Staredit Network > Forums > SC1 UMS Theory and Ideas > Topic: Transformers RPG
Transformers RPG
Nov 21 2007, 2:31 am
By: TristanOfVP  

Nov 21 2007, 2:31 am TristanOfVP Post #1



Ok so I had an idea of a game for transformers but I can't think of a way to keep the HP the same for when you transform into a different vehicle and I don't want to use a system where you use burrored zerglings for hit points.

I know transformers is nerdy but I think it would be a cool idea to have a character where you can change modes.

If all else fails I can make it where you transform get your new mode (with %100hp) and give the old unit to a neutral player and then when you transform you get it back (giving you the same hp as before)



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Nov 21 2007, 6:12 pm FatalException Post #2



Without EUDs or virtual HP, I can't think of a way.



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Nov 22 2007, 3:07 am Cheeseman119 Post #3



uhhhh .grps 0_0
dunno



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Nov 28 2007, 9:39 pm Fisty Post #4



A mod-map hybrid is the only way.

BTW: Transformers aint nerdy! That is one of the best movies I have ever seen!



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Nov 29 2007, 12:46 am Echo Post #5



Transformers is for cools! Go Decepticons!
Anyways, it would make more sense if this game had more vehicles. If not you can just use like spell system to transform between vehicles to autobot / decepticon.



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Nov 29 2007, 4:36 am FatalException Post #6



Quote from EcHo
Transformers is for cools! Go Decepticons!
Anyways, it would make more sense if this game had more vehicles. If not you can just use like spell system to transform between vehicles to autobot / decepticon.
But that's what there's a problem with. A player could just run almost all the way through all of the hitpoints of one mode, then transform to the other and be completely healed. Since EUDs got owned, and it sounds like this isn't going to have a turn-based battle system (only way to make virtual HP work, really), I don't think it's possible without modding.



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Nov 30 2007, 8:04 pm TemPesT- Post #7



whats the problem with virtual hit points? do you just not wanna take a lot of time on it or what?



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Nov 30 2007, 9:24 pm lil-Inferno Post #8

Just here for the pie

Well he's not really making the map, I think. I think he's rather just giving us an idea. So yeah, you would have to use Vhp, it's not that hard to implement, just takes some time, but us mappers like to take time, don't we :mudkip: .




Nov 30 2007, 10:00 pm who Post #9



Burrowed zerglings fail as VHP because they slow down the unit they're following.
One method is to have the actual unit have like 5HP (or more, depending on how "durable they are") but have a counter/leaderboard that gets subtracted from whenever the unit dies (and remakes it). This can cause problems, though, because the unit's actions will get canceled whenever it dies. Or it could be more realistic, by making it harder to run away while you're getting hit.



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Nov 30 2007, 10:38 pm TristanOfVP Post #10



I was making it but I got bored of the map, but then again testing kinda kills the fun of playing a map. :-_-:



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Dec 1 2007, 2:29 am Fisty Post #11



what the hell are you talking about? Testing rocks! Its once you have to do 17162168712517256247 triggers that kills the fun :P



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