The drop site can only hold 1 Supply Crate at a time.The drop site can only be destroyed by infantry units.The build site can be queued to bring only three things: Supply Crate, Construction Vehicle, Assorted Infantry.I figure this will take a bit of tweaking to 'get it right'. The exact build times and supply helicopter drop timers are not something I have set in stone. It seems simple enough, but here's where it gets complicated: All the construction vehicle does is carry supply boxes from point A to point B. I'm not sure what this is supposed to look like, but I sort of imagine a World War I style tank with either a forklift or a giant claw. If your enemy shoots down the supply helicopter, you have to wait for the next one, but you'll still have the drop point. This game mechanic is really easy to manage, because the supply helicopter will continue to bring you more and more shit as long as the drop point is alive. You can also transport in materials to build another drop point or upgrade the drop point so that the supply helicopter doesn't take so long to bring more supplies. You can also automate the drop point and set it to only bring tanks. You get to pick which supplies are brought in every time the drop point timer allows for it. Instead of gathering resources, you have a "drop point" where a supply helicopter drops off an equipment box or brings in personnel. I don't want some dumbass informing me that the mod is bad because an AK-47 shoots x rounds per minute, and that we got it wrong and didn't do our research. The scenario is based on modern warfare concepts, and I say this so we can have a lot of creative liberty. This game or mod is not meant to accurately depict a modern warfare scenario. There will be macro mechanics, but I want the focus to be on really controlling units well during engagements and making good choices quickly and accurately. I want to make a fun, think-on-your-feet, micro/tactics-oriented map. The problem, again, is that I don't really know what the SC2 map editor can do just from a sheer lack of knowledge This is kind of scary for me to post since I am basically poking my head into the map-making community and going "HEY GAIZ, WANNA MAKE A GAME WITH ME?" so if you have to shoot me down, please be gentle. Moreover, I like a lot of concepts from Total Annihilation and StarCraft: Brood War. I have this odd fascination with modern warfare stuff, and also napoleonic-era warfare, but having played C&C way way way back when the Earth was still young, I always kind of fantasized about the concept of developing a game like that. In RTS, the "modern war" genre has usually been done poorly, or not touched at all. I got the idea from hashtag "Gamergate", with Zoe Quinn's Depression Quest, and thought " Dude, I could come up with a way better game than that."
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