Multiplayer varients of space ship battles might be fun, especially if there's team based elements in them.
I remember a 2d top down shooter which had a few mods, and the idea is that your controlling a ship, and damage is realistic so if you crash or get shot, your ship blows up.
How the gameplay worked for that game, was a little more like your video, except faster, and more epic space battles (online games sometimes have around 60+ players so it gets frantic).
So you see bullets flying around in space, and ships trying to avoid those while navigating the map (space station has solid walls so crashing is possible).
There were a few gamemodes, and one of the mod turned it into a top down robot shooter, in a CTF style inside a base.
So you only need a simple melee map, with your base on a elevation in the middle, and at random, different units may attack.
Basically...
Adaptation Defense?
Reaper hitting mineral lines... Dark Templars striking the base... Ghost attempting to nuke...
Siege Tanks trying to take out your defenses... Banshees trying to destroy your base using cloak...
But of course, maybe add a gui into the game so, you can reset everything back to zero and erase every unit that appeared, and redo it.
Maybe even allow triggers to set up so you can decide against which race to face off, thus the trigger will modify the game and replace the cpu base with a new base.
Imagine buttons on your screen allowing you to control how the enemy attacks you, except the timing of it are not determined by your actions.
You mean like a map that consists of scenarios that can be manipulated?
It's kinda hard to get AI to use it at this time, because if you could turn on AI, give them a set amount of mineral and which building they start off with, you could probably get them to do something...
Obviously, if you get a AI Terran to do a walling opener, chances are it might not even build units properly.
I do know that you could take a dark templar and replace the body model with a ghost for one of the other units...
Mutalisk + Hellion Fire attack = Flying BBQ
Corrupter + Beam = that thing
Siege Tank + Weapon removal = Arty
Hellion + other weapons = that hit and run vehicle
etc.
As for the Imp, a Marine or Marauder fits the description more, and it's easy to replace the weapon with a hellion weapon and make the unit move slower...
You gotta figure out the pacing so you know all the speeds for each units, because Shattered Galaxy is a slower pace RTS where a ton of players can control squads.
Not sure how you got those bridges to work. o_O
But my laptop can't handle too much stuff so I can't work with big maps.
I could try drawing a simple template for you to look at, but since this is SC2, you could ask someone to help you create a UI.
In SC1, you couldn't modify the user interface, but in SC2, you can add stuff like labels, buttons, and even new elements for your HUD.
Possible UIs:
- Basic Scoreboard
- Ally indicator (to show where your ally is offscreen)
- Extra functions like changing the cameras etc.
Also, as for maps...
Try to make it not so linear, use cliffs and try to make it look like a professional environment, rather than a blocky area...
What we do need to get blizzard to do, is a "mirror" function when drawing terrain, so we can mirror it on the other side to get a similar or balanced terrain.
Also, make use of doodads and destructible environments.
LOCO (Land of Chaos Online) is a mmoTPRPG now being published by alaplaya.net.
Avalon Heroes is basically the same thing, in that sense.
The only difference is:
LOCO is anime based, third person perspective, WASD controls.
Avalon Heroes is more dota-like, RTS perspective, keyboard and mouse controls.
Apparantly, even mmos are copying the dota game style, and this will start to get old, because you see repetitiveness in the market...
This is why I'm starting to play only action rpgs, and not the linear slow paced mmos.
Usually, most of the maps are to do something unique or interesting... So if someone would do a scv football, it'll be created in the sense of AI units, so you can swap to control other units on the fly like in sports games.
Maybe able to pass and throw the banelling, which is the ball.
If you can do that, it'll make skills and techniques very important and most especially teamwork, since you can then immobilize or shift your enemies at the same time doing damage.
Even better, come up with a ton of new properties or elements to add to this system, and thus you have a list of skills that can be "comboed".
But be sure to balance it out kay?
A zealot (melee) that has a super charge could knock away light units, causing minor damage to the ones nearby, and at the same time, does major damage to a single target...
0
@Iggyhopper:
Try changing the unit's direction/rotation while it's in siege mode?
If you try putting a siege tank in siege mode on a map, and try to rotate it, the base stays still, yet the barrel rotates.
0
@Pinworm45:
You don't have to make the minigames 100% competitive...
Just cooperative-competitive to make it possible to help each other out depending on the situation (Boss battles, etc).
In some games, the idea is that you could play cooperative, but your allies bullets can hurt you.
So in that sense, it's ALWAYS FFA, and teaming up depends on the players themselves and not the game mechanic.
0
@stewie-Y:
Multiplayer varients of space ship battles might be fun, especially if there's team based elements in them.
I remember a 2d top down shooter which had a few mods, and the idea is that your controlling a ship, and damage is realistic so if you crash or get shot, your ship blows up.
How the gameplay worked for that game, was a little more like your video, except faster, and more epic space battles (online games sometimes have around 60+ players so it gets frantic).
So you see bullets flying around in space, and ships trying to avoid those while navigating the map (space station has solid walls so crashing is possible).
There were a few gamemodes, and one of the mod turned it into a top down robot shooter, in a CTF style inside a base.
0
@PatchOne:
So you only need a simple melee map, with your base on a elevation in the middle, and at random, different units may attack.
Basically...
