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 Missile Wars

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Serenity09
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PostSubject: Missile Wars   Thu Apr 25, 2013 7:05 pm

So way back in the day (fuck im old) there was a wc3 map called Missile Wars where you would be divided into two teams (in the lobby) and in game each team would get a ship like base. Each base had 2 mini chambers filled with regenerating income that you would mine. There were 2 main things that you could build, either offensive tech or defensive tech. Offensive was broken down into a lot of different things but you can just imagine it as throwing missiles at the other team. Defense was both passive and semi passive: you could build things to booster your ship's shields or things to shoot down missiles that got near (or jam them)

So me and pat had a total hardon for this game so we're gonna remake it for starcraft 2. So this is the ideas / suggestions / update thread

So I guess the first question is directed at pat, where should we start?

Also I had a kinda interesting idea where we made the structure of the ship a bit more interesting. Instead of having the structure look shiplike and be completely static from start to finish, we could allow players to modify it?
Going off that we could also do something where players could create their own mini ships and launch them. but that runs the risk of loosing the strategy element of the game and having it become something a bit more actiony rather then strategy crossed with retro

My idea for ship construction / repair was you could place 1x1 platforms that in a simple / not realistic way would describe a ship. missiles hitting a platform directly would damage the platforms in a circle (often taking out some of them)

This idea could even be more interesting where each team starts with a maximum size ship and then as the game progresses they can try and expand to have another ship. I think as long as the players are in no way are controlling / micro managing the ships as units (like their movement) and are just in charge of internal mechanics it would stay true to the original / the fun of the original. if you remember, in the original you could summon mercenary ships which would go attack the enemy launching their own missiles and would actually function as a semi smart unit
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Pat1487
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PostSubject: Re: Missile Wars   Mon Apr 29, 2013 8:49 pm

Serenity09 wrote:
So me and pat had a total hardon for this game so we're gonna remake it for starcraft 2. So this is the ideas / suggestions / update thread
I never said we were going to make it, i think i said something like "someone should remake it" and you said we could then i said maybe

Serenity09 wrote:
Also I had a kinda interesting idea where we made the structure of the ship a bit more interesting. Instead of having the structure look shiplike and be completely static from start to finish, we could allow players to modify it?
The easiest way to do that would be to have designated areas for all the different stuff and make the stuff they build look like its now part of the ship (the models of buildings would look like what they actually are rather then colored towers, like a missle launcher would look like a missle launcher mounted to a ship and would have to go in the front), but i dont like the idea of designated areas for certain things (even though while you play you end up designating areas for everything)
The hard way would be to make everything modular so it fits anywhere
Or we could just have certain upgrades change the look of the ship
I like the idea of having the ship change though

Serenity09 wrote:
Going off that we could also do something where players could create their own mini ships and launch them. but that runs the risk of loosing the strategy element of the game and having it become something a bit more actiony rather then strategy crossed with retro

My idea for ship construction / repair was you could place 1x1 platforms that in a simple / not realistic way would describe a ship. missiles hitting a platform directly would damage the platforms in a circle (often taking out some of them)

This idea could even be more interesting where each team starts with a maximum size ship and then as the game progresses they can try and expand to have another ship. I think as long as the players are in no way are controlling / micro managing the ships as units (like their movement) and are just in charge of internal mechanics it would stay true to the original / the fun of the original. if you remember, in the original you could summon mercenary ships which would go attack the enemy launching their own missiles and would actually function as a semi smart unit

I dont like the idea of mini-ships, or multiple ships
Player made mercenary ships would be ok i guess, but that would be a pain in the ass to put into the map



Some other things, the way you get minerals in the original is dumb to me, it always felt like the map maker of that map did the best he could with what wc3 let him do
If we make it, we should change the way you get minerals to be something better
And the ship should have multiple levels, at least 3, i hated how small the ship was in the original and multiple levels is the only way i can think of to make the ship bigger without making it look ridiculous
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