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Active: 12565 users

UMS Idea, need input

Blogs > darmousseh
Post a Reply
darmousseh
Profile Blog Joined May 2010
United States3437 Posts
May 06 2011 21:11 GMT
#1
So I had an idea for a fun UMS I would call Minicraft. Basically it's a really really trimmed down version of starcraft. Each race would have access to 4 units, be able to expand once (probably with a shared third). It would be a fast paced game. You would have 4 minerals and 1 gas on each base and start with 4 close patches (which are only optimal with 2 workers). Te supply limit would be something like 75 or 100. The point of the game would be to have fun by playing only with early game units and 1 late game unit. Here are some thoughts


So the maps would be small (Think like half the size of steppes of war) and the third would probably be shared. The center would have two choke point type paths, but on both side there would be enough open space for surrounds. The game would start each player off with 4 workers. I made the hatchery cheap enough such that it's basically a unit producing structure. Will adjust as neccesary.

Right now this is a concept, I will take my ideas and make a mod soon, I just want some feedback on things like costs, map design ideas, unit ideas, costs, rebalancing units, and how to simplify it. I tried making it simple enough with 3 base units for each race and 1 power unit. Also for example, I think things like making hydras faster will be important, maybe lowering the dps of marines but increasing their health by like 5. The idea is that building an economy would be really easy as you could be fully saturated on 2 bases in about 6 minutes. With this small of a map though, it would be super risky to do so. With no creep means no speed boost, so might need to rework stuff there. No warp gates might mean a stalker buff, firebats in the campaign are too strong, etc.

At this point, more generalized suggestions are good. Once I finish the inital mod I will post it for feedback.


Protoss
Buildings
  • Nexus: 300m
  • Gateway: 150m
  • Pylon: 100m
  • Templar Archives: 150m 150g
  • Forge: 100m

Units
  • Zealot: 100m
  • Stalker: 125m, 50g
  • Sentry: 50m, 100g(comes with forcefield for 75 energy and guardian shield for 100 energy)
  • High Templar: 50m 200g(comes with feedback for 50 energy)

Upgrades
  • Zealot Leg Speed(not charge): 100m 100g
  • Blink: 100m 100g(20 second cooldown)
  • Hallucinate: 50m 50g(lasts 15 seconds, only can hallucinate zealots, 75 energy)
  • Storm: 150m 150g (70 damage over 4 seconds front loaded (25,20,15,10), 75 energy)
  • +1 weapons 75m 75g
  • +1 armor 75m 75g


Terran
Buildings
  • Command Center: 300m
  • Barracks: 150m
  • Tech Lab: 50m 25g
  • Reactor: 50m 25g
  • supply depot: 100m
  • Ghost Academy: 150m 150g
  • Engineering Bay: 100m

Units
  • Marine: 50m
  • Firebat: 125m, 50g
  • Medic: 100m, 100g
  • Ghost: 100m 150g(comes with Snipe for 25 energy)

Upgrades
  • Stim: 100m 100g (50% increase for 10 seconds)
  • Combat Shields: 100m 100g (10 hp for marines)
  • Medic Energy: 100m 100g(increases regen rate by 33%, starting energy by 25)
  • EMP: 100m 150g (removes 75 shields and 75 energy)
  • +1 weapons 75m 75g
  • +1 armor 75m 75g



Zerg
Buildings
  • Hatchery: 200m
  • Hydra Den: 150m
  • Overlord: 100m
  • Baneling nest: 100m 50g
  • Lair (contains all upgrades) 100m 100g
  • Defiler Den: 150m 150g

Units
  • Zergling(pair): 50m
  • Hydra: 75m 25 gas
  • baneling: 25m, 25g
  • Defiler: 50m 150g(comes with consume and dark swarm)

Upgrades
  • Zergling Speed: 100m 100g
  • Hydra Range: 100m 100g
  • Baneling Speed: 100m 100g
  • PLAAGUUU: 150m 150g (would need to be rebalanced because of clumping)
  • +1 weapons 75m 75g
  • +1 armor 75m 75g



Developer for http://mtgfiddle.com
Kenpachi
Profile Blog Joined August 2009
United States9908 Posts
Last Edited: 2011-05-06 21:15:14
May 06 2011 21:14 GMT
#2
nvm irrelevant
Nada's body is South Korea's greatest weapon.
darmousseh
Profile Blog Joined May 2010
United States3437 Posts
May 06 2011 21:16 GMT
#3
On May 07 2011 06:14 Kenpachi wrote:
nvm irrelevant


now i'm curious what it said
Developer for http://mtgfiddle.com
Yurie
Profile Blog Joined August 2010
12175 Posts
May 06 2011 21:34 GMT
#4
Build time of units?
darmousseh
Profile Blog Joined May 2010
United States3437 Posts
May 06 2011 21:39 GMT
#5
On May 07 2011 06:34 Yurie wrote:
Build time of units?



