Conquistadors Alpha Test
- On American and European servers
This is a melee mod where the main idea is centered around if you kill an opponent's starting structure, they join your team as your servant (for now it just means they ally with you). It's a fun way to continue playing the game even if you get beaten quickly.
It does have the issue of people sniping starting structures, so my current idea I'm testing to prevent this is changing the main structures armor bonus depending on the player's supplies used. So if their army is way out of position, hopefully they won't get sniped too easily. Like I said, idea needs testing, and I could end up increasing/decreasing the amount of armor given. I'm also open to listening for suggestions.
There are also some lobby options the host can play with (such as allowing shared control for allies). Also thinking about adding a big game hunter's option (perhaps just for the main bases and not expansions)
Originally I just did 3x health for the buildings. The problem with that was it punished any kind of early aggression (hard to rush and grab early allies). Plus people were still able to snipe pretty easily late game. I'm hoping with armor given to the buildings based on your supply will help solve this problem. The idea is that a player should mostly be defeated to be able to take them rather than being able to snipe them when their army is out of position. Trying to figure out the best way to implement this idea.
Added a host lobby option to increase the amount of resources near starting base locations (normal, triple, tenfold) with triple as the default setting.
Added an option to the lobby that is currently in testing phase called Plague. When enabled, half of a captured player's workers/army will get the plague debuff which will kill them in 60 seconds. This is to give players more of a reason to defend from getting captured, as well as prevent one allied force getting way too powerful way too fast. In the future I may let the player choose the percentage of units that will become plagued upon capture: None, 25%, 50%, 75%, 100%.
Also, mod no longer has "Alpha Test" in the name as the main part of it works quite well.
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Conquistadors
Alpha Test- On American and European servers
This is a melee mod where the main idea is centered around if you kill an opponent's starting structure, they join your team as your servant (for now it just means they ally with you). It's a fun way to continue playing the game even if you get beaten quickly.
It does have the issue of people sniping starting structures, so my current idea I'm testing to prevent this is changing the main structures armor bonus depending on the player's supplies used. So if their army is way out of position, hopefully they won't get sniped too easily. Like I said, idea needs testing, and I could end up increasing/decreasing the amount of armor given. I'm also open to listening for suggestions.
There are also some lobby options the host can play with (such as allowing shared control for allies). Also thinking about adding a big game hunter's option (perhaps just for the main bases and not expansions)
Original idea is credited to a map called "Slave FFA" from brood war that I found out about in this thread: http://us.battle.net/sc2/en/forum/topic/16490829133
Interesting concept, should try it out soon. I assume the objective is to make everyone your servant and prevent enemies from stealing your servants?
Why not make starting structures more durable if sniping them is a problem? Like increased health & armor or damage resistance?
@StealthToast: Go
Originally I just did 3x health for the buildings. The problem with that was it punished any kind of early aggression (hard to rush and grab early allies). Plus people were still able to snipe pretty easily late game. I'm hoping with armor given to the buildings based on your supply will help solve this problem. The idea is that a player should mostly be defeated to be able to take them rather than being able to snipe them when their army is out of position. Trying to figure out the best way to implement this idea.
Added a host lobby option to increase the amount of resources near starting base locations (normal, triple, tenfold) with triple as the default setting.
Very interesting I will like to test this mod.
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Added an option to the lobby that is currently in testing phase called Plague. When enabled, half of a captured player's workers/army will get the plague debuff which will kill them in 60 seconds. This is to give players more of a reason to defend from getting captured, as well as prevent one allied force getting way too powerful way too fast. In the future I may let the player choose the percentage of units that will become plagued upon capture: None, 25%, 50%, 75%, 100%.
Also, mod no longer has "Alpha Test" in the name as the main part of it works quite well.