Excellent, its good to hear the bugs are hammer out and its getting some popularity, I was starting to believe my map was doomed to a life of mediocrity. However with your feed back I will go ahead and remove the beta tag since its mostly as it should be. Since the map is being played I will start on some updates. Namely, I will add some unique units to the Commanders. Afterwards I will add some more unique abilities, say.. 1-3 normal abilities you can upgrade 1-3 times and perhaps an ultimate ability. I might need some ideas on what to do with these abilities though, so please share.
I am adding an invulnerability timer, so no one can be attacked until after the first 5 minutes? Anyways, this should give everyone the time they need to start. If 5 minutes is too short yet, I can boost it to 7.5 minutes.
I will also now add in levels up to 20, but after level 12, they will take more time to get.
Update* Levels up to 20 and invulnerability has been added. I decided to go with 7 minutes vs 5, as 7 seemed more appropriate for newer players.
The above is currently live!
I will work on new units for the next update, I will be doing 3 tiers for each Commander comprised of just 3 units each. I used up most of the models for biological units and I don't wish to re-used models really. So all of my new units will be vehicle type units and built solely from the factory.
After that I will add in more abilities, but I will need some ideas.
Here is what I am looking at for new units: (all below is subject to change)
Let me know your thoughts.
Merc Com:
Tier 1: MULE - Droid (cheap building repair, moves quickly, can gather nodes easily, and when destroyed explodes for good damage, do note that this can be bad for you if he dies in your own army)
Tier 2: Hellion - Assault ATV (fast moving assault unit that fires through units in a straight line, cheap and affordable unit)
Tier 3: Thor - Fortress (expensive unit with slow build time, has 3 attacks: hand cannons, AOE missles, and an ability attack that showers shells down in a small area. Moves slow and fires fairly slowly.)
Cyber Com:
Tier 1: Sentry (fairly quick unit with very fast weak attack, can deploy temporary force fields anywhere.)
Tier 2: Collossus (fairly quick unit that can climb walls with fairly weak beam attack that can be devastating to groups. Can be built fairly cheaply and quickly.)
Tier 3: Carrier (Stronger unit that allows fighters to be built and deployed, it moves on the ground.)
Spec Ops Com:
Tier 1: Predator (Quick unit, melee attacks disperse energy making an AOE attack around it.)
Tier 2: Science Vessel (Can scale walls, has not attack but can heal up to 5 units (non-structures) and can infect an enemy unit like irradiation (except the irradiation has a chance to spread to others!))
Tier 3: Diamondback (A tank that deals little damage to shields and charges like a void ray. It does devastating damage to most units without shield and can fire while on the move.)
Thank you for taking my advice, and I am just logging on to SC2 now to play the new Hostile Planet. I really don't mind the harder levels, what fun would it be to get to level 20 in just a few matches. One suggestion for the mercenary commander is Rory Swann's famous "Flaming Betty", and with each upgrade adding more health, damage, and time (or make it a permanent turret at a higher cost). Also, a final ability for the mercenary commander (you can tell he's my favorite) would be either a "bouncing" bullets (where his bullet bounces fro target to target) or a multi-shot bullet (able to hit multiple taargets at the same time) but with the ultimate abilities I would make it so you have to get really high level to get it, otherwise it would be much easier to win. I do like that you added the peace timer ( I no longer see people in PvP maches winning in the first few minutes). It will be nice to see some more vehicles, and if possible, I see a lot more people using new models of there own, and if you could do this, i think it would be very cool (but i know how diffficult it can be sometimes). Trying to think of some abilities for other commanders.... Maybe a speed bost for Zealot (not sure if he has charge, need to check). For Nova (again not sure) if she has cloak, but it might help, along with (maybe) domination. One thing, which im pretty sure is game oreinted not your fault, is that when you tell your commander to target a unit when he is being atttacked (and when he's not, pretty sure) he slows down and takes a second and a half (guessing) to fire, even with my speed up to five, again, doubt it is your fault. Well, im gonna play it now. Cya!
@Abacus142: Go
Note: Hostile Planet still has Beta tag Note 2: Hostile Planet is on top list! Nice going! Note 3: It still has Beta tag and still is v3.4, might be sub version or you might have not changed it, testing to see if same version. Note 4 (getting old?) you might not have released it yet and are just telling us, if so sorry!
