Defense project (was Battleship project)
Posted: Mon Oct 10, 2011 5:46 pm
And so after banks being unreliable, I guess the next potential project is some SC2 battleships.
Notes :
- No guarantee that ill ever finish
- Ideas/plans/names can change at any time.
General Gameplay stuff
Compared to the played battleships, I intend to make this battleship map more on the fast-paced style (without being DotA) and closer to customization ideals.
One thing I want to try is to have ships that honestly feel different gameplay-wise from one to another (instead of just having some ability swaps). For example, instead of just having standard ships and caster ships, I would want to be able to have scouts, traders (successful trade trips gives team bonuses), battleships ("standard"), command ships (focus on controlling nearby AI units), carriers (that doesn't suck), casters, etc.
Active Ship and Reserve Ships
At any time, you can only control one ship (active) but you can have multiple reserve ships at the allied computer base. You have to return to your base to swap to your other reserve ships. Any reserve ships gets slowly repaired over time and there is no "super fast" ship healing at base.
Any death is permanent and will force to pick a reserve ship into an active ship. Should you fail to even have a single ship, you will have to wait to rebuild a new one and then go on it. I might allow to pick an ally's reserve ship should he/she agree.
Since you will use multiple ships, it will be in your best interest to know them all or at least 2-3 of them.
Level cap and Ressources
No player have any real money on their own. It will instead be the AI for their own uses.
In fact, the AI will have Research Points and Minerals. Research Points will improve Empire Level and Ship Upgrade Cap. All gets improved over time. Traders who does successful trade trips will improve them faster.
*Research Points
Controls Empire Level and Ship Upgrade Cap. Also can allow various side bonuses. For example, allowing Lv1 ships to near-instant upgrade to Lv2-Lv3 in mid-game.
*Empire Level
Controls which AI ships (from weakest to most powerful) it can build, how many it can build, etc.
*Ship Upgrade Cap
As you upgrade your ships, you will hit a level cap per ship. Until the cap is improved, you will be forced into making new Lv1 ships and upgrade those.
The cap will be probably be relatively mild as to encourage using different ships, avoiding a single overleveled ship destroying everything and avoiding big setbacks if you lose your current ship.
*Minerals
As the AI pops up AI ships over time. It will use minerals to make improved versions instead of regular ones. An AI without minerals will always pop up regular ones instead.
Ship Upgrading
As you upgrade over time, it's a chosen reserve ship that gets the upgrades. It will never your be active ship in mid-space.
Basically, ships normally start at lv1 and has a level based on the upgrades it has (not by kills). For example, you could get twice a +1 range range and your lv1 ship becomes a lv2 one. Remember the Upgrade Cap btw.
I intend to try to allow many generic upgrades to be cross-types (probably everything except ability upgrades) so you could try to make a more offensive scout, a more ranged ship, a barrage frontline ship, etc.
Levels of Cloak and Detection
Another big aspect is multiple levels of Cloak and Detection.
When you take Lv1 Detection, your base detection range will be 9. However if you try to detect an enemy with Cloak, your detection range AGAINST the cloaked unit will be reduced depending on its cloak level.
However, regardless of detection ranges, your minimum detection range will always be 3. This will also apply on Terran Scans usable by many bigger ships.
Example 1 :
Ship #1 has Detect Lv1 (range : 9) vs Ship #2 has Cloak Lv1.
Ship #1 can detect #2 at range 9.
Example 2 :
Ship #1 has Detect Lv1 (range : 9) vs Ship #2 has Cloak Lv4.
Ship #1 can detect #2 at range 6 (9 - (4 - 1))
Example 3 :
Ship #1 has Detect Lv4 (range : 12) vs Ship #2 has Cloak Lv1.
Ship #1 can detect #2 at range 12.
Notes :
- No guarantee that ill ever finish
- Ideas/plans/names can change at any time.
General Gameplay stuff
Compared to the played battleships, I intend to make this battleship map more on the fast-paced style (without being DotA) and closer to customization ideals.
One thing I want to try is to have ships that honestly feel different gameplay-wise from one to another (instead of just having some ability swaps). For example, instead of just having standard ships and caster ships, I would want to be able to have scouts, traders (successful trade trips gives team bonuses), battleships ("standard"), command ships (focus on controlling nearby AI units), carriers (that doesn't suck), casters, etc.
Active Ship and Reserve Ships
At any time, you can only control one ship (active) but you can have multiple reserve ships at the allied computer base. You have to return to your base to swap to your other reserve ships. Any reserve ships gets slowly repaired over time and there is no "super fast" ship healing at base.
Any death is permanent and will force to pick a reserve ship into an active ship. Should you fail to even have a single ship, you will have to wait to rebuild a new one and then go on it. I might allow to pick an ally's reserve ship should he/she agree.
Since you will use multiple ships, it will be in your best interest to know them all or at least 2-3 of them.
Level cap and Ressources
No player have any real money on their own. It will instead be the AI for their own uses.
In fact, the AI will have Research Points and Minerals. Research Points will improve Empire Level and Ship Upgrade Cap. All gets improved over time. Traders who does successful trade trips will improve them faster.
*Research Points
Controls Empire Level and Ship Upgrade Cap. Also can allow various side bonuses. For example, allowing Lv1 ships to near-instant upgrade to Lv2-Lv3 in mid-game.
*Empire Level
Controls which AI ships (from weakest to most powerful) it can build, how many it can build, etc.
*Ship Upgrade Cap
As you upgrade your ships, you will hit a level cap per ship. Until the cap is improved, you will be forced into making new Lv1 ships and upgrade those.
The cap will be probably be relatively mild as to encourage using different ships, avoiding a single overleveled ship destroying everything and avoiding big setbacks if you lose your current ship.
*Minerals
As the AI pops up AI ships over time. It will use minerals to make improved versions instead of regular ones. An AI without minerals will always pop up regular ones instead.
Ship Upgrading
As you upgrade over time, it's a chosen reserve ship that gets the upgrades. It will never your be active ship in mid-space.
Basically, ships normally start at lv1 and has a level based on the upgrades it has (not by kills). For example, you could get twice a +1 range range and your lv1 ship becomes a lv2 one. Remember the Upgrade Cap btw.
I intend to try to allow many generic upgrades to be cross-types (probably everything except ability upgrades) so you could try to make a more offensive scout, a more ranged ship, a barrage frontline ship, etc.
Levels of Cloak and Detection
Another big aspect is multiple levels of Cloak and Detection.
When you take Lv1 Detection, your base detection range will be 9. However if you try to detect an enemy with Cloak, your detection range AGAINST the cloaked unit will be reduced depending on its cloak level.
However, regardless of detection ranges, your minimum detection range will always be 3. This will also apply on Terran Scans usable by many bigger ships.
Example 1 :
Ship #1 has Detect Lv1 (range : 9) vs Ship #2 has Cloak Lv1.
Ship #1 can detect #2 at range 9.
Example 2 :
Ship #1 has Detect Lv1 (range : 9) vs Ship #2 has Cloak Lv4.
Ship #1 can detect #2 at range 6 (9 - (4 - 1))
Example 3 :
Ship #1 has Detect Lv4 (range : 12) vs Ship #2 has Cloak Lv1.
Ship #1 can detect #2 at range 12.