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    posted a message on Ability Brainstorming

    Are you saying that people won't find a use for an ability that can kill a unit far off-screen? That sounds like an immensely powerful ability to me. Teamwork would allow a cloaked spotter to call the targets safely and win a game without taking any casualties. Or at least soften up the enemy before a battle.

    Posted in: Miscellaneous Development
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    posted a message on Ability Brainstorming

    If an ability button can open a dialog box, you have your Terran offensive skill teamwork cut out for you. (I don't actually know if this is possible, but there should be a way of doing this)

    Mortars.

    The dialog asks the player to set 360degree facing with 90 being north, 270 being south. And the angle of the launch trajectory. If the latter proves too difficult to code, you could go with a power option. (these mortars use the Lorentz force to accelerate the shells) The power is the distance between the source and the impact. There should obviously be a minimum and a maximum power value to prevent easy, no teamwork shots and just being able to camp spawn.

    Why go through all of this trouble? The player's sight is limited to his screen in a top down shooter. The mortar mechanic provides a way of hitting targets located far off-screen, provided that the player has MAD SKILLS and teammates to call the locations of targets for the player.

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    If your goal is to fill each class with unique and interesting abilities, then you could give each terran class an offensive "mortar" skill. Each class can equip the mortar, but they would all fire different shells with varying effects. Here are some possible examples:

    Each mortar should have limited ammunition rather than an energy cost. This would allow for more powerful abilities and create an interesting racial distinction.

    scv - spawns the autoturret on impact
    reaper - caltrop mines - on impact, the shell disperses timed life caltrop mines which do damage and slow everything that triggers them
    marine - deals damage and debuffs enemies
    marauder - deals "terrible terrible damage"
    ghost - reveals a part of the map (visible on the minimap)

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    Grenades! Each class should have a grenade.

    Grenades should be much simpler to use than mortars. Just click on your screen and your guy does the nice little idle animation while a grenade shoots from the center of his torso to wherever you clicked. Each class could even have a unique grenade. Here are some suggestions:

    scv - launch tiny repair mules that will run up to teammates and heal them
    reaper - horribly slows units in area
    marine - debuff grenade? (I know you already have grenades for the marine from your hiveworkshop post)
    marauder - MIRV grenade. Explodes and launches smaller grenades. Those explode too.
    ghost - mute grenade. Affected enemies can't use any abilities for a certain amount of time.

    Posted in: Miscellaneous Development
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    posted a message on Squadron Arena (Working Title)

    Have you stopped working on this map? I was planning on creating a similar project. Except with only one race (melee units are the opposite of fun!) and with added RPG functionality ala Shattered Galaxy.

    Other than that I'm convinced that this is the best map idea possible.

    Posted in: Project Workplace
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