|
On January 25 2012 20:37 Jimmy Raynor wrote: Here is a simple idea but I think it might be fun
Swap! Swaps your minerals and gas This is actually pretty great, especially in cooperative chaos mode, if you can do it on your own team mate and the opponent. It might really screw with the opponent, who's deity might have to save up energy to switch them back (and vice versa).
Also, for co-op chaos, it would be hilarious if there are a number of durational AoE abilities, but only the deities can see the AoE outline. A deity would then have to communicate this to his team mate if he's going to have a chance to avoid the effect. eg, invisible (populous) swamps, invisible vortexes etc etc.
|
On January 25 2012 09:11 Roblin wrote: 1. reduce to ashes (tooltip: for the pyromaniac in you) : target non-main, non-supply building/unit starts burning for 20 damage/second until it dies. 2. rebuild (tooltip: need a dispenser here!) : build a neutral building with hp and collision size based on spent energy. 3. traitor (tooltip: he decided to work for the enemy) : a random unit gets double sightrange, all players have that units vision (variation: 1 random unit for each player gets this effect?). 4. they are all fake (tooltip: a nasty surprise later) : all marines, zerglings and zealots turn into their respective changeling version of the owners teamcolor (with same rotation to make it harder to notice), these changelings have no timelimit and have the name of the original unit and costs just as much supply thus making them almost impossible to distinguish from normal (variation: only 1 player gets this effect?) 5. hostile invasion (tooltip: 6pool remodelled) : all expansions that are not already taken by any of the two players spawn hatcheries which automaticly spawn 2 slow-lings every 15 seconds and attack-moves them to a random main building on the map. 6. strike of the little man (the workers union decided they wanted more pay) : all supply-depots, pylons and overlords move to random locations of the map (overlords cannot be controlled for a while?) 7. change of currency (dollar, euro, kronor, who cares really?) : reverse the mineral-count with gas-count and vice versa 8. 88mph (tooltip: back to the past!) : unresearch all upgrades (variations: all players? 1 player?) 9. critters ahoy! (tooltip: the animals ran away from the zoo...) : for every 5 supply used by a player, 1 random critter spawns at a random main building owned by that player, if he has no main building it is spawned at a random location. 10. orbital friendship cannon (tooltip: stop hurting eachother! you should talk things out): all units and buildings on the map get 100 armor and units cannot use spells for 30 seconds (exceptions: queen, overlord, overseer, warp prism), or until both players have sent chatmessages containing at least 50 letters. (variation: possibly without the chat-part) 11. neutral invasion : each expansion not taken by a player spawns a neutral planetary fortress which spawns critters with even intervals and sends them to a random main building, the planetaryfortresses stay until destroyed. 12. friendly invasion : a nexus spawns in the middle of the map which spawns 30 (or more?) probes and sends them to mine random mineral fields, these probes act as mules, probes are not automaticly targeted by any unit and stays until destroyed, the nexus produces more such probes constantly, the minerals mined this way is converted into energy for the trollships. 13. counter-troll : the trollships other than your own lose some energy and regenerate energy at half the rate of normal, lasts 20 seconds, cooldown 20 seconds, cost: slightly more than you regenerate during the duration. 14. forcefields? what forcefields? : all units become massive for 10 seconds, all units movement speed are halfed for the duration. 15. oh, those forcefields. : every unit on the map creates a forcefield in the vicinity of the unit (including workers) (including critters?) 16. fertile grounds : lots of trees spawn all over the map, blocks air-units and air units sightrange, wilts after a minute.
|
Hey TB, plz make it so that trolls are quite limited in frequency, but if they are to be applied, it's great fun. I'm a little afraid that trolls are used too often so that they are not quite a highlight anymore - maybe a mode where trolls can only be cast every 5 minutes, but those will be good ones :D so hype is built up and when a troll finally is accessable it's a major event for all.
|
your Country52796 Posts
Delay of the resources: Forcefields spawn in mineral lines. Marsh: A marsh appears in some big area of the map and slows down units. The fake attack: A hallucinated, maxed 200/200 army of the same race/color as your opponent attacks your most recent expansion. Win?: Victory animation occurs, it says your opponent leaves, but the game continues as normal. Death ball attack: Max supply is now 400 for both(?) players. The mind clustered: Your opponent can choose up to 3 buildings or units to make instantly.
|
You mentioned in the video that you expected the trollcraft to be invisible to the players in the final versions. I'm not sure of that - I would think that part of the experience would be seeing the trollcraft hovering menacingly over your base. That would also give players a bit more warning about something happening so they can deal with/avoid it a bit better.
Some suggestions (mainly for the mode where players co-operate with a trollcraft player) 1) have an ability for the trollcraft to cloak (and can't be revealed) - either costing energy or preventing energy from regenerating. 2) have an ability that makes the opponents trollcraft vulnerable to damage for a time - if killed they respawn after a cooldown (e.g. 30 secs). Likely a high cost ability
I think those could work together to provide an interesting risk/reward mechanic and introduce a bit more strategic depth. I suspect replay value would be limited if the game mostly is 'lolz, I blew his shit up' stuff.
