Income Wars
Income Wars
This is the original Income Wars from Battle.net.
Target
Spawn units to kill the cannon of the other team.
Spawning units gives additional income.
Gamemodes
- from 1 v 1 up to 3 v 3
Uploads
- EU: bone: Income Wars (Official)
- US: bone: Income Wars - Official
Curse Link
This map is still work in progress, any suggestions,
ideas or bug-reports are welcome.
Hey there great map, much more enjoyable than nexus wars! I have played about 150 games on this map I love it and congrats on the new top popular map.
Some issues:
- Science Vessels should be removed completely or tweaked. (My suggestion would be to make it so Science Vessels cannot heal other science Vessels) They slow the game down cause huge pile ups and insane lag.
- Teams that spam just Thors can cause insane traffic jams. Please make their model smaller.
- Selendis is game breaking. I have lost count of how many times this unit has single handedly won the game for me. Its basically I just spams cheaper units till my income is 10,000 and get 2 out and win. The only real counter to this unit is a nuke. The interceptors being immortal is just crazy, i mean they do 60 damage each that is like having a million flying Warpigs out, its just insane.
- Units like brood lords and Selendis that make additional units really do cause a lot of un-needed lag, maybe think about removing them entirely for the sake of lag free games.
- Immortals are an all too effective hard counter to pretty much all of the super/hero units. Their shield reducing all damage to 10? is a bit strong for such a cheap unit.
Suggestions:
- A nuke counter to keep track of who has and has not nuked.
- Damage and Armor Upgrades
- Population Cap
- Faster/Instant Upgrades
- Including some of the research upgrades from the campaign for units.
- Make a Viking-like Super Unit to counter Selendris
All in all, great game with some minor issues. Keep up the good work!
Sincerely, HodgePodge.548
@deaethxxxiii
done in version 3.14+
more upgrades are on the list
Its super laggy. Needs to limit the units and allow more upgrades
@ MoreCustomMapzPweaze
The point of decay (and the coming progressing) is that players with lower income (that have used higher cost units at begin or less cost/income effective ones) can catch up to others and to limit the units on the battlefield.
At least I think that was the thought behind it ;)
Thanks for the prompt reply mate :)
So..... if you start making hero units... your income starts being reduced? (thats all i got from the posts with math and all that jazz). What is the point of this? is this to reduce the number of units by forcing players not to produce like 1,000 marines? Can you just drop the income decay/diminishing? :D
Dunno, I get the right value
check again for mistakes?
thats easy. just forgot it. broodlings doesn't count
but I'm currently fighting with the math of the editor.
with =0,035*inc*0,035*inc / 1500000
I'm getting 2000 1.2%, it should be 0.3%
edit: the math of starcraft is inaccurate ... 20100 should be 6600 decay. it is 6300.
but with =0,0035*inc*0,0035*inc / 15000 it at least works
Another thing, Selendis:
The Interceptors of her count to the killed units. I don't know if they should, as 1 Selendis can yield the enemy 1 kill/sec (or what's the build time?)
(don't know, but it's probably rather hard to fix that :/ )
I've got the Hardened shields as regulation. They are already reduce to 100 maxdmg agains everything even special attacks. and the cannon has 10k hp.
I don't know what the people are thinking about but I'm fine with about 15-20 minutes per round.
If there are that much enemy units directly next to your cannon that it dies within 10 seconds then it's just a matter of time. you lose anyways because most likely your new spawned units are toasted immediatly. your team has 3 nukes to turn such a dangerous moment. if your not able to recover from it then the other team might just be better.
edi: the coming decay/maxunit change should slow down the game as well. it should no longer be possible to kill you with like 4 stone zealots after just 10 minutes.
you can counter brutalisk/stone zealot with the siegebraker tank ;)
I still think the rounds go by to fast and no it lags so little you can hardley notice but if you dont want to add towers then can you make the cannons armor higher then 5 more like 100 or something and its damage. Just saying I think you really need to make the game last longer plz. :)
"I can spawn around 200 (or more) units per round currently."
and I guess by changing this to 50 it should be possible to force the people to use expensive units and to reduce the over all number of units on the field.
the gascost is already included in the trigger system (as seen at the stone zealot) and simply using it is a great idea. easy balance. should only take about 5 minutes to activate it. thanks :D
the stand instead of patrol is just easier to play and understand for new players. the patrol is sometimes annoying but you have to keep an eye on your chooser to prevent him from doing stupid things.
You can test the x units per round with gas cost (1 per unit) instead standing on a spawn point for x units per second.
I think you said that this spawning system is easier to do than spawning units when standing on spawn.
"how MANY units per 30 seconds? Without any calculation I would guess something around 50 per player"
-> I can spawn around 200 (or more) units per round currently.
