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#Post#: 4703--------------------------------------------------
Serious Map Discussion
DIR By: XXXandBEER
Date: October 28, 2014, 8:03 pm
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Hello guys! I haven't really been up to date with whats
happening. I hear ST is making a comeback. So I figured I'd ask
you guys what you want!
The last time I updated the map was May 8th version 7.7.4
Located Here:
HTML http://www.epicwar.com/maps/242786/
I may have some spare time to release an edit or two. Depending
on what you guys want.
Play it and let me know your thoughts on what should be
Added/Removed/Changed
Lets try to get some serious discussions going!
That means no flaming, or trolling PLS
List any bugs found or ideas you have for the map. Lets have a
serious map balancing thread for once!
SAY YOUR OPINION!
I can't emphasize this enough. If one person suggests something
and NO ONE contests it I will probably do what they say
(assuming it's not 100% absurd).
So please everyone give FEEDBACK!!!
#Post#: 4704--------------------------------------------------
Re: Serious Map Discussion
DIR By: Nmcdo
Date: October 28, 2014, 8:40 pm
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First off, I wanna make this clear: currently I am in a bad
position to think about the map as I have just started playing
so I can only work off what I remember.
1. War drums either need to be made stronger or cost less as
currently is a item that has 0 use EVER.
2. Do something with stomp, as it is; it just doesn't seem to
work as well as you would want it to. For example sometimes you
can be clearly in range of the sheep and stomp within that range
and it doesn't work, what? Also I feel like the time it disables
stack doesn't last long enough because the sheep usually has
enough time to recover and do a Cmk-triple-stack-move or
something else. Also lower mana a little as keeping a sheep
disarmed I often find myself very drained of mana...
3. Add in a scoring system? (Do this only if you want to but
make it properly.) <--- Only if you want to.
I will probably add more later but I can't really think of that
much atm, but please take a moment to read my suggestions ^^.
#Post#: 4705--------------------------------------------------
Re: Serious Map Discussion
DIR By: FaIIen-GoD
Date: October 29, 2014, 3:27 pm
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I disagree with Nmcdo, im afraid if u increase the range of the
stomp the sheep will never be able to avoid it either, i feel it
works in a prober way doing isolations because i clearly feel it
but it would suck to be in range of stomp each time you runtag
and neither do i want the cool down by the effects of the stomp
to last forever either becuz there is a difference when cmk put
the stacks compared to others with his high skill level, so
please dont :)=
#Post#: 4706--------------------------------------------------
Re: Serious Map Discussion
DIR By: HaWkys
Date: October 29, 2014, 3:40 pm
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I think that money farm upgrades should be put in, not sure
about the ratio tho.
#Post#: 4707--------------------------------------------------
Re: Serious Map Discussion
DIR By: Madhatters
Date: October 29, 2014, 4:37 pm
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Some of this goes off of drew's post:
HTML http://sheeptag.createaforum.com/community-discussion/my-new-st-map-ideas/msg4473/#msg4473
HTML http://sheeptag.createaforum.com/community-discussion/my-new-st-map-ideas/msg4473/#msg4473.
I think it would be interesting to have the map size expand as
the game goes.
For example, at the start, the sheep would only be able to build
in 1/4 of the map surround the start pen (AKA the intersection
of 25-75% length and 25-75% height), then every ~3 minutes the
map would expand, allowing sheep to build in another 1/4 of the
map area.
The map would look something like this:
[IMG]
HTML http://i57.tinypic.com/wuplp4.png[/img]
Each box represents the boundaries after another ~3 minutes.
Obviously the terrain/timing/size of boundaries might have to be
played around with. I think it would work well if every
expansion also reduced the number of hits for a shepherd to kill
a farm, starting with 4 hits, i.e. after 3 minutes shepherds get
3 hit, after 6, 2 hit, after 9, 1 hit. This could be done
automatically, or just base shepherd gold generation around
these expectations. If it is automatic, shepherd gold generation
would have to be reduced accordingly.
On an unrelated note, I would like to see some sort of sheep
progression/expanded gold options. What I mean by this is that,
throughout the game, shepherds get significantly better based on
gold and have a relatively large amount of options for gold,
where sheep remain relatively constant, and really only have a
few things to spend gold on, and only one (stack farms, though
you could argue frost as well, for saving) is useful for
anything besides augmenting mass durability.