I do like your ideas for the three tiers of units, and the idead you have for them. I would only suggest to make sure they are semi-balanced in accordance to their abilties (so if one commander has pumped up units, might have bit worse units). For the mercenary units, i like the idea of all of them, but depending on how good Droid (MULE) is, you might want ATV to be tier one, while Droid be tier 2. With the Fortress you could maybe have it so that it can bunker units with a very expensive long upgrade, but only have them attack when it is not moving, and have it so it cannot carry commander (maybe, maybe not). Will ATV have fire or otherwise? Maybe with sentry u could have net-cloak where it can cloak a group of allies or own units. The collusus sound cool. Witht he carrier, is it going to have something extra? Or will it be just like the normal game one? I do like he idea of the predator and science vessel. But one question, will the Diamondback be that good compared to the other tier 3 units? Although it is my favorite unit in SC2, how advantages will it move-fire cannon be? It would be helpful in PvP, but the terrain could prove its downfall (not sure, just saying). I can see you like the mercenary best to (hee hee you have longest defenitions for them). I do think you have some good ideas for the tier units, but make sure their balanced unless you have better abiltites, because right now the merc. seems pretty pumped up. One thing, when you have sensor tower thing, when day comes they burrow they become nuetral, know why, so they wont attack you, but could you maybe change it so you still are enemies with them but htey arent unitl you hit them. You can kil them i know if you attack them, but when you have a bigger base and PvP, it can get pretty tedious.
Abilties: Merc. (Suggestions)
Flaming Betty
Multi or bounce (Maybe final, if so, passive?)
??????????
????????
Cyber
Speed boost (passive?)
Summon Zealots brothers (timed or permanent)
Jump target (you go from target to target (enemy) and hit them automatically (it chargers auto at enemies when u activate it and attcks a certain number(if you want better def. just ask))
Spec. Ops.
(Again) Cloak
Mines?
Ok that's it, i got to go, will post more tommorow.
Thank you for your suggestion! I thought I uploaded the map correctly but it appears the upload failed, I will re-upload this now! I will comment more on progress and your comments at a later time, I have to run out the door pretty quick here, but thank you.
Alright version uploaded for sure this time. There is a small error in the text displayed to new players saying that they have 5 minutes to prepare when it is really 7 minutes, but I don't want to re-upload for a small issue, itll be fixed in the next update which should be the units.
I plan the tier 1 units to be about the power of Heavy Weapons units in balance, Tier 2 will be on par with their Tank, and Tier 3 will be equal or above the power of the raider and goliath unit. My goal would be to have them each perform a specific utility function, something cool or needed, rather than straight shot units such as soldiers. So hopefully I achieve just that!
I take back what I said with Spec. Ops. mines, as Technicians already have them. Instead, maybe you could have a cloaked scout or a bug planter (you would be able to place it on an enemy unit or structure and it would give you vesion for alloted time. Sorry for makingmy posts so mushed up! One think with ability suggestions, i put them on seperate lines but it was too long i think so it mushed them. I didnt mean cloaked mines, i meant cloak and mines, same with other ones. Im going to play the new Hostile Planet now, hope to take some of my suggestions! Also, importrant, i take back what i said about diamonback. I think it would be useful for drawing away enemies, and it could thin out enemy lines. Cya!
There's an research that I've been confused about for awhile now. It is supposed to upgrade rapiers into MKII (If i remember the description correctly). It mentions something about support changing from 60 secs to 90 secs. What unit does this upgrade effect? I know that the auto turrets upgrade into MKII but this doesn't seem to match the description. Do you mind clearing that up?
No problem, the upgrade is for the air strike ability on the Commander, The units are Rapiers. Its a fairly substantial upgrade if you use your air strikes frequently.
When you said harder after level 12 you weren't lying. Ive done like 5 matches and only level 17...Sigh. One Bug/Glitch for all commanders (and units, i think) is that when you confront a large group of enemies, your commander automatically target sthe highest unit. This is fine excpet for Cyber commander, when he tries to push through lower units. Its very annoying when trying to level him..... When are you going to implement new units?
Hmm, I will look into seeing if I can get the Cyber Com.to just target the units closest to him and ignore priority targets.
I am making progress with the units, but I am having some actor troubles currently. The Thor unit is firing out of just one of his arm cannons :(. Once I have cracked down on this issue I should fly along to balancing and some other tedious things. I will see how much work I can get done tonight.
I played the cyber com for the first time today and I noticed there's a bug with the special ability. According to the description, it says you can get it once every 2 levels. However, the way it works is that you can get one level in it at the start, but you cannot get it to level 2 until your commander hits lvl 5. After level 5, you can get it straight to lvl 4. I also noticed that exp is split among your units, so if you have a lot of tacticians then your commander gets less exp than he normally would. Just wondering if this is correct or if my commanders are gaining exp at different rates.