Another ability could be to create secret pathways across the map - like some of glitches seen with the tank stacking bug (e.g. http://sv.twitch.tv/slayersdragon/b/306343360?t=67m).
|
Regarding Competitive Chaos,
when TB mentioned the players praying to their god in his YT video, I hoped there would be an actual gameplay mechanic about that concept. Then I read a comment suggesting that there be a tech tree where the player can research abilities for his god. I think that's a great idea, so here's what I'd suggest: The player can build Shrines, where he can research new abilites and upgrade them. The shrines should also have an autocast ability to transform a certain amount of gas and minerals into energy for the god every second. Finally, each shrine could increase the god's energy limit. That would make the game even more like Populous I guess, where you could only gain access to the more powerful abilities if your followers prospered. That can only be considered a good thing imo.
Also, regarding the balancing of powerful abilites like Hysteria, I believe it could be fairly simply done by making their basic form weak and slowly upgrading them into extremely powerful yet expensive abilities at those Shrines.
Last not least, I feel the main bases, especially the Nexus, look like some sort of temple already. That could be integrated somehow. Maybe just have a few Temples instead of many shrines, or several places of worship with different purposes.
|
I agree with Kreydon's shrine idea but I'd like to suggest you sacrifice units instead of minerals and gas, as it makes the trollcraft seem more godlike having to give live sacrifices, and could potentially make the game more interesting especially when coupled with the infestor which could control enemy units to sacrifice(you might want to disable the sacrificing of units that just cost energy such as the changeling or the infested terran), and a losing player could sacrifice the rest of his units in the hopes that the trollcraft would save him only to have it turn around and finish him off.
As for powers here are some which may have already been mentioned, might edit and add more:
Mutation: transforms all units in a small area into a random unit type of any race, potentially useful to mix up armies or if you happen to get workers of a different race you could start up a new base and fight the opponent as 2 races.
Titan mode: selected unit gains an x% boost to their health and maximum health and maybe a size increase to differentiate, the titan unit would not be able to heal/regenerate/be healed while in titan mode and would either return to normal after a timer runs out or slowly lose health until it dies (damage and range boost may want to be considered)
Give it here: Trollcraft's player and selected player swap control for x amount of time so the original trollcraft/new player could try to win the game or suicide and the original player/new trollcraft could try to help him win or stop the suicide
Labyrinth: spawns a random amount of forcefields for x amount of time placed randomly within the sight range of the trollcraft
Summon Epic monster: summons a neutral top tier unit from the campaign at random (Odin, Loki, Brutalisk, Leviathan, Hybrid Reaver, Purifier, Stone Guardian, e.t.c.) which can be set to either rampage randomly throughout the map or hold position and only chase units a short distance. you might want to put the epic unit under the trollcraft's or a player's control instead of a neutral AI, if you do you might want to add a timer for how long the epic should last and assign unique abilities to them, like the Purifier's massive beam
|
So are there any news on this?
|
I would also like to hear about how this is going! Although i worry a bit that there are a little too many ideas in this thread to all implement them into the map. A million options to choose from might be confusing
|
Not an idea for the game, but for the launch...you could try to get a pro to play a bunch of games of Trollobattles against viewers (who purchase a spot for, say $25--giving the money to charity of course)
|
You will be able to see a new video of the mod today, significant developments have been made. Still a long way to go.
|
|
|
I very much like the map concept. I don't know if you're going to get it properly balanced, but I do know that either way, as a Troll, you will get your fun out of it.
I think it's essential for the abilities to be either double-edged swords, or have no great effect. Like you said ^_^
Heres's a few suggestions I've come up with, considering that rule:
Transform: Transforms any allied unit into a (random) other one, but the costs of the new one have to be lower. When cast on an enemy, it transforms it into any random unit with higher building costs. Time-lapse: Changes the pacing of the game by suddenly making everything much faster. That will be useful for surprise attacks and confusing maneuvers. Moving Mechanics: Not sure if that's easily doable, but it gives any unit temporary moving abilities. Should also work with a basic one-time-use short-ranged teleport ability. Bot Malfunction: Gives a number of units temporarily to the controls of a (high-level) bot, making advanced tactics impossible for a short time. Double-Layer Hallucination: Hallucinates units to look like other ones, until they get a hit, or start attacking themselves.
|
hahahaha that is hilarious. great concept. glad that evivyn got da job
|
It looks absolutely hilarious, if you want to play it add me Jetap 266
|
Looks pretty cool indeed.. Scanner Sweep or w/e seems pretty essential but yeah ^^ Good work so far
|
I think uneven teams can be balanced by having the trolls' comulative energy generation rate divided by the number of players on the team.
|
Add a "Duel" system. Once every 10th minute, all the trollcrafts fights off in a seperate, sealed area with specific and simple sets of abilities. Basically, when the duel begins all trollcrafts just have 3 abilities: 1) Fireball which just shoots a fireball in a general direction. 2) Shock-wave. Has an AOE but moves slower across of the sky. 3) Blink. Can "jump" the trollcraft a little to either side.
The fireball has a "knock-back" and if your trollcraft moves outside of the sealed area HP will be lost.
Non of this will disturb or pause the actual game going on in the background. The winning trollcraft grabs an additional 100 energy, and if no one has won after 2 minutes, they will all lose 50.
|
In similarity with the Baneling Rain, what about raining Nukes? Or raining down gold minerals to random places on the map.
|
|
|
|