Could maybe do something like:
Sheep gain experience for being alive (reset to lvl 1 if they
die), possibly increased by proximity to wolves. Every level a
sheep gains increases gold generation by a small amount (~.1-.2
gold/sec per level), every other level gives sheep access to an
ability that costs gold (used in a similar manner to portable
shop).
Some abilities could be:
Sprint - increases run speed by 10% for 3 seconds.
Fortitude - increases health of nearby farms by 100 for 5
seconds.
Blind - causes nearby farms to block shepherd line of sight for
5 seconds or kills all nearby wards and reduces nearby shepherd
vision drastically.
This probably isn't what you're looking for, as the changes
would be pretty drastic, I just think they could be interesting.
#Post#: 4708--------------------------------------------------
Re: Serious Map Discussion
DIR By: XXXandBEER
Date: October 29, 2014, 7:34 pm
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Damn guys keep the ideas flowing!
@Mad Although I would love to try it out I do not think I will
have time to implement/tweak that much. Also as you said thats a
very drastic change and could be another game itself. Thanks for
ideas though!
@Hawkys Awesome idea, but throw some numbers at me. And just
strictly upgrades for more gold? What about upgrades for
invisibility etc.
@Trollpro/NMCDO
I like where your guys heads are at these are more the changes
I'm talking about. Balancing/tweaking. I do not think increasing
stomp time would be fair as you can spam stomp over and over.
Also there is mana pots/mana runes/mana regen items for more
mana try to conserve it better! The stomp range is currently at
300? I believe? Not entirely sure. You may be right with the
animation being off I'll take a look at it.
@Nmcdo
War drums are meant to give all wolves 2 hit for aura. It is
still cheaper then having each individual wolf purchase a c16.
More damage could help it a bit.
Scoring system? Need specifics this could mean anything
Discuss! Discuss! Discuss!
Keep gimme input.
#Post#: 4709--------------------------------------------------
Re: Serious Map Discussion
DIR By: Nmcdo
Date: October 30, 2014, 9:01 pm
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Heres an example of a scoring system that I imagine.
Wolf kill = 50 points
Assist(ing) wolves (Would have to be a range of closeness to the
kill) = 25 points
As Sheep: Every 1 second a sheep would earn one point (NEAR
MIDDLE) and Would get 0.5 Points for being in corners, this
would discourage cornering in games.
As sheep: Being Last survivor = 25 points.
Tell me your thoughts yo
#Post#: 4710--------------------------------------------------
Re: Serious Map Discussion
DIR By: XXXandBEER
Date: October 30, 2014, 11:44 pm
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Cool ideas, but you kinda flip flop
".5 points for being in corners to discourage cornering"
"last survivor 25 points"
Also what about the wolf that has to take mid? And Sheep that
save allies. Need more infos!! Work out the details nmcdo I
believe!
#Post#: 4711--------------------------------------------------
Re: Serious Map Discussion
DIR By: Nmcdo
Date: October 31, 2014, 6:04 am
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As for mid it could work like this; after the first sheep dies
the wolf in middle gets 0.5 point a second for as long as it's
there (wisp).
For saving make it 25 points. Also it was an example beer and
right now I'm just adding to it, I don't see what you quoted as
flip flop either lol.
#Post#: 4712--------------------------------------------------
Re: Serious Map Discussion
DIR By: HaWkys
Date: October 31, 2014, 2:08 pm
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After more thinking, I have come to the conclusion that having
money upgrades is a MUST! In most cases the wolf always wins, i
believe this will be balance the game. Here is a log of what I
have come up with
1 Money farm( non upgraded) = 35 Gold right? From map making
experience the timer is 1 gold for ever 2 -3 seconds (not sure
exactly as i have only worked with ultimate map)
-This farm should have an upgrade (same price 35 gold so total =
70 gold) But it should change the interval to a gold every
second.
2 This would dramatically reduce the number of money farms built
so it would be easier to conceal around the map. The problem
with sheep tag is more often than not sheep are out of gold and
forced to use regular farms [less time to react / plan and less
time to have a successful bridge]
3 As far as wolf gold, idk maybe 20 gold every money farm [more
of an initiative to hide it well and remove before wolf gets to
destroy it.]
-also while i am already posting about an idea here is another.
It would be interesting to have a 5-6 second blood lust that
makes the sheep faster however, to make it more fair i think
this ability should only be allowed when there is 1 sheep left.
this ability should only be allowed to be used when we have a
decent game up, 2v4 6v6 etc.
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