Staredit Network > Forums > SC1 Map Showcase > Topic: Diplomacy & Assassins
Diplomacy & Assassins
Nov 13 2017, 8:39 pm
By: MTiger156  

Nov 13 2017, 8:39 pm MTiger156 Post #1

Veteran Mapper

Diplomacy & Assassins

Specs:
-Badlands
-192x128
-198 KB
-Players:
Force 1 (2-4); Force 2 (1-3); Total (3-7)

Inspiration:

Anyone remember the old "Kings & Knights"?
In simple terms, kings make the knights do stuff, such as killing other kings.
Consider this a modern, competitive version of it.

Gameplay:
In Force 1, players command one of four distinct towns run by a mayor. First, you ought to start building a strong income stream (make SCVs and mine minerals around the town). SCVs can build basic barricades and bunkers for defense. You will only have access to infantry units.
You lose if your mayor gets assassinated.

As Force 2, players take control of an "Assassin Organization". Their income comes from making contracts with the various towns. They have access to all terran infantry, vehicles, and a few ships. At the start of the game, you choose your "lead Assassin", one of four powerful heroes. This assassin has 2 lives, and you lose if those are lost.

The "Contract" System:
The Towns have very weak offense. If they are to survive, they need the help of the Assassins. At top-right, Town players have a menu for payments. The Assassin players will likely want big bucks, so be ready for some high prices. Once you strike a deal, that Assassin player is ready to do you services.

Mercenary Armies & Deception:
Assassins don't have to play fair. They are not limited to just 1 contract at a time. They have the ability to play multiple sides by calling in Mercenaries. These units are not owned by any player, and will travel to a target destination, shooting anything in sight. This is a great method for double-crosses.
So when these guys destroy your town, remember that your own Assassin might have been the mastermind.

Victory:
When only 1 Town remains, Assassins may decide to "truce" with the Town; such players receive a victory. However, if at least 1 Assassin does not call truce, then the fight continues until the Town falls. If no Towns survive, Assassins get a victory.
(You have my praise if you can kill off every Town during a full-house)

Screenshots:

(Minimap)


(Protect your mayor and build economy)


(Defend the town from Assassin attacks)


(Menu system for making contracts with Assassins)


(With contracts, Assassins can build an elite army)


(Watching from the shadows as some Mercenaries do the dirty work)

(and if you want these...)
Pro Strategies:
-Like I said before, strong income at the start gives you an edge later.
-Spy on other Towns; it might reveal hidden alliances
-If evidence suggests an Assassin likes to double-cross, do not contract with him, and monitor his behavior.
-Beware of low-cost contracts. They can easily be a trap.
-If there is a lack of anti-air, Assassins can attempt to take control of the sky.

Questions? Email me at mtiger156@gmail.com.
Do not hesitate to report any bugs.


Attachments:
Diplomacy and Assassins v1.2.scx
Hits: 0 Size: 197.44kb

Post has been edited 3 time(s), last time on Nov 17 2017, 2:34 am by MTiger156.




Nov 14 2017, 1:40 am Pr0nogo Post #2



This seems like a pretty fun map! I don't know if/when I'll get the chance to play it, but I'll let you know if I find any problems or have any suggestions.




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[09:53 am]
NimoStar -- ban the bot :))
[05:17 am]
Oh_Man -- Like it doesnt even bother to build a comsat unless it sees a lurker or dt, etc
[05:15 am]
Oh_Man -- Hope that makes sense. Also artosiscast just dropped a 1 hour vid he analayses a bunch of its games. The TLDR is the maphack is responsible for a large percentage of its wins because its just hard countering zerg rushes
[05:14 am]
Oh_Man -- It's EMULATING the behaviour of a control group select and move without having the actual functionality to do that
[05:13 am]
Oh_Man -- Vrael
Vrael shouted: yeah but it looks like pluto's eAPM is still 6000 based on issuing all those orders
k the APM is inflated because it issues 12 identical orders individually. Its not 12 unique orders
[03:02 am]
Vrael -- which does reduce down to the same tradeoff I mentioned below, aka trading APM for time, but still interesting
[03:01 am]
Vrael -- and while the reaver was reloading it used that time to aggregate enough marine/tank to fend it off
[03:01 am]
Vrael -- like its micro vs one of the in-base reaver drops was pretty insane, basically it made the reaver spend 1 scarab per unit instead of 1 scarab for many workers/units
[02:58 am]
Vrael -- all the stuff I've said below is based on the actual gameplay vs some strong human performers, seems like the bot just has unfair advantages, but its also doing some cool stuff
[02:57 am]
Vrael -- NimoStar
NimoStar shouted: If its any consolation, the human brain would still mop the floor with this bot if it wasn't limited by the mechanical interface
I mean human brains trained the bot too, its not completely infeasible for the bot to actually be strong in certain scenarios
Please log in to shout.


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