Aw well.
Before i start seriously working on this and probably wasting lots of hours and days, i figure asking around here if the idea would please some people can't be wrong.
The following post won't be extraordinarily well sorted by the way, as it is quite late and i don't want to make this post prettier than it needs to be.
So the idea i've got in my mind looks kinda like this:
The roles:
It's a 4v4 with everyone playing a certain role in the team, such as
- the Farmer (gains food needed to supply factories, mines and all the other stuff)
- the Miner (mining minerals, used for more expensive buildings, techs and so on - think of it like stone opposed to wood in other rts-games)
- the Recruiter (producing weaponry from minerals, hiring soldiers to escort deliveries and defend bases; it's also used for the most expensive tech)
- the Researcher (though everyone can apply some upgrades to their buildings, trucks and so on, he holds the powerful tech to get the most powerful upgrades, which still need to be sent as an item to the respective teammember. Also he is some kind of embassador, hiring mercs to harass the opponent team and delivering the credits to the T.W.I.N. company.)
The background:
The T.W.I.N. (Trading With Iconic Neutrality) company sent you to Kaurava VII, a completely artificial planet, to test you and 7 others in terms of G.R.E.E.D ( General Resource-Management, Risk Consideration, Economic Espionage, Evasive Diplomacy, Diligence ), which is vital to passing the "Advanced Resource Searching and Exploiting" -test. The winner will be who first sent T.W.I.N. a certain amount of Credits.
Unluckily for you, there have been discovered three major problems.
Number one, there are Zerg on Kaurava VII.
Number two, there are mercenaries in the area you were sent to. They can be bribed, of course, but will also try to capture some loot from your trucks and will take a toll from your deliveries when they pass through their base. Will also attack your base at times.
Number three, the beacon to send T.W.I.N. the Credits landed EXACTLY in the merc's base and hit the virtual transportation node that is required to share resources and technology with your team.
All of these problems were caused by accident and are by no means intended by T.W.I.N.
The resources:
- Credits: Money. That's all that is to it. Uses: Can buy everything but love and true friendship.
- Food: Your factories, mines, farms and labs are powered by both humans and equipment. The biological part's got to eat. Uses: Required for actually producing something. Though farms don't need food to produce food. Also, escorts and mercenaries dig something to eat.
- Minerals: It's actually a quite big array of what is understood by Minerals. Basically it's everything you can use to produce something better. Uses: Taken to craft weaponry. Also used as payment for mid-class buildings and items.
- Weaponry: Everything that may hurt someone. Produced from Minerals. Uses: Give a man a gun and he'll shoot another man. Or use it to finance mercs or very useful technology. Or sell it for profit. The uses are unli- no, they are actually quite limited.
- Energy: (The actual energy for units) Created by the generator that everyone should have standing in their base. Uses: Powers your buildings.
The system:
I plan to have the resources having to be delivered by trucks to your allies. Those trucks can and should be escorted by soldiers to defend against Zerg and bribed mercs. Additionally, one should have to slowly build up defenses in case the Zerg or mercenaries plan to raid your base.
The transport system should actually work something like this, though i doubt i'll be able to get this working without a few days of sudatory effort:
You've got a transport center at the entrance of your base. This center's got a storage room of pretty much unlimited (due to hypercube storagedevices or sth like that) where idle trucks are parked. When you choose from that storage room (which you can fill with new purchases of new and better trucks, though you can also stay with an old model if you please and just get more of those), the truck is sent to the loading bay, where it can be filled with cargo (which should be like containers filled with resources) and escorts (soldiers actually loaded into the truck) and "equipped" with external escorts, which should follow the trucks on the outside. This way vehicle escorts should be possible too.
The escorts would have their own center, right next to the transport center. There they've got a huuuge restroom for idle soldiers, maybe underground, i don't know how i'll explain that later - if at all. When soldiers are picked to escort a truck stowed in the loading bay, they will first fill up the escortspace within the truck, then follow the truck outside.
There will be limits on that, so that for example a courier type of truck cannot be escorted at all, but is hella quick and can only load one canister of resources, as opposed to a heavy transporter, which could have lots of soldiers inside plus alot of cargo, though it is moving very slowly and will be tolled by the mercs by 40%.
I plan on having this map not have any really controllable units for the players at all. Everything should be kinda passive, like giving the units orders only via buttons. Guess i'll have to work a lot with triggers there.
So, tell me what you think, what could be improved, if it's even worth a try or if i should just file it under P for Paperbin.
- Hope my writing isn't too horrible.
€dit: If there already is a map like this, wether for WC3 or SC2, please tell me, i'd really like to see if someone already created this ^^
Aw well.
