[ian-reeds-games] Re: Austen!

  • From: "Allan Thompson" <allan1.thompson@xxxxxxx>
  • To: <ian-reeds-games@xxxxxxxxxxxxx>
  • Date: Mon, 14 Jan 2013 00:26:37 -0500

I like the thought of increasing and decreaseing sight range with range to 
attack, like a range bonus but also a range penelty. I think all we have right 
now is a range bonus. 
The volcano sounds awesome. I am thinking of Carlos's idea where a neutral 
party, the volcano, would attack either side of a map, so that computer and 
player units would both be subject to flying debris from the volcano! 
I had something in mind for a black hole. The thought process was a singularity 
int he middle, a level of deep gravity well, and then the event horizon and a 
range of space not quite so deep. The closer the ship gets to the singularity, 
the more movement costs due tot he gravity. I wanted to have the black hole 
start useing a skill to cause random ships to start coming closer to the 
singularity at random intervals, but it would be for both sides. We don't have 
a move unit skill yet so it couldn't happen but still, the netural party would 
attack both sides which would be very cool.

I was wondering if there was a way to make flowing lava. 
I was toying with a unit that could leave behind it terrain  as it moved. 
Originally I was thinking of tron light cycles, but a laa flow would work too. 
Somehow the unit would move one square, but leave a river of lave behind it. 
The question is how to ensure it travels the way you want, instead of moving in 
diffrent directions. The only way I could come up with, besides terrain, was to 
 set up good units for it to destroy, thus makeing it follow the bread crumbs 
kind of thing.

Guns are tough. I mean, they can kill with one bullet, but if it takes too many 
bullets then  the monster is going to be tough. A predator like monster would 
be a great map! I wouldn't know how you would do the camouflage screen...unless 
when randomization comes in, attacks would have a lesser chance of hitting then 
normal. Still, that would be one heck of a map! 

Ammo is always a probolem. You got to figure out how much to shoot, and what 
advantage is it to have a gun thatshoots more then one that shoots less. I 
didn't quite  get that in the zombie map, you might have better luck on that 
front. Another thought is that you have to try to figure out if you want 
terrain to provide ammo or a structure/unit. Terrain doesn't give a limited 
supply, so someone could park themselves on an ammo spot and just automatically 
reload forever. If it is a step reload,t hen going back and forth on the 
terrain would cost in actions at least. If it is a structure/unit that gives 
ammo, then you have to worry about it getting destroyed before being useful, 
but it would have the potential for haveing a limited quantity to hand out. 
maybe a plane could fly over and drop cache boxes full of good stuff over the 
area and the team would have to travel to it to make use of it, before it gets 
destroyed by whatever.  
Does any of those sound interesting? 

al 

  
 
"The truth will set you free"
Jesus Christ of Nazareth 33A.D.
  ----- Original Message ----- 
  From: Austen Perry 
  To: ian-reeds-games@xxxxxxxxxxxxx 
  Sent: Sunday, January 13, 2013 9:34 PM
  Subject: [ian-reeds-games] Re: Austen!


  hi,
  yeah planning on a larger map with jungle slash forest terrai with an
  adventure slash search and destroy type mission.
  with trees to find out where you are by climbing and hopefully a
  volcano that erupt, the biggest thing will be the terrain lol.
  i also plan on some dark creatures that will get you if you wander off
  the path so to speak lol and the more knew features the better the map
  will become. my problem is deciding what units sight range and ranges
  are for weapons, as i don't want a bunch of undefeatable monsters for
  units lol, and when guns are involved its hard to balance everything.
  i've been experimenting with units, but so far nothing concrete has come up.
  the one thing i am sure of is that finding extra bullets would be a
  awesome feature as starting out with a gun with only one clip will
  increase the wild factor of the map lol.
  if submaps come in to play tree houses under ground layers and much
  more are going to be included to make the idea even more intreging.
  if you have any ideas let me kno, i'm realy just planning at this
  point waiting for features to come to pave a better way in to what i
  invision lol.

  austen

  On 1/13/13, Allan Thompson <allan1.thompson@xxxxxxx> wrote:
  > Hi Austen,
  > I just wanted to say I was glad to read what you were up to. I am excited to
  > see that modern combat map you are making and it sounds really interesting,
  > as well as some of your suggestions, like climbing trees.
  >
  > Does the map have a storline?
  >
  > al
  > "The truth will set you free"
  > Jesus Christ of Nazareth 33A.D.

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