgrade to Lurker Den and Lurkers still do require Gas.
Zergling speed upgrade costs no Gas.
The upgrade to Lair costs no Gas.
Economy System
The more Control Points you claim the faster resources arrive to your Command Structure from off-map up to a maximum rate.
Supply Line
A Supply Line brings Minerals and/or Gas from the edge of the map to a Command Structure (Command Center, Nexus or Hatchery) that is placed in a Supply Zone location.
Supply Zone
The location that a Command Structure must be placed to receive resources from a Supply Line.
Control Point and Control Points
A Control Point can be captured by occupying a circle of power (Control Point) with a friendly unit (it take a few seconds to capture; 10 seconds depending on game play balancing). This gives the player "Control Points" as a resource. Control Points regulate the rate that worker units enter the map with resources. Each Supply Line can reach a max rate of workers.
After a Control Point is captured a defense structure will automatically appear at the Control Point. As an example: For Protoss this will be a special Photon Cannon with 3x the Hit Points with a slightly longer range of attack than the original Photon Cannon.
Example.
A player has 3 Control Point locations captured. Each Control Point location offers 5 Control Points for a total of 15 Control Points as a resource for the player. The player has 1 Supply Line running which requires 15 Control Points to run at maximum rate. Each Command Structure offers 5 Control Points when located at a Supply Zone. Each worker unit then enters the map at the maximum rate allowed for a Supply Line.
The resource score board would read 20/15 for the Control Points resource. Meaning 5 Control Points resources are not being used yet and the Supply Line will be running at maximum rate.
Now the player builds a second Command Structure at the Supply Zone of a different Supply Line. This would take an additional 15 Control Points to fully run at max rate so the Control Point score board would read 25/30 (5 from the Command Structure plus the original extra 5). Then what happens is the rate at which "all" workers enter the map would be reduced by the ratio of 25/30.
Workers auto bring supplies to the Command Structure at the Supply Zone and do not have to be purchased. When the player wants a worker unit in the game the player purchases the unit from any Command Structure. Meaning, the Supply Line workers are never player controlled. Worker units on a Supply Line can be killed and will be auto replaced at the time that the next worker unit should enter the map.
Workers carry 50 Minerals or 50 Gas per trip.
The number of workers per Supply Line can be increased by an upgrade that can be gained at each Supply Zone structure (Command Center, Nexus or Hatchery) either to bring in 1/3 additional workers per supply line or to bring Vespene Gas with 1/3 of the current workers on that supply line.
Original Supply Line, 20 Mineral Workers per minute with 50 Minerals per trip = 1000 Minerals per minute.
Upgraded Mineral Supply Line, 27 Mineral Workers = 1350 Minerals per minute.
Upgraded Gas Supply Line, 12 on Minerals and 8 on Gas = 600 Minerals per minute with 50 Gas per trip = 400 Gas per minute.
Example 1.
If 20 workers per minute are on one Supply Line this would be a worker entering the game every 3 seconds. Upon upgrading the Supply Line to bring in additional Minerals it would go to 27 (the 1/3 increase) workers per minute. If the player upgrades to have the Supply Line to bring in Gas it would then be 12 workers on Minerals and 8 workers on Gas.
Example 2.
For instance a gamer can make the choice to go all Minerals on their initial Supply Line then, on a second Supply Line, upgrade the Supply Line to bring in Gas, then make a choice about a third Supply Line if they want additional Gas or just additional Minerals. A Supply Line can be upgraded back and forth also. If a Supply Line was bringing in only minerals with 27 workers per minute the player can choose the Gas upgrade and switch it to 12 on Minerals and 8 on Gas, then again back to all Minerals if desired (each time paying for the upgrade which is not very costly but does take one minute to upgrade). Above each Command Structure on a Supply Line visual text indicates the current functional status of the Supply Line. Such as "Mineral Icon" and "20" or "Mineral Icon" "12" and "Gas Icon" "8".
Project Details:
I am looking for a map editor/coder to create the economy system. I am the designer and can only do minor map editor work. My location is USA. You can contact me on this site or at [email protected] Website: http:glhfgg.com/VoidWars/SplashPage.html
Cheers, Cj