So, I had this idea of a micro holdout mission where you and an enemy are stuck in some kind of compound (or other location) and have to fend off against incoming zerg. Neither of you can defeat the zerg alone, but the longer you hold out, the more their numbers dwindle. Eventually they'll die out, and you and your enemy has to fight each other. Last man standing wins, which can include the zerg (if you're both dead, it doesn't matter who went first).
You'll have to work with your enemy while simultaniously trying to set him up, either by preparing for a fight that comes after the zerg are gone, or by taking some of his soldiers before that happens.
I don't know if it is a mission or an arcade map, but I thought I'd share the idea; maybe discuss it and let you guys contribute some ideas of your own if have 'em. Making it a mission could be interesting, but the player would probably outsmart the AI very easily. So maybe human vs. human would work better. You'd both have that fear of knowing that you're going to face off against each other eventually, and you will have some say in when that is.
At the same time, it could be a cool mission if the AI was programmed smartly, or if the player was in more of an underdog situation; having the numbers against him.
Interesting. Reminds me of a mode in L4D2 where only one person can get in the safe house, lol. Are these two players controlling a hero unit, or a base?
Unless I make it a part of Aureolin Eclipse, I won't be working on it myself now anyway. Still, even if it becomes a campaign mission, it might also be adapted into an arcade map later.
Are these two players controlling a hero unit, or a base?
I suppose there has to be more than more one unit, since you are supposed to have the ability to dwindle your enemy's numbers. Still, there might obviously be a hero unit inside there somewhere. Whether or not there will be buildings, I don't know. Making it a micro mission might make it more atmospheric, but macro missions generally has more strategic options. I think either way you'll at least be able to create a couple of turrets (and maybe some bunkers).
Perhaps some sand bags that give a defensive bonus to nearby units but can get trampled by massive units (i think regular sandbags already get trampled by massive)
You mean like in Odyssey? That would indeed be very cool.
I'm also thinking about giving each player the opportunity to force the enemy to fight off more zerg, for example by collapsing rock/coolant towers so the zerg are diverted to the enemy's side (or by opening rocks that lead in to the enemy's section). Note that both players can freely engage the enemy's area, but there might be a home zone advantage (preplaced turrets or something).
Yea like Odyssey, but have them buildable. Perhaps you could have an engineer class who can build defensive stuff as well as repair it. Perhaps the coolant towers could also help the player, so it becomes a choice between knocking it down to divert zerg, or keeping a buff (maybe some automated turrets or something)
I think I may make this a part of AE now, with a computer enemy instead of a human. This mean there'll be less psychological warfare, and I think I might make it so that you will be flagged as enemy if you attack him only once. However, I'm also considering an option where a counter will keep track of your zerg kills versus the enemy's, and if the enemy ends up doing most of the work, he will get suspicious and eventually realize you're feeding him to the zerg, promptly making him turn on you.
You'll still have to decide when to attack, but you're also forced to fulfill your part of the bargain, lest you wanna end fighting two foes. In addition, getting only one chance to attack your enemy means the decision will be harder.
Well, if you have ideas, you can post them here. My primary weakness is the data editor. I'm not good with creating custom units, abilities, those sorts of things.
At this point, this is officially part of the gameplay template of AE07. However, this a mission I won't begin working on until the coming fall, so I'll probably spend the summer hammering out all the details, simultaneously updating this thread with fresh ideas.
Now, one thing I was thinking about, was creating a trigger that runs every time an enemy unit is killed, checking if there are allies of the unit nearby. If there isn't, then the rest of units won't "notice", and therefore won't be alerted, meaning you can pick off lone stragglers.
Another I had was to maybe create a smaller micro portion of the map, where you control a few, or maybe even just one unit, and you are forced to take out enemy units. Using the aforementioned trigger, you'd basically have to act as a serial killer, stalking your prey and striking when there the enemy is alone. It'll be like a less pacifist MGS.
I think this could be a very cool map and even very scary mission. I have explored horror-themed missions before (like in CM07), but I could go even further with this one. Picture dark, blood-soaked halls; dead city streets drenched in heavy rain; and an outside wasteland draped in deep, ominous fog, hiding unseen horros.
Now, one thing I was thinking about, was creating a trigger that runs every time an enemy unit is killed, checking if there are allies of the unit nearby. If there isn't, then the rest of units won't "notice", and therefore won't be alerted, meaning you can pick off lone stragglers.
That's pretty much what happens in the last Odin mission in WoL, if you want to look at an example of it.
Random crates appear on the map. contejt doesnt matter as long as they help.ypu somehow. if you go akd get them you'll boost your troops but you'll also lose time defending and not be able to help your ally as much. if you overdo it you might lose the game because you'll be iverrun. gameplay could be some sort of tower defense where you only control a handful of low builders. they are at the front defending but also jeed money to set up their base in the backgeound ehich theyll use to kill the other player. or it could be heroes levelling only from the crates
You'll always be able to.pick off enemy units/buildings and the AI will di so at random.intervals, probsbly with a warning cue to give the player a chance to react. the AI cant iverdo it. The easiest way is likely to be where the AI isnt required to move/think as efficiently as the human but more like single rffective actions. the AI wont need to react as much as the player
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So, I had this idea of a micro holdout mission where you and an enemy are stuck in some kind of compound (or other location) and have to fend off against incoming zerg. Neither of you can defeat the zerg alone, but the longer you hold out, the more their numbers dwindle. Eventually they'll die out, and you and your enemy has to fight each other. Last man standing wins, which can include the zerg (if you're both dead, it doesn't matter who went first).