"Without decay, your income becomes so high that you cannot spend your minerals on t1 units -> using t2 units gets better.
Too high decay leads to spamming t1 units as using t2 units decreases your income."
both is bad. We actually want to reduce the number of units on the field to reduce lag.
Going to pick up the 'stand on a spawn point and you get one unit every x seconds'-idea. this should be a way to simply limit the number of units your're able to get per round what makes you want to spend your money on the best units. this combined with a high hardcap to prevent you from spawning like 100 brutalisks.
there is the new question then: how much units per 30 seconds? Without any calculation I would guess something around 50 per player.
edit: uh I'm just realizing an unit limit might work great. going to test it today with the old spawning system.
note for myself: PS: please fix goliath costing 100 while it is displayed costing 90 :)
So if I get this right, 10% decay @ 7500 like now, with even higher decay at higher income.
so you can use t2 units at around 8000 income.
or spam t1 units on around 9500 income.
I think you should discourage using t1 units on high income.
Without decay, your income becomes so high that you cannot spend your minerals on t1 units -> using t2 units gets better.
Too high decay leads to spamming t1 units as using t2 units decreases your income.
I would also simplify the formula to x=(((z*y)^2)/1500000)
for your value (around that) -> x=(((0,051*y)^2)/1500000)
I would rather lower the value to 0.035 (around that) ->
_
Income - Decay %
3000 0.74
5000 2.04
7000 4.00
8000 5.23
9000 6.62
11000 9.88
15000 18.38
so the "hard" cap hits between 11 and 15k -> using t2 units there is better than when the hard cap is under 10k
But we will see how this plays out.
x =(((0,3*y)^2)/1500000)*0,03
1000 0,0018
1500 0,0041
2000 0,0072
2500 0,0113
3000 0,0162
3500 0,0221
4000 0,0288
4500 0,0365
5000 0,0450
5500 0,0545
6000 0,0648
6500 0,0761
7000 0,0882
7500 0,1013
8000 0,1152
8500 0,1301
9000 0,1458
9500 0,1625
10000 0,1800
10500 0,1985
11000 0,2178
all t2 units are going to give at least 10% income too.
but it has to wait till I'm back home 18:00 CEST
""4. Diminishing/Decaying income makes no sense. I have a 12,000 income and soon as i start getting decaying income, my income dropped to 7,000. While another player who was behind me some how managed to get above 17,000 income. I see nothing about how this decaying income is working or being calculating.""
That other player spammed t1 units which have a gold to income ratio of over 10%.
All the t2 units, except war pigs(10%), have a lower ratio than 10%, some even less than 5%.
So if you use t2 units above 7500 income now, you lose income.
Please change back to 5% or a progressing decay (which makes imo more sense!)
->1% decay per 1500 income for example -that is 5% on 7500 -6% on 9000 etc.
also let's players under 1500 catch up faster.
1. its a first random point in region system and the place above and below the cannon are one region
2. currently I tried to sort them by type.
3. patrol triggers are easy, stand and spawn are not.. it's something we already have in mind
4. 10% decay over 7500. if you keep spawning marines for example you get 20% income
it's not finished yet just a fast fix... 5. this is planned too, but there is so few time :(
talk to my boss and get 2 weeks holiday for me! ;)
Love the map. Love it much as I love Nexus Wars. There are a bunch of things that's bothering me alot about the game.
1. The pathing in game is much better then previous versions. But still, sometimes you spawn units lop-sided. Meaning one you spawn 10 units, and you end up with 7 units on the bottom and 3 on top. Can you please just make it one wide road?
2. Unit arrangement on the spawner is confusing and it would be MUCH better if it was arranged cheap units to the left and more expensive as you get towards the hero spawner.
3. The whole Patroling on and off the green is annoying. You can leave your spawner patroling while it works. Next income it's not working. Please just make it simple like place it on the spawner and it auto spawns it.
4. Diminishing/Decaying income makes no sense. I have a 12,000 income and soon as i start getting decaying income, my income dropped to 7,000. While another player who was behind me some how managed to get above 17,000 income. I see nothing about how this decaying income is working or being calculating.
5. When players are disconnected during loading or leave, there is NO system to keep the game going. Or balancing in any way. Can you guys put some kind of balancing system? to ensure even when someone disconnects/leaves there is a a way to balance things out a bit?
I am not understanding why my income starts disappearing when i am spawning units like crazy i get the decay (more like an upkeep) part but is there another reason my income starts going backwards!?
I really like the new one big ramp instead the 2 small ones.
One thing I don't like: the 10% income decay.
Could you adjust it differently, progressing:
1% decay per 1500 income (example) instead 10% after 8000 (or whatever the limit is now)
Problem with the 10% is, people will spawn more small units instead going for the expensive ones -> more lag.
PS: please fix goliath costing 100 while it is displayed costing 90 :)