So C-mode is my attempt at taking the most balanceable elements in the campaigns and mash them together in the multiplayer.
This is certainly seen before however as I said I plan to do it in a way that will make for balanced gameplay and also still look elegant design wise. For this reason very little of the campaign stuff is available right away and most of it have to be applied through research or other means.
Terran:
All units from Heart of the Swarm have been removed. This mod is about mimicking the gameplay from the campaign which was Wings of liberty. It is also to keep the number of units available down to a somewhat less insane number. It is still insane...
For the sake of preserving the same gameplay feel some units have their stats reversed to how they were in the campaign. The most obvious example of this is the siege tank, once again doing full damage to everything while in siege mode. It is a change likely to stay to ensure they have the same punch against Zealots and Archons as they had in the missions against the protoss.
All the campaign units are there. Alot of the most prominent upgrades from the WOL Campaign have also been added. I have skipped over most of the simpler ones like “+1 range etc, +25 health etc”. A lot of those became baseline in the multiplayer anyway.
The Zerg campaign was all about choices. The thing is, in Multiplayer RTS, permanent choices suck. You pick one choice, your opponent start doing whatever counters it. No ability to transition. So permanent choices was a big no no.
However the special strain units was the core of the campaign setup and they made for interesting different gameplay. So for that I thought out a different system.
The C-mode strain system works in the following way. At the tech buildings for the units you will have the option to implement each strain which currently works out like a normal research. But there is nothing normal about it.
As soon as you start the strain you stop being able to produce the unit affected by it. Once it is finished you are able to produce the unit again, this time with the strain implemented. Your existing units are not affected by this. You are then free to apply the other strain anytime with the same restrictions.
As strains are not a permanent choice they are not going to cost any resources to “implement”. They only cost time. The time required for implementing them is currently set to 20 seconds x the supply of the unit affected. Zerglings are half a supply so that means 10 seconds. Go nuts. Ultralisks are 120 seconds, make your choice wisely.
And here is the biggie issue that traditionally haunts these type of multiplayer mods. We only know about the stuff avaliable to Terran and Zerg. For Protoss we either have to leave them to be slaughtered or take some educated guesses.
So far I have done the latter.
I am expecting Warp gate to be available per default as they were in the protoss part of WOL so I have done that… kinda.
Having full powered Warp gates right off the bat would be insane. So I doubled the cooldown for Warp gates. But in the place of the Warp gate research I have added a new research Tachyon accellerators that halves the cooldown back to normal AND halves the production time for the gateway. Overall a buff allowing Protoss for some interesting early timing while also giving them a massive buff in midgame gateway production.
And considering they are currently facing stuff like hunterlings jumping over walls and abominations which can break forcefields at tier 1.5… they are going to need every bit of that production buff…. And properly quite a few more things.
I also reinstated Khaydarin amulet… you know, for science.
Overall I am not too concerned for Protoss through. My primary reason for doing this mod now is to know how to do the complete version once LOTV comes around.
Still I am in a spot where I need feedback and could possible use some assistance in rounding out the bugs and implementing the last features I have in my mind. I am not that strong with actors and behaviors yet which is annoying as there are quite a few abilities have been disassembled a little more throughout than others and restoring thems takes more skill at the editor than I currently have.
There are no public versions of this mod out yet.
So yea, that is all for now, tell me what you think.
Hey SC2mapster. I am Sumadin
So C-mode is my attempt at taking the most balanceable elements in the campaigns and mash them together in the multiplayer.
This is certainly seen before however as I said I plan to do it in a way that will make for balanced gameplay and also still look elegant design wise. For this reason very little of the campaign stuff is available right away and most of it have to be applied through research or other means.
Terran:
All units from Heart of the Swarm have been removed. This mod is about mimicking the gameplay from the campaign which was Wings of liberty. It is also to keep the number of units available down to a somewhat less insane number. It is still insane...
For the sake of preserving the same gameplay feel some units have their stats reversed to how they were in the campaign. The most obvious example of this is the siege tank, once again doing full damage to everything while in siege mode. It is a change likely to stay to ensure they have the same punch against Zealots and Archons as they had in the missions against the protoss.
All the campaign units are there. Alot of the most prominent upgrades from the WOL Campaign have also been added. I have skipped over most of the simpler ones like “+1 range etc, +25 health etc”. A lot of those became baseline in the multiplayer anyway.
Some Screenshots: 1 2
Zerg:
The Zerg campaign was all about choices. The thing is, in Multiplayer RTS, permanent choices suck. You pick one choice, your opponent start doing whatever counters it. No ability to transition. So permanent choices was a big no no.
However the special strain units was the core of the campaign setup and they made for interesting different gameplay. So for that I thought out a different system.
The C-mode strain system works in the following way. At the tech buildings for the units you will have the option to implement each strain which currently works out like a normal research. But there is nothing normal about it.
As soon as you start the strain you stop being able to produce the unit affected by it. Once it is finished you are able to produce the unit again, this time with the strain implemented. Your existing units are not affected by this. You are then free to apply the other strain anytime with the same restrictions.
As strains are not a permanent choice they are not going to cost any resources to “implement”. They only cost time. The time required for implementing them is currently set to 20 seconds x the supply of the unit affected. Zerglings are half a supply so that means 10 seconds. Go nuts. Ultralisks are 120 seconds, make your choice wisely.
Some more Screenshots 1 2
Protoss:
And here is the biggie issue that traditionally haunts these type of multiplayer mods. We only know about the stuff avaliable to Terran and Zerg. For Protoss we either have to leave them to be slaughtered or take some educated guesses. So far I have done the latter.
I am expecting Warp gate to be available per default as they were in the protoss part of WOL so I have done that… kinda.
Having full powered Warp gates right off the bat would be insane. So I doubled the cooldown for Warp gates. But in the place of the Warp gate research I have added a new research Tachyon accellerators that halves the cooldown back to normal AND halves the production time for the gateway. Overall a buff allowing Protoss for some interesting early timing while also giving them a massive buff in midgame gateway production.
And considering they are currently facing stuff like hunterlings jumping over walls and abominations which can break forcefields at tier 1.5… they are going to need every bit of that production buff…. And properly quite a few more things.
I also reinstated Khaydarin amulet… you know, for science.
Overall I am not too concerned for Protoss through. My primary reason for doing this mod now is to know how to do the complete version once LOTV comes around.
Still I am in a spot where I need feedback and could possible use some assistance in rounding out the bugs and implementing the last features I have in my mind. I am not that strong with actors and behaviors yet which is annoying as there are quite a few abilities have been disassembled a little more throughout than others and restoring thems takes more skill at the editor than I currently have.
There are no public versions of this mod out yet.
So yea, that is all for now, tell me what you think.