You'll have to work with your enemy while simultaniously trying to set him up, either by preparing for a fight that comes after the zerg are gone, or by taking some of his soldiers before that happens.
I don't know if it is a mission or an arcade map, but I thought I'd share the idea; maybe discuss it and let you guys contribute some ideas of your own if have 'em. Making it a mission could be interesting, but the player would probably outsmart the AI very easily. So maybe human vs. human would work better. You'd both have that fear of knowing that you're going to face off against each other eventually, and you will have some say in when that is.
At the same time, it could be a cool mission if the AI was programmed smartly, or if the player was in more of an underdog situation; having the numbers against him.
Interesting. Reminds me of a mode in L4D2 where only one person can get in the safe house, lol. Are these two players controlling a hero unit, or a base?
Unless I make it a part of Aureolin Eclipse, I won't be working on it myself now anyway. Still, even if it becomes a campaign mission, it might also be adapted into an arcade map later.
I suppose there has to be more than more one unit, since you are supposed to have the ability to dwindle your enemy's numbers. Still, there might obviously be a hero unit inside there somewhere. Whether or not there will be buildings, I don't know. Making it a micro mission might make it more atmospheric, but macro missions generally has more strategic options. I think either way you'll at least be able to create a couple of turrets (and maybe some bunkers).
Perhaps some sand bags that give a defensive bonus to nearby units but can get trampled by massive units (i think regular sandbags already get trampled by massive)
You mean like in Odyssey? That would indeed be very cool.
I'm also thinking about giving each player the opportunity to force the enemy to fight off more zerg, for example by collapsing rock/coolant towers so the zerg are diverted to the enemy's side (or by opening rocks that lead in to the enemy's section). Note that both players can freely engage the enemy's area, but there might be a home zone advantage (preplaced turrets or something).
Yea like Odyssey, but have them buildable. Perhaps you could have an engineer class who can build defensive stuff as well as repair it. Perhaps the coolant towers could also help the player, so it becomes a choice between knocking it down to divert zerg, or keeping a buff (maybe some automated turrets or something)
I think I may make this a part of AE now, with a computer enemy instead of a human. This mean there'll be less psychological warfare, and I think I might make it so that you will be flagged as enemy if you attack him only once. However, I'm also considering an option where a counter will keep track of your zerg kills versus the enemy's, and if the enemy ends up doing most of the work, he will get suspicious and eventually realize you're feeding him to the zerg, promptly making him turn on you.
You'll still have to decide when to attack, but you're also forced to fulfill your part of the bargain, lest you wanna end fighting two foes. In addition, getting only one chance to attack your enemy means the decision will be harder.
this is a very interesting idea- and Im not just saying that like I do some other things on master- that is a very interesting concept to me.
if you need any help, ill chip in where I can
Well, if you have ideas, you can post them here. My primary weakness is the data editor. I'm not good with creating custom units, abilities, those sorts of things.
At this point, this is officially part of the gameplay template of AE07. However, this a mission I won't begin working on until the coming fall, so I'll probably spend the summer hammering out all the details, simultaneously updating this thread with fresh ideas.
Now, one thing I was thinking about, was creating a trigger that runs every time an enemy unit is killed, checking if there are allies of the unit nearby. If there isn't, then the rest of units won't "notice", and therefore won't be alerted, meaning you can pick off lone stragglers.
Another I had was to maybe create a smaller micro portion of the map, where you control a few, or maybe even just one unit, and you are forced to take out enemy units. Using the aforementioned trigger, you'd basically have to act as a serial killer, stalking your prey and striking when there the enemy is alone. It'll be like a less pacifist MGS.
I think this could be a very cool map and even very scary mission. I have explored horror-themed missions before (like in CM07), but I could go even further with this one. Picture dark, blood-soaked halls; dead city streets drenched in heavy rain; and an outside wasteland draped in deep, ominous fog, hiding unseen horros.
That's pretty much what happens in the last Odin mission in WoL, if you want to look at an example of it.
Ah, cool! Thanks!
Random crates appear on the map. contejt doesnt matter as long as they help.ypu somehow. if you go akd get them you'll boost your troops but you'll also lose time defending and not be able to help your ally as much. if you overdo it you might lose the game because you'll be iverrun. gameplay could be some sort of tower defense where you only control a handful of low builders. they are at the front defending but also jeed money to set up their base in the backgeound ehich theyll use to kill the other player. or it could be heroes levelling only from the crates
You'll always be able to.pick off enemy units/buildings and the AI will di so at random.intervals, probsbly with a warning cue to give the player a chance to react. the AI cant iverdo it. The easiest way is likely to be where the AI isnt required to move/think as efficiently as the human but more like single rffective actions. the AI wont need to react as much as the player