Before i start seriously working on this and probably wasting lots of hours and days, i figure asking around here if the idea would please some people can't be wrong.
The following post won't be extraordinarily well sorted by the way, as it is quite late and i don't want to make this post prettier than it needs to be.
So the idea i've got in my mind looks kinda like this:
The roles:
It's a 4v4 with everyone playing a certain role in the team, such as
- the Farmer (gains food needed to supply factories, mines and all the other stuff)
- the Miner (mining minerals, used for more expensive buildings, techs and so on - think of it like stone opposed to wood in other rts-games)
- the Recruiter (producing weaponry from minerals, hiring soldiers to escort deliveries and defend bases; it's also used for the most expensive tech)
- the Researcher (though everyone can apply some upgrades to their buildings, trucks and so on, he holds the powerful tech to get the most powerful upgrades, which still need to be sent as an item to the respective teammember. Also he is some kind of embassador, hiring mercs to harass the opponent team and delivering the credits to the T.W.I.N. company.)
The background:
The T.W.I.N. (Trading With Iconic Neutrality) company sent you to Kaurava VII, a completely artificial planet, to test you and 7 others in terms of G.R.E.E.D ( General Resource-Management, Risk Consideration, Economic Espionage, Evasive Diplomacy, Diligence ), which is vital to passing the "Advanced Resource Searching and Exploiting" -test. The winner will be who first sent T.W.I.N. a certain amount of Credits.
Unluckily for you, there have been discovered three major problems.
Number one, there are Zerg on Kaurava VII.
Number two, there are mercenaries in the area you were sent to. They can be bribed, of course, but will also try to capture some loot from your trucks and will take a toll from your deliveries when they pass through their base. Will also attack your base at times.
Number three, the beacon to send T.W.I.N. the Credits landed EXACTLY in the merc's base and hit the virtual transportation node that is required to share resources and technology with your team.
All of these problems were caused by accident and are by no means intended by T.W.I.N.
The resources:
- Credits: Money. That's all that is to it. Uses: Can buy everything but love and true friendship.
- Food: Your factories, mines, farms and labs are powered by both humans and equipment. The biological part's got to eat. Uses: Required for actually producing something. Though farms don't need food to produce food. Also, escorts and mercenaries dig something to eat.
- Minerals: It's actually a quite big array of what is understood by Minerals. Basically it's everything you can use to produce something better. Uses: Taken to craft weaponry. Also used as payment for mid-class buildings and items.
- Weaponry: Everything that may hurt someone. Produced from Minerals. Uses: Give a man a gun and he'll shoot another man. Or use it to finance mercs or very useful technology. Or sell it for profit. The uses are unli- no, they are actually quite limited.
- Energy: (The actual energy for units) Created by the generator that everyone should have standing in their base. Uses: Powers your buildings.
The system:
I plan to have the resources having to be delivered by trucks to your allies. Those trucks can and should be escorted by soldiers to defend against Zerg and bribed mercs. Additionally, one should have to slowly build up defenses in case the Zerg or mercenaries plan to raid your base.
The transport system should actually work something like this, though i doubt i'll be able to get this working without a few days of sudatory effort:
You've got a transport center at the entrance of your base. This center's got a storage room of pretty much unlimited (due to hypercube storagedevices or sth like that) where idle trucks are parked. When you choose from that storage room (which you can fill with new purchases of new and better trucks, though you can also stay with an old model if you please and just get more of those), the truck is sent to the loading bay, where it can be filled with cargo (which should be like containers filled with resources) and escorts (soldiers actually loaded into the truck) and "equipped" with external escorts, which should follow the trucks on the outside. This way vehicle escorts should be possible too.
The escorts would have their own center, right next to the transport center. There they've got a huuuge restroom for idle soldiers, maybe underground, i don't know how i'll explain that later - if at all. When soldiers are picked to escort a truck stowed in the loading bay, they will first fill up the escortspace within the truck, then follow the truck outside.
There will be limits on that, so that for example a courier type of truck cannot be escorted at all, but is hella quick and can only load one canister of resources, as opposed to a heavy transporter, which could have lots of soldiers inside plus alot of cargo, though it is moving very slowly and will be tolled by the mercs by 40%.
I plan on having this map not have any really controllable units for the players at all. Everything should be kinda passive, like giving the units orders only via buttons. Guess i'll have to work a lot with triggers there.
So, tell me what you think, what could be improved, if it's even worth a try or if i should just file it under P for Paperbin.
- Hope my writing isn't too horrible.
€dit: If there already is a map like this, wether for WC3 or SC2, please tell me, i'd really like to see if someone already created this ^^
Well. Lets start by saying, don't do that.