I am remaking some of the old Rule of the Dollar games from brood war. I remade rule of the dollar 2342, and am now beginning development of Assault on Novus, which is the spiritual successor to the old siege map Assault on Castor.
This map was unique because it had both a space and planetary element to the siege, where the two sides each started with huge advantages on one area, but not as huge in the other.
The Imperials, the attackers in this scenario, started the space part of the siege with massive momentum, and it was all the vorchanan (the defenders) could do the salvage some of their inital fleet and defend some of the more important landing zones.On the planet the Vorch had every major strategic land mark heavily guarded and a large starting army. Imperial troops would drop in the first few landing zones they had in remote areas and try to draw Vorch troops into battle before taking one or more cities. Eventually the Vorch would get enough ships to try and counterattacking space, roughly around when they Imperials should be developing a few footholds.
This scenario is really fun, and I feel like could be built on in SC2 with some new elements. Please let me know what you think about these twists on the aforementioned scenario, and feel free to add ideas of your own!
1.: Utilizing sc2 ediotr to create a new class of commando troops who cant be hit by aircraft and static defenses that try to circumvents gates, sabotage aa defenses and hamper landing ships.
2. A balance of power bar that tracks the progress of each side throughout the siege. Based on the balance of power each side would get different reinforcements and req points.
3. Dynamic space combat where a variety of ships fulfill different roles. As space combat progresses more landing zones will open, but the line of combat will move, which will leave vulnerable logistics ships and transport open to raids by fighters. Orbital bombardment, drop troops and other orbital abilities will be able to be used at different points to try and turn the tide.
4. Req point based reinforcements that can requisition certain "armies" who fulfill different roles. Maybe you will spawn a bunch of commandos and overwhelm the soft targets off the opposition, maybe you will bring in a new battle group to orbit. Req points could even be balanced around the Balance of power mechanic that controls the automated spawns. If you requisition to much, your balance of power may be reduced.
5. Projectile based weapons to threaten larger units in space combat. This will allow certain ships to safely maneuver and fire, while larger ships wont be able to brought into combat until these weapons are disabled at the planet or space size of things.
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Hey everyone,
I am remaking some of the old Rule of the Dollar games from brood war. I remade rule of the dollar 2342, and am now beginning development of Assault on Novus, which is the spiritual successor to the old siege map Assault on Castor.
This map was unique because it had both a space and planetary element to the siege, where the two sides each started with huge advantages on one area, but not as huge in the other.
The Imperials, the attackers in this scenario, started the space part of the siege with massive momentum, and it was all the vorchanan (the defenders) could do the salvage some of their inital fleet and defend some of the more important landing zones.On the planet the Vorch had every major strategic land mark heavily guarded and a large starting army. Imperial troops would drop in the first few landing zones they had in remote areas and try to draw Vorch troops into battle before taking one or more cities. Eventually the Vorch would get enough ships to try and counterattacking space, roughly around when they Imperials should be developing a few footholds.
This scenario is really fun, and I feel like could be built on in SC2 with some new elements. Please let me know what you think about these twists on the aforementioned scenario, and feel free to add ideas of your own!
1.: Utilizing sc2 ediotr to create a new class of commando troops who cant be hit by aircraft and static defenses that try to circumvents gates, sabotage aa defenses and hamper landing ships. 2. A balance of power bar that tracks the progress of each side throughout the siege. Based on the balance of power each side would get different reinforcements and req points. 3. Dynamic space combat where a variety of ships fulfill different roles. As space combat progresses more landing zones will open, but the line of combat will move, which will leave vulnerable logistics ships and transport open to raids by fighters. Orbital bombardment, drop troops and other orbital abilities will be able to be used at different points to try and turn the tide. 4. Req point based reinforcements that can requisition certain "armies" who fulfill different roles. Maybe you will spawn a bunch of commandos and overwhelm the soft targets off the opposition, maybe you will bring in a new battle group to orbit. Req points could even be balanced around the Balance of power mechanic that controls the automated spawns. If you requisition to much, your balance of power may be reduced. 5. Projectile based weapons to threaten larger units in space combat. This will allow certain ships to safely maneuver and fire, while larger ships wont be able to brought into combat until these weapons are disabled at the planet or space size of things.