Adaptation Defense?
Reaper hitting mineral lines... Dark Templars striking the base... Ghost attempting to nuke...
Siege Tanks trying to take out your defenses... Banshees trying to destroy your base using cloak...
But of course, maybe add a gui into the game so, you can reset everything back to zero and erase every unit that appeared, and redo it.
Maybe even allow triggers to set up so you can decide against which race to face off, thus the trigger will modify the game and replace the cpu base with a new base.
Imagine buttons on your screen allowing you to control how the enemy attacks you, except the timing of it are not determined by your actions.
0
You mean like a map that consists of scenarios that can be manipulated?
It's kinda hard to get AI to use it at this time, because if you could turn on AI, give them a set amount of mineral and which building they start off with, you could probably get them to do something...
Obviously, if you get a AI Terran to do a walling opener, chances are it might not even build units properly.
0
It's actually possible to create a UI involving squad setups, and maybe even actual level-ups.
Probably gonna have to remake how the leveling and map system works.
The UI is basically a small window allowing you to customize and adjust your units.
You should probably add a level system for each player, like in SG.
So the more you play, the more stats you gain and can raise your stats to get more squad slots or better access to units.
...
Actually, I think you should create a mod, that allows such maps to be used.
A mod is different than a map because it's more complex and allows you to change things in a global level rather than limiting it to 1 map.
Things like units, ui, weapons, armor, etc. Can all be for the mod, whilst the map decides the layout etc.
You should include a map view of all the areas that's possible to go, and how long it takes to get there (for squad reinforcements to work).
0
@bliztar:
I do know that you could take a dark templar and replace the body model with a ghost for one of the other units...
Mutalisk + Hellion Fire attack = Flying BBQ
Corrupter + Beam = that thing
Siege Tank + Weapon removal = Arty
Hellion + other weapons = that hit and run vehicle
etc.
As for the Imp, a Marine or Marauder fits the description more, and it's easy to replace the weapon with a hellion weapon and make the unit move slower...
You gotta figure out the pacing so you know all the speeds for each units, because Shattered Galaxy is a slower pace RTS where a ton of players can control squads.
0
@Bobby5589:
Not sure how you got those bridges to work. o_O
But my laptop can't handle too much stuff so I can't work with big maps.
I could try drawing a simple template for you to look at, but since this is SC2, you could ask someone to help you create a UI.
In SC1, you couldn't modify the user interface, but in SC2, you can add stuff like labels, buttons, and even new elements for your HUD.
Possible UIs:
- Basic Scoreboard
- Ally indicator (to show where your ally is offscreen)
- Extra functions like changing the cameras etc.
Also, as for maps...
Try to make it not so linear, use cliffs and try to make it look like a professional environment, rather than a blocky area...
What we do need to get blizzard to do, is a "mirror" function when drawing terrain, so we can mirror it on the other side to get a similar or balanced terrain.
Also, make use of doodads and destructible environments.
0
You could tweak the units and enemies to balance out the difficulty from start to finish maybe...
Resident Evil was originally hard not because the enemy is tough, but because they are also slow and you had to deal with cramped up cameras.
Also, currently units being shot doesn't react to being hit, but some units could be immune to stuns.
Zerglings shouldn't just run at you, when better AI comes out, have them circle and do hit & runs.
Hydras could stick to shooting, but in a sense that it's dodge-able with a bit of movement (2 sec charge up, then shoot in that direction).
0
LOCO (Land of Chaos Online) is a mmoTPRPG now being published by alaplaya.net.
Avalon Heroes is basically the same thing, in that sense.
The only difference is:
LOCO is anime based, third person perspective, WASD controls.
Avalon Heroes is more dota-like, RTS perspective, keyboard and mouse controls.
Apparantly, even mmos are copying the dota game style, and this will start to get old, because you see repetitiveness in the market...
This is why I'm starting to play only action rpgs, and not the linear slow paced mmos.
0
Usually, most of the maps are to do something unique or interesting... So if someone would do a scv football, it'll be created in the sense of AI units, so you can swap to control other units on the fly like in sports games.
Maybe able to pass and throw the banelling, which is the ball.
0
It's possible, but depends on how far your willing to take it.
FPS modes are limited currently to it's bandwidth, so maybe you'd want to adjust that to another perspective...
Third person mode works, but do it in the case of dynasty warriors, where the camera isn't necessarily locked onto the unit, but can still follow.
But in savage, there are shooting and melee elements... So FPS and TPS should be used in the mix.
0
I'm still not sure how some of you got bridges to work.
0
@Roar_Man:
Implement physics with the attacks and you'll grab even more attention.
Example:
Warrior shield bashes opponent!
Opponent goes flying!
If you can do that, it'll make skills and techniques very important and most especially teamwork, since you can then immobilize or shift your enemies at the same time doing damage.
Even better, come up with a ton of new properties or elements to add to this system, and thus you have a list of skills that can be "comboed".
But be sure to balance it out kay?
A zealot (melee) that has a super charge could knock away light units, causing minor damage to the ones nearby, and at the same time, does major damage to a single target...
0
It'll be too much like DBZ fusion:
*units do a funny dance*
*units fuses*
=BOOM=
*new unit pops out*
"I R SU PA MARINE!"