I cant really say how popular it is with the new system in V 1.2, but I have seen it on top a few times :). With the thor thing, i have seen that happen in a lot of custom games. Do you need any help with it? I suck at programming but im wicked good with computers. Always imagine, im guessing the exp share is purposeful.
Thanks again for the comments, I took them into consideration and fixed the bugs pointed out. Also the new units are out, they aren't quite available for everyone as you need level 9 o be able to have access to all 3 of any Commander. I can't quite guarantee fully balanced units for the price point yet either. But for the most part I like how they turned out. Each unit adds a bit of variety to the game play and it should be interesting to see how they are used.
Before anyone mentions it, when you used the Spec Commander's Tier 1 unit, the Rover, it will warp with other rovers when attack moving, this is not a bug. I did this on accident when making the unit and liked it so much I kept it. I limited it to only happening with other rovers while attack moving though. Their behavior while fighting is as intended.
Kool! I cant wait to try out the new units. Lucky for me, all commanders of mine are above level nine except spec. ops. but now I will have to get her up! This is probaly getting annoying but can you raise the level cap? I played like 20 matches and i got my Mercenary Commander to level 20, and my Cyber up to level 12. I'm gonna test them out now. Cya!
I can raise to to 24 but this would be the most I would ever raise it, I think I will re-work the experience necessary for the levels a bit to be more logarithmic.
I re-worked the experience a little bit so its more evenly logarithmic through it. You may lose some levels, but you didn't lose any exp you earned. I did this to prolong capping out the levels for everyone, I also raised the cap t 24, I don't think I will ever raise it more than this as it is already starting to look like point inflation.
I haven't encountered this before, so it's the first time it's happened. I started a game where the dropship dropped my scv and commander onto a ramp... the command beacon couldn't be built where they were dropped off. One of the scvs just wandered away... My guess is from trying to find a place to build the command beacon... it wandered into the narrow valley between the inner and outer parts though so it never wouldn't found a place to build there.
Which ramp was it specifically? I can narrow the spawn zone for that particular ramp, its rare for this to happen, but can happen. I will check the zones myself and see if I can find it.
@deleted_6293108: Go
I hate to say this, but I take advantage of people around me with pvp units fairly early as well.
Excellent, its good to hear the bugs are hammer out and its getting some popularity, I was starting to believe my map was doomed to a life of mediocrity. However with your feed back I will go ahead and remove the beta tag since its mostly as it should be. Since the map is being played I will start on some updates. Namely, I will add some unique units to the Commanders. Afterwards I will add some more unique abilities, say.. 1-3 normal abilities you can upgrade 1-3 times and perhaps an ultimate ability. I might need some ideas on what to do with these abilities though, so please share.
I am adding an invulnerability timer, so no one can be attacked until after the first 5 minutes? Anyways, this should give everyone the time they need to start. If 5 minutes is too short yet, I can boost it to 7.5 minutes.
I will also now add in levels up to 20, but after level 12, they will take more time to get.
I will work on new units for the next update, I will be doing 3 tiers for each Commander comprised of just 3 units each. I used up most of the models for biological units and I don't wish to re-used models really. So all of my new units will be vehicle type units and built solely from the factory.
After that I will add in more abilities, but I will need some ideas.
Here is what I am looking at for new units: (all below is subject to change)
Let me know your thoughts.
Merc Com:
Tier 1: MULE - Droid (cheap building repair, moves quickly, can gather nodes easily, and when destroyed explodes for good damage, do note that this can be bad for you if he dies in your own army)
Tier 2: Hellion - Assault ATV (fast moving assault unit that fires through units in a straight line, cheap and affordable unit)
Tier 3: Thor - Fortress (expensive unit with slow build time, has 3 attacks: hand cannons, AOE missles, and an ability attack that showers shells down in a small area. Moves slow and fires fairly slowly.)
Cyber Com:
Tier 1: Sentry (fairly quick unit with very fast weak attack, can deploy temporary force fields anywhere.)
Tier 2: Collossus (fairly quick unit that can climb walls with fairly weak beam attack that can be devastating to groups. Can be built fairly cheaply and quickly.)
Tier 3: Carrier (Stronger unit that allows fighters to be built and deployed, it moves on the ground.)
Spec Ops Com:
Tier 1: Predator (Quick unit, melee attacks disperse energy making an AOE attack around it.)
Tier 2: Science Vessel (Can scale walls, has not attack but can heal up to 5 units (non-structures) and can infect an enemy unit like irradiation (except the irradiation has a chance to spread to others!))
