Hey starcraft II players. Welcome to Operation Ex - Fill.
I've created this little thread to help explain to new players on HOW to PLAY the Mod.
Since, it's quite a new concept, I've created a series of screenshots to walk people through on how to play.
Now, what's the main Objective of the game?
Pull the Boss in the center to the enemy side.
How do we accomplish this task? It's simple.
Get into the bosses AOE, and protect him from the incoming horde of zombies (zerglings)
Throughout the map, there is an unprecedented amount of zombies. These zombies are controlled by AI. They are hostile. They will kill everything and anything--including themselves.
So how do we advance in the map?
Well that is up to you, as a team to decide.
On the top and bottom of each map, there is a 'mineral' field.
These minerals are powerful. They allow you to upgrade your units, and convert 'minerals' to 'gas.'
'Minerals' in this game are the universal currency, and your efficiency at balancing the right amount of defense, offense, and gathering abilities will allow you to succeed.
So How do you gather Minerals?
There are two ways to gather minerals.
By harvesting them at the two points in the map, or
by killing zombies, and enemy players.
So what are the rewards for either?
Well, as of right now, the award for killing players and minerals may be more ammo expenditure (yes, there is universal ammo) and more experience for veterency (Each unit has individual levels) If done successfully, you will be able to cripple the enemy.
High risk, high reward.
And in the future. . .you will be rewarded with TWO offense units limited to you.
Speaking of which, how do we get units?
Well, in Operation Ex - Fill, you get units on a set timer. Every three minutes, players are given Ves. Gas (Soldier pay : 30)
With this Gas, you can choose to spend on Defensive or Offensive structures.
For example : One mule costs 10 Soldier pay (V. Gas)
Which you could use to buy 1 marauder or 2 marines.
Or you could buy one auto turret for the same cost of 1 marine.
As you can see, units are costly. Losing one marine, or one marauder can be very costly.
Now that the basics have been covered. There are a few fundamental changes to how this game is played, from your typical RTS.
Sight : In this gamemode, select units have 'sight'
Watchposts, Radar, and Auto turrets have 'fixed sight' which means, if they are not selected, they will still form a sight RADIUS.
This will look familiar :
Units do not have fixed sight :
So what does this mean?
This means, that destroying enemy radars, bunkers, or auto turrets will become a hindrance, as units that cross into the 'black' unselected, will not be able to fight.
This means every unit must be accounted for and not forgotten.
So, what does early or late game look like?
It may look like this :
Or, like this :
Player vs Player interaction :
Over the coming months, Player vs Player interaction will be going for an overhaul.
As it stands right now, engaging early game is impossible (by design) and Mid-game is High Risk, High reward.
There are two choke points on the map, unless you dare cross the center.
A primary way to take the player head on, is using the 'Battle titan (Thor) as your Battering Ram.
The Battle Titan HAS a FIXED sight, which allows a 'constant' view, the ability to keep units close, and have them engage without directly selecting them.
But most of the battles happen in the middle, where, an early engagement forces the enemy team to push to middle--to pull the payload back to their side.
With intense battles, that often result in heavy losses.
A game where positioning and micromanagement is key.
Understanding sight radius's, and how to take advantage your position on the payload, the zerglings ( zombies)
And what upgrades you should or shouldn't use.
I wish to hear your feedback.
As I have many plans (to implement my infantryman humour)
Future Plans :
As it stands, I'm here because I'm at a crossroads.
I want this game to be unique, and different, and fun for all.
I want it to be punishing, and versatile.
As it stands right now, I need more opinions.
Do I lock people into 'offensive' and 'Defensive' Roles?
Do I add ONE more player to the map (4 v 4)
Do I adjust Marines and Marauders and make it easier to PUSH the payload early game? Or keep up the 'build up' phase. . .
Or do I have 'buildable' tech trees, the ability to 'split your 'points' among unlockables?
This is not intended to be a League of Legends (input build from mobafire)
This is meant to play as a real time chess match, littered with miniature chess matches in fights across the board.
If you build up too many mules, you pay for it.
If you build up too little of mules, you pay for it.
If you build up too many marines, you pay for it.
If you build up too little marines, you pay for it.
If you build up too many bunkers, you pay for it.
If you build up too little bunkers, you pay for it.
This game is (in design) going to make you CHANGE your tune, every time you play it.
Help make it a reality :)
Here is a little outdated video of the old graphics (and original how to play) :
Have a great day! Looking forward to comments / opinions (to make the game better, of course!)