| 09-01-2008, 02:31 AM | #1 |
The last time I tried making my own AoS mix of DOTA and TANK WARS, I eventually scrapped it after it went a bit too DOTAish. Not to mention the amount of reading I'd have to do to create those trigger-intensive spells. So I created a different design for my AoS after thinking about how a tank works several times. This is how it works:
This design is staying in theory until I find out what may pose a problem to gameplay. Please give some suggestions or point out what might not work out. PROS:
CONS:
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| 09-01-2008, 02:59 AM | #2 |
Sounds nice. I'll see if I can rig up a few triggers to make this work. |
| 09-01-2008, 11:37 AM | #3 |
So basically, you want to make a Tank game with manual fire skills? So the weapons are projectiles, right? I already made such map, except it's based on bs instead of tank wars... http://www.hiveworkshop.com/forums/resource.php?t=91435 |
| 09-01-2008, 01:53 PM | #4 |
After checking your map, I find the theory and your map quite different. Because :
But, your map has inspired me to make some changes to the theory. Which is weapons that are bought are stored in the inventory which you equip (Thus removing it from the inventory and turning it into an ability.) and unequips your previous weapon. (Changing it from ability into item, so you can sell it off.) If anyone has any comments to that part of the theory please state them. |
| 09-01-2008, 11:53 PM | #5 | |
But still? Quote:
Also cannons can hit the enemies cannonballs, but the collision size is very low on cannonballs. In my map, projectiles doesn't home and goes in 1 direction. Dodging is still possible. I wonder if you are going to add such weapon logic? I can give you my projectile movement 2d engine in Naval Battle map if you want it. |
| 09-02-2008, 08:52 AM | #6 |
Basically, if possible, I'd like to work on something like that, seeing that I'm sure it would be quite interesting on a cliff situation where a mortar can strike enemies above whereas a Gatling gun can't. As for intercept maneuvers, I believe your concept of colliding projectiles might be quite logical, but I'm not sure whether the projectiles have a chance to collide. Compare this :
As for the weapon port theory if you don't know which port is where, get a picture of a Siege Engine and read this :
The current theory is that only the MAIN and SECONDARY weapons are 360. The SIDE and the FRONT weapons only aim straight. The CORE is undecided. P.S. : Do you know anything that might substitute a phoenix heat ray? Projectile types include, bullets, slugs, mortars, missiles and lasers. Is a railgun a good idea for a weapon? |
| 09-02-2008, 10:11 AM | #7 |
A map without lasers is incomplete. Lasers. Also, one thing that'd be blasphemy to miss - the rapid-cluster-rocket cannon. Seriously, that's the best gun in any map. Ever. |
| 09-02-2008, 11:48 AM | #8 |
You need to play the map Tank Commanders by th15. |
| 09-02-2008, 12:44 PM | #9 |
Great, any links to a download site? Cause I rarely have time to check which site has it. Uhh, rapid-cluster-rocket cannon? What do you mean? A UNREAL Rocket Launcher on steroids? |
| 09-02-2008, 12:50 PM | #10 |
An unreal launcher, yes. Be honest with yourself, do you play games for realism? If you do - why would you choose WC3's engine? |
| 09-02-2008, 01:22 PM | #11 |
OMG! Never thought I'd see something so close to the theory. That means back to the theory charts for me. Does anybody agree or disagree with these changes to my theory?
To Tidearc: Not really, but I do feel that a good game should keep a bit of unrealism in it. Otherwise, why would I state lasers as part of the armaments? So in the case UNREAL TOURNAMENT'S 10-pack destruction goodness gets in, how do I balance that? |
| 09-02-2008, 01:43 PM | #12 |
| 09-02-2008, 02:01 PM | #13 |
@ Terrorblade's end tip of his previous post... Yeah, I guess... oh wells. On with the main topic! Self Destruct could be abusive (e.g self destruct rushing towers and the likes) but as the bat riders say - THE END JUSTIFIES THE MEANS! Advanced commands sound like fun, don't go overboard and make it literally hacker-hacker wars - unless you want it to be able to deviate that far late game or something. I have an idea... Smoke Bombs. They won't deal any physical damage but they would sure as hell get in the way of the camera; it would make tactics a pain in the ass to use. |
| 09-02-2008, 02:29 PM | #14 |
So about that SELF DESTRUCT thing, how about a SELFDESTRUCT penalty? I mean, if you are charged extra payment for WILLINGLY blowing up your engine of destruction it comes down to letting the enemy get away with it or letting him/her know that you are perfectly willing to die just to not let him/her kill you. Advance commands thing, HACKING I'm not really sure what good would it be. The main idea was that the hidden superweapon on the map would require HACKING in order to fire it, failure results in its defenses opening fire on you, seriously painful. Advanced commands would require the player's hero to have a high level in order to use them, this is my idea on how to ensure no one summons an AIRSTRIKE on someone for the whole game. However some advanced commands can be done from the start of the game like CONNECT, HACK and SELFDESTRUCT. HACK would get a higher success rate at higher levels. But all in all, that much works is enough to fry my mind. So I'd probably just make HACK only usable at a high level. P.S. : Should the hero's level be replaced with military rankings? |
