I've never done this before so I'm pretty sure I'd fail at something.
[UMS] Bunker Wars: Choices - Page 3
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Monxy
Poland46 Posts
I've never done this before so I'm pretty sure I'd fail at something. | ||
Vanished131
France311 Posts
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EnderA
United States8 Posts
1) Victory Conditions. Multiple times I've killed off all the enemy players, but the game just sits there, and I don't get a victory. This would be fine if it wasn't for sudden death, because then suddenly my base explodes from burning itself down and I get 75% of my bank erased and ends the game in defeat for me and victory for pretty much everyone else. So yay, I win, but because I win, I lose. 2) Balance. Obviously, this is a very difficult game to fully balance. In my opinion, the strongest unit is definitely the Zealot. The +60% health is a good balancer for melee, but then zealots get rush as an ability, partly negating their drawback. On top of their already substantial hp, this means they can't be trivially massacred or kited like most melee, can easily surround enemies, while they have a relatively frequent spawn rate. Plus, relative to other melee units, they have excellent DPS for their size, meaning more DPS throughout the battle-lines. If it wasn't for Zealots, Immortals would likely rock the house, but it's hard to say. 3) The Bank. I don't think it's a good idea. No matter the implementation it will either be useless or just make winners win more. You could instead just implement rankings/various stats, which would add lasting glory for victory, while maintaining a fair game. 4) Upgrades. Particularly, the shield upgrade costing 14 minerals versus attack costing 7. Even Archons don't want it at that cost. I'd also recommend adding an HP upgrade, particularly so that Zerglings and Marines can up their HP out of slaughter range. Of course, it could give differing amounts of HP to different units, so that it's balanced. Also, the ability upgrade is available regardless of whether the unit has an upgrade, which generally implies that they actually have one. I'd suggest disabling it if the player's spawn doesn't have one. (Or adding an ability for each unit.) 5) Terrain. I don't like the fact that the upper/right half the map has impeding terrain and lower/left half the map doesn't. It's tactically inconsistent. The terrain doesn't have to be literally symmetric, but being somewhat tactically symmetric would be nice. | ||
Monxy
Poland46 Posts
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Vanished131
France311 Posts
Victory conditions will be adjusted. The bank is always subject to change. I see no abuse with it. I've slain a player who got the 1,000 mineral gamble and had 100 weapon upgrades. Don't play archons if you can't handle it. Go play sims if you can't handle it. Blizzard says that plasma sheld upgrades should be expensive. I agree. Get armor instead for your zealots. The map is a circle. Bunkers are randomly placed. I will change the terrain up sometime. | ||
EnderA
United States8 Posts
On December 19 2010 02:55 Vanished131 wrote: Has anyone ever played bunker wars infinity in Broodwar? Here's what happens when a retard balances units based on several games. Ghosts destroy everything despite having less than half the health of every other unit. Victory conditions will be adjusted. The bank is always subject to change. I see no abuse with it. I've slain a player who got the 1,000 mineral gamble and had 100 weapon upgrades. Don't play archons if you can't handle it. Go play sims if you can't handle it. Blizzard says that plasma sheld upgrades should be expensive. I agree. Get armor instead for your zealots. The map is a circle. Bunkers are randomly placed. I will change the terrain up sometime. Just giving you my input. I would like to enjoy playing this map more. | ||
Necro)Phagist(
Canada6644 Posts
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EnderA
United States8 Posts
On December 19 2010 04:25 Necro)Phagist( wrote: Love this game, though one small suggestion, could you add an extra observer for each player or maybe increase the speed of the one observer? Personally I have been killed many a time simple be because more then one opponent has cloaked or burrowed units attacking on different fronts and with a slow obvs its really hard basically impossible to fend that off... All in all though considering how long you've had to balance it, this game is amazing, great job :D That's intentional. | ||
Vanished131
France311 Posts
Try building a turret, those help--and are cheap. | ||
log1k
Cameroon4 Posts
1. Lurkers are either extremely overpowered or weak. Colossus with the range upgrade are flawless against them. However, against any bio unit the lurkers are way over powered. The spawn time on them is too fast also. 2. The new map terrain I just played 5 seconds ago is garbage. If you spawn up top, bottom/botom left, you're trapped and can't move without getting annihilated by the bunkers, let alone 2 armys on both sides of you. Any long range unit can sit up there on the ledge and destroy melee units. I honestly wouldn't mind having no terrain, and just a big flat map with the crater in the middle. 3. The idea about having 6 people able to upgrade is retarded. 4. Also, if someone could point me to a FAQ about what possible outcomes gambling can give you that would be great. When I see things like "you lean slightly to the right" I have no idea what that's doing. | ||
Vanished131
France311 Posts
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Ghost-z
United States1291 Posts
I haven't played this yet but I will tonight when I get off work but is there an option to switch units mid-game? Seems to me like having this feature would help balance and force people to counter you. Just imply some mineral cost to switching units. Like 25 minerals for a random new unit to spawn instead of the one you started with. Of course if you upgraded firebats and then got switched to roaches your upgrades wouldnt carry over but I think thats fair. My evil mind also suggests that you could spend 100 minerals to randomize everyones spawn units again. I could be talking with my ass here cuz like I said I haven't played any games yet ![]() | ||
log1k
Cameroon4 Posts
There is an option to switch units, but it's ridiculously expensive. I haven't seen one person do it yet because they either don't live long enough or they lucked out with correct unit to counter the enemies around him. I think it's like 50 minerals to choose a specific unit, which takes forever if you're not getting bombarded with attacks at your bunker. | ||
Vanished131
France311 Posts
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log1k
Cameroon4 Posts
By the time I've actually accumulated 18 minerals I'll be way behind in upgrades (If I was even one of the lucky few to get them) | ||
Vanished131
France311 Posts
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Dont Panic
United States194 Posts
On December 19 2010 14:49 Vanished131 wrote: You're right. I should make unit changes free. That way your initial choice isn't strategic at all. You just pick zerglings, and then if someone happened to pick hellions, you can quickly change to marauders. Except when they change their unit to zerglings, then you are forced to change your unit to hellions. That isn't strategic at all thats just rock paper scissors without an ending. Real strategy is when you try to make your more inferior unit work. Trying to come up with a creative response like getting a few high templar with your siege tanks can make them viable versus immortals by storming their shields away. Thats the fun of the game, atleast for me. | ||
Vanished131
France311 Posts
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Disda
14 Posts
On December 19 2010 02:55 Vanished131 wrote: The bank is always subject to change. I see no abuse with it. I've slain a player who got the 1,000 mineral gamble and had 100 weapon upgrades. Funny that you don't think it's a balance issue when you can just slay the player who does it. This happens every time someone wins that reward - like I said early - the game is over as soon as it happens. Well unless you can just slay the guy. You should either remove it for being imbalanced or live with it yourself when it happens. | ||
xciLe
Norway213 Posts
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