Tier 3: Diamondback (A tank that deals little damage to shields and charges like a void ray. It does devastating damage to most units without shield and can fire while on the move.)
@Abacus142: Go
Thank you for taking my advice, and I am just logging on to SC2 now to play the new Hostile Planet. I really don't mind the harder levels, what fun would it be to get to level 20 in just a few matches. One suggestion for the mercenary commander is Rory Swann's famous "Flaming Betty", and with each upgrade adding more health, damage, and time (or make it a permanent turret at a higher cost). Also, a final ability for the mercenary commander (you can tell he's my favorite) would be either a "bouncing" bullets (where his bullet bounces fro target to target) or a multi-shot bullet (able to hit multiple taargets at the same time) but with the ultimate abilities I would make it so you have to get really high level to get it, otherwise it would be much easier to win. I do like that you added the peace timer ( I no longer see people in PvP maches winning in the first few minutes). It will be nice to see some more vehicles, and if possible, I see a lot more people using new models of there own, and if you could do this, i think it would be very cool (but i know how diffficult it can be sometimes). Trying to think of some abilities for other commanders.... Maybe a speed bost for Zealot (not sure if he has charge, need to check). For Nova (again not sure) if she has cloak, but it might help, along with (maybe) domination. One thing, which im pretty sure is game oreinted not your fault, is that when you tell your commander to target a unit when he is being atttacked (and when he's not, pretty sure) he slows down and takes a second and a half (guessing) to fire, even with my speed up to five, again, doubt it is your fault. Well, im gonna play it now. Cya!
@Abacus142: Go Note: Hostile Planet still has Beta tag Note 2: Hostile Planet is on top list! Nice going! Note 3: It still has Beta tag and still is v3.4, might be sub version or you might have not changed it, testing to see if same version. Note 4 (getting old?) you might not have released it yet and are just telling us, if so sorry! I do like your ideas for the three tiers of units, and the idead you have for them. I would only suggest to make sure they are semi-balanced in accordance to their abilties (so if one commander has pumped up units, might have bit worse units). For the mercenary units, i like the idea of all of them, but depending on how good Droid (MULE) is, you might want ATV to be tier one, while Droid be tier 2. With the Fortress you could maybe have it so that it can bunker units with a very expensive long upgrade, but only have them attack when it is not moving, and have it so it cannot carry commander (maybe, maybe not). Will ATV have fire or otherwise? Maybe with sentry u could have net-cloak where it can cloak a group of allies or own units. The collusus sound cool. Witht he carrier, is it going to have something extra? Or will it be just like the normal game one? I do like he idea of the predator and science vessel. But one question, will the Diamondback be that good compared to the other tier 3 units? Although it is my favorite unit in SC2, how advantages will it move-fire cannon be? It would be helpful in PvP, but the terrain could prove its downfall (not sure, just saying). I can see you like the mercenary best to (hee hee you have longest defenitions for them). I do think you have some good ideas for the tier units, but make sure their balanced unless you have better abiltites, because right now the merc. seems pretty pumped up. One thing, when you have sensor tower thing, when day comes they burrow they become nuetral, know why, so they wont attack you, but could you maybe change it so you still are enemies with them but htey arent unitl you hit them. You can kil them i know if you attack them, but when you have a bigger base and PvP, it can get pretty tedious. Abilties: Merc. (Suggestions) Flaming Betty Multi or bounce (Maybe final, if so, passive?) ?????????? ???????? Cyber Speed boost (passive?) Summon Zealots brothers (timed or permanent) Jump target (you go from target to target (enemy) and hit them automatically (it chargers auto at enemies when u activate it and attcks a certain number(if you want better def. just ask))
Spec. Ops. (Again) Cloak Mines? Ok that's it, i got to go, will post more tommorow.
Thank you for your suggestion! I thought I uploaded the map correctly but it appears the upload failed, I will re-upload this now! I will comment more on progress and your comments at a later time, I have to run out the door pretty quick here, but thank you.
Alright version uploaded for sure this time. There is a small error in the text displayed to new players saying that they have 5 minutes to prepare when it is really 7 minutes, but I don't want to re-upload for a small issue, itll be fixed in the next update which should be the units.
I plan the tier 1 units to be about the power of Heavy Weapons units in balance, Tier 2 will be on par with their Tank, and Tier 3 will be equal or above the power of the raider and goliath unit. My goal would be to have them each perform a specific utility function, something cool or needed, rather than straight shot units such as soldiers. So hopefully I achieve just that!
