Staredit Network > Forums > SC1 UMS Theory and Ideas > Topic: Paradox Defence
Paradox Defence
Jan 21 2008, 9:16 am
By: candle12345  

Jan 21 2008, 9:16 am candle12345 Post #1



It probably isnt a paradox, but whatever.
Here's the idea:

You start off with a fort, at the top of a long strip.
You have a few defenders, four or so.
Your foe has a few attackers, four or so.

They attack, and every enemy you kill, you gain a mineral.
Booooooring.
Here's the interesting part...
On the opposite side of the field, your roles are reversed...
You are now the attacker, and he is now the defender.
And those attackers you destroyed, they suddenly pop over to his side, and now you can use them to attack HIM!
Or if you lose a defender, oh! There's now a familiar face amongst his ranks...

Now obviously, you'd think that this would just repeat itself into infinity [lol paradox XD] but this is where the minerals come in. You must choose whether to boost your defense, or attack. And depending on which is boosted, the player's strategy's will change etc.
For example, making crappy attackers means both sides will gain minerals, and the assaults will get nowhere, but making strong attackers means you will have to deal with them later.

This probably won't work, since equal defences means the first person to gain a niche wins.
But giving large variety of fairly balanced defenders/attackers can make the game all the more viable.

Overrall, I think it's an interesting idea, that may either go far, or just die in a ditch. Who knows.

Comments/Ideas?

Post has been edited 1 time(s), last time on Jan 23 2008, 12:14 am by candle12345.



None.

Jan 22 2008, 6:33 am Pyro682 Post #2



wouldnt the crappy attackers on both sides end up in a stale mate? ... did i read something incorrectly?



None.

Jan 22 2008, 9:39 am candle12345 Post #3



Possibly, but stuff can be worked out.
So long as you aren't restricted in what units you choose, it should work. [Say if every defender except the marine sucked, then that would be "restricting" you, thus making every game the same]



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Jan 22 2008, 12:26 pm pneumatic Post #4



this is a cool idea. I think you should try it.

it has potential because it would keep you on your toes, and has a psychological element.

it has a LOT of potential because it involves a lot of player interaction beyond mere killing.

if you did it right, i think you could make it a sick map. you should do it.



None.

Jan 22 2008, 3:31 pm candle12345 Post #5



Thanks for the enthusiasm! After I complete Post Apocalyptic Warfare I will probably give this a shot.

This post was written via PSP.
They rock...



None.

Jan 23 2008, 2:14 am candle12345 Post #6



Here's a very basic prototype.
2 Types of attackers.
2 Types of defenders [I forgot to add tech, sorry!]
It's a little buggy. But it suffices.

Give the map a whirl!

Done some more work.
I've decided it'll be based around the timeline getting royally fucked up.
Thus, you'll get units that come from all sorts of universes/times.
You'll be defending against footmen, zerg, combine, you name it.

Updated:
Theres a "level up" system. When you get x zerglings, they become a zealot. When you get x zealots, they become an ultralisk.
There are two "trees" of levelling at the moment. Melee, and Ranged.
To increase the amount of melee attackers, make zerglings.
Increase the ranged attackers by making Hydralisks.

Please don't make ultralisks directly...

EDIT: A friend and I playtested it yesterday. It was awesome. The defense was really close...
There are a few exploits I have to fix [like yggdrasils being made to escape...]


Map ReUploaded!

Attachments:
Paradox Defense[V1.1].scx
Hits: 1 Size: 37.59kb

Post has been edited 4 time(s), last time on Mar 22 2008, 1:50 am by candle12345.



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Mar 21 2008, 3:17 pm candle12345 Post #7



Bump.
This really does deserve some attention, take a squiz at the map, it's actually rather fun when you get someone who'll play.

The worst part, is when you go all-out full rush tactic for the early win. And they scrape together and survive it.

Guess who's just turned up at your doorstep...



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Mar 22 2008, 1:26 am LemonFang Post #8



File doesn't exist...

This sounded cool too.



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Mar 22 2008, 1:48 am candle12345 Post #9



Ahh, it woulda been wiped at some point by the forums getting rebooted, lemme reupload it.



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[2026-7-18. : 2:27 am]
Symmetry -- https://staredit.net/topic/18903/ THE REVIEWS ARE HERE! "ok these are pretty good memes" - ssj9Kevin
[2026-7-17. : 2:58 pm]
Ultraviolet -- Symmetry
Symmetry shouted: Man I wish we had this tech back in the day when people played ums lmao
fr fr
[2026-7-17. : 2:39 am]
Symmetry -- Man I wish we had this tech back in the day when people played ums lmao
[2026-7-16. : 6:28 am]
NudeRaider -- EUD actions, specifically. The conditions remained. Today we can even have actions again, but they're all virtualized/whitelisted (not sure on the actual technical implementation) so you can only use them for specific intended purposed, not arbitrary code injections.
[2026-7-16. : 6:26 am]
NudeRaider -- I mean yes, maps - through EUDs - were theoretically able to do that as well, but that was patched quickly.
[2026-7-16. : 6:25 am]
NudeRaider -- Symmetry
Symmetry shouted: Ohhh imagine a SC map that could delete itself
not the map, the editor
[2026-7-16. : 2:28 am]
Symmetry -- I vaguely remember Voy doing some ACE back in the day, but I had no idea EUDs could do that kind of shit. I am very much catching up on the technology
[2026-7-16. : 2:28 am]
Symmetry -- Ohhh imagine a SC map that could delete itself
[2026-7-15. : 8:51 pm]
NudeRaider -- Symmetry
Symmetry shouted: NudeRaider Is EUD editor capable of writing shit onto the player's harddrive? That seems like it would be dangerous
yeah an editor that isn't allowed to write files sounds rather pointless, so I'd assume it can. Like most other programs too btw. and yes, obviously that's dangerous, but also kinda necessary. MS introduced that virtualization for exactly that reason.
[2026-7-15. : 4:10 am]
Ultraviolet -- I don't think so. I think they shut that shit down after 1.16, maybe even earlier
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