Cruiser Command

Cruiser command is a cooperative map between two teams. Simply put, each team controls one battlecruiser and the goal is to kill the opponent's battlecruiser.


It is currently Tue Jan 22, 2019 1:00 pm

All times are UTC - 5 hours




Post new topic Reply to topic  [ 7 posts ] 


 Post subject: Escape pods!
PostPosted: Sun Mar 15, 2015 3:40 pm 
CCI
Joined: Sat Feb 21, 2015 8:11 pm
Posts: 9
Offline
To make the small ship death a little less frustrating I was think of:

ESCAPE PODS!

Upon ship death a small pod going towards BC and with the same mechanics as the Miner cargo drone!
This would prevent people from committing suicide to get back to BC faster,

Option 1: Make it work like the cargo drone, but invulnerable

Option 2: Make it work like the cargo drone, but with the possibility of enemy ships shooting the pod, IE: initial speed boost and acceleration then an average speed (45-60 ish?), upon death of the pod then 10 of any minerals (IE:8 :b: 2 :g: or 5 :y: 2 :r: 1 :b: etc...) to pay for cloning costs.

Option 3: (maybe like an update) make the pods eject, and then have to be picked up bye BC or small ships, if all players in ships die then a "rescue boat" ship spawns at BC and grabs all pods, upon small ship pickup the player would get respawned in the hanger,

Option 1 would be the base thing, 2,3 would be expanding on that (cause dread told me to be simple :/)

:D


Top
 Profile  
 

 Post subject: Re: Escape pods!
PostPosted: Sun Mar 15, 2015 9:09 pm 
User avatar
CCA
Joined: Thu Sep 05, 2013 10:13 am
Posts: 363
Wiki edits: 0
Offline
Shade wrote:
To make the small ship death a little less frustrating


how would this make it less frustrating? if anything it adds a cost to it (time, possibly resources) that didn't exist before - it will only make it more frustrating

_________________
Image


Top
 Profile  
 

 Post subject: Re: Escape pods!
PostPosted: Sun Mar 15, 2015 11:07 pm 
User avatar
Creator
Joined: Sat Jun 16, 2012 5:00 pm
Posts: 1027
Location: In the SC2 Editor
Wiki edits: 115
Offline
slapshot wrote:
Shade wrote:
To make the small ship death a little less frustrating


how would this make it less frustrating? if anything it adds a cost to it (time, possibly resources) that didn't exist before - it will only make it more frustrating


I completely agree. Each option makes it even more frustrating than the last one. Not just in-game, but also to implement.

_________________
Never ignore coincidence. Unless, of course, you’re busy. In which case, always ignore coincidence.


Top
 Profile  
 

 Post subject: Re: Escape pods!
PostPosted: Wed Mar 18, 2015 6:53 am 
CCI
Joined: Sat Feb 21, 2015 8:11 pm
Posts: 9
Offline
I meant as in your ship explodes, then you wait to respawn theres no "cloning" animation or anything else it feels sort of empty :/


Top
 Profile  
 

 Post subject: Re: Escape pods!
PostPosted: Wed Mar 18, 2015 6:57 am 
User avatar
CCA
Joined: Wed Jan 23, 2013 6:00 pm
Posts: 241
Location: Baden-Württemberg, Germany, EU
Wiki edits: 0
Offline
Sure, you could add an animation at death, e.g. an escape pod flying towards your BC.

But making it an actual game mechanic with purchaseable or destroyable pods or something like that is rubbish.


Top
 Profile  
 

 Post subject: Re: Escape pods!
PostPosted: Wed Mar 18, 2015 1:21 pm 
User avatar
CCI
Joined: Sat Jan 25, 2014 2:56 am
Posts: 271
Wiki edits: 22
Offline
The only thing i can think would be good about this idea is that players from far away often will destroy their ships to get back to their BC (when they are needed because that BC is under attack), and it would punish those players for using that strategy (then again, the trade is a lost ship for faster time to get back to the BC)

_________________
You merely adopted Cruiser Command. I was born in it, molded by it.

One day a wise man introduced me to this game. "It shall protect your virginity, my lad" he said.

Dont touch me you filthy casual.


Top