Same as they are in sc2, broodwar units would need to be adjusted.
Developer for http://mtgfiddle.com
MapleFractal
Profile Blog Joined October 2010
Canada307 Posts
Last Edited: 2011-05-06 22:25:46
May 06 2011 22:23 GMT
#6
You took out both units from Terran and Zerg that allows them to deal with large amounts of gateway units (ie; roach and maurader) and replaced them with BW units... ok ... that would be fine except now you have HTs on protoss with sentries. So basically your making a UMS game that allows protoss to faceroll their keyboard(more then normal) and just walk up to your units and FF > Storm and laugh.

Even with Dark Swarm being awesome, it stops targeting not AoE not to mention all the units for Zerg you've chosen die stupidly fast under storms. And Terran is 100% bio that gets RAPED by storm too. Then you further dick Terran by saying ok your 1 armor unit is terrrrrrrrrrrible (firebat) lets make sure you have no ability to deal gateway units and have to research EMP before you can use it, unlike Melee....

Hydras don't get the option of having creep spreed to play with cause no queens, but they don't get a movement increase upgrade like they did in BW either. So reinforcing with Hydras as zerg is a non option too.

Seems like you didn't put very much thought into this.
Me thinks you might play Protoss on ladder too.... which may explain more then a little bit when you objectively look at this proof of concept.
its called a Tuque damnit!
darmousseh
Profile Blog Joined May 2010
United States3437 Posts
May 06 2011 22:32 GMT
#7
On May 07 2011 07:23 MapleFractal wrote:
You took out both units from Terran and Zerg that allows them to deal with large amounts of gateway units (ie; roach and maurader) and replaced them with BW units... ok ... that would be fine except now you have HTs on protoss with sentries. So basically your making a UMS game that allows protoss to faceroll their keyboard(more then normal) and just walk up to your units and FF > Storm and laugh.

Even with Dark Swarm being awesome, it stops targeting not AoE not to mention all the units for Zerg you've chosen die stupidly fast under storms. And Terran is 100% bio that gets RAPED by storm too. Then you further dick Terran by saying ok your 1 armor unit is terrrrrrrrrrrible (firebat) lets make sure you have no ability to deal gateway units and have to research EMP before you can use it, unlike Melee....

Hydras don't get the option of having creep spreed to play with cause no queens, but they don't get a movement increase upgrade like they did in BW either. So reinforcing with Hydras as zerg is a non option too.

Seems like you didn't put very much thought into this.
Me thinks you might play Protoss on ladder too.... which may explain more then a little bit when you objectively look at this proof of concept.



Actually I play zerg right now. Obviously it would need rebalancing. I made forcefields 75 energy and only having 1 gas means if you make sentries or even stalkers, you won't be able to tech at all.
I mentioned in the OP that hydras would need a speed increase otherwise they would be terrible. I think making them the same speed as fast roaches would be fine. Zerg units are supposed to be fast. As far as storm, With so few units on the field and the complete over the top gas cost of going high templar and with stim, in the end I might need to buff storm. I took out "boring" units because they are not fun to play with. Marauders are boring, roaches are boring, immortals are boring. For the sentry I was thinking about them only starting with hallucinate instead of forcefield. The other option is to buff stalkers and have no forcefield.

I need suggestions, not complaints, but yes I have thought about those things. I think the firebat should have 1 base armor like in the campaign, but maybe lower their dps a little. It's pretty insane how good they are against zealots and lings.
Developer for http://mtgfiddle.com
darmousseh
Profile Blog Joined May 2010
United States3437 Posts
Last Edited: 2011-05-06 22:38:52
May 06 2011 22:36 GMT
#8
Maybe I can alter swarm to be so that units under swarm cannot take damage from ranged or spells. That would make it better (maybe too good).

Also, this will be a mostly micro intensive game since the macro is easier than anything. Dodging storms and etc will be easy.
Developer for http://mtgfiddle.com
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