@Abacus142: Go
I take back what I said with Spec. Ops. mines, as Technicians already have them. Instead, maybe you could have a cloaked scout or a bug planter (you would be able to place it on an enemy unit or structure and it would give you vesion for alloted time. Sorry for makingmy posts so mushed up! One think with ability suggestions, i put them on seperate lines but it was too long i think so it mushed them. I didnt mean cloaked mines, i meant cloak and mines, same with other ones. Im going to play the new Hostile Planet now, hope to take some of my suggestions! Also, importrant, i take back what i said about diamonback. I think it would be useful for drawing away enemies, and it could thin out enemy lines. Cya!
There's an research that I've been confused about for awhile now. It is supposed to upgrade rapiers into MKII (If i remember the description correctly). It mentions something about support changing from 60 secs to 90 secs. What unit does this upgrade effect? I know that the auto turrets upgrade into MKII but this doesn't seem to match the description. Do you mind clearing that up?
No problem, the upgrade is for the air strike ability on the Commander, The units are Rapiers. Its a fairly substantial upgrade if you use your air strikes frequently.
Oh okay. That would explain the picture of the aircraft. I've never used air strike before, so I've never noticed the rapiers.
When you said harder after level 12 you weren't lying. Ive done like 5 matches and only level 17...Sigh. One Bug/Glitch for all commanders (and units, i think) is that when you confront a large group of enemies, your commander automatically target sthe highest unit. This is fine excpet for Cyber commander, when he tries to push through lower units. Its very annoying when trying to level him..... When are you going to implement new units?
Hmm, I will look into seeing if I can get the Cyber Com.to just target the units closest to him and ignore priority targets.
I am making progress with the units, but I am having some actor troubles currently. The Thor unit is firing out of just one of his arm cannons :(. Once I have cracked down on this issue I should fly along to balancing and some other tedious things. I will see how much work I can get done tonight.
By the way, how is the map doing on the servers?
I played the cyber com for the first time today and I noticed there's a bug with the special ability. According to the description, it says you can get it once every 2 levels. However, the way it works is that you can get one level in it at the start, but you cannot get it to level 2 until your commander hits lvl 5. After level 5, you can get it straight to lvl 4. I also noticed that exp is split among your units, so if you have a lot of tacticians then your commander gets less exp than he normally would. Just wondering if this is correct or if my commanders are gaining exp at different rates.
@Abacus142: Go
I cant really say how popular it is with the new system in V 1.2, but I have seen it on top a few times :). With the thor thing, i have seen that happen in a lot of custom games. Do you need any help with it? I suck at programming but im wicked good with computers. Always imagine, im guessing the exp share is purposeful.
Thanks again for the comments, I took them into consideration and fixed the bugs pointed out. Also the new units are out, they aren't quite available for everyone as you need level 9 o be able to have access to all 3 of any Commander. I can't quite guarantee fully balanced units for the price point yet either. But for the most part I like how they turned out. Each unit adds a bit of variety to the game play and it should be interesting to see how they are used.
Before anyone mentions it, when you used the Spec Commander's Tier 1 unit, the Rover, it will warp with other rovers when attack moving, this is not a bug. I did this on accident when making the unit and liked it so much I kept it. I limited it to only happening with other rovers while attack moving though. Their behavior while fighting is as intended.
Kool! I cant wait to try out the new units. Lucky for me, all commanders of mine are above level nine except spec. ops. but now I will have to get her up! This is probaly getting annoying but can you raise the level cap? I played like 20 matches and i got my Mercenary Commander to level 20, and my Cyber up to level 12. I'm gonna test them out now. Cya!
I can raise to to 24 but this would be the most I would ever raise it, I think I will re-work the experience necessary for the levels a bit to be more logarithmic.
I re-worked the experience a little bit so its more evenly logarithmic through it. You may lose some levels, but you didn't lose any exp you earned. I did this to prolong capping out the levels for everyone, I also raised the cap t 24, I don't think I will ever raise it more than this as it is already starting to look like point inflation.
I haven't encountered this before, so it's the first time it's happened. I started a game where the dropship dropped my scv and commander onto a ramp... the command beacon couldn't be built where they were dropped off. One of the scvs just wandered away... My guess is from trying to find a place to build the command beacon... it wandered into the narrow valley between the inner and outer parts though so it never wouldn't found a place to build there.
Which ramp was it specifically? I can narrow the spawn zone for that particular ramp, its rare for this to happen, but can happen. I will check the zones myself and see if I can find it.
It was the ramp at the top right. If I remember correctly, there's 2 ramps on each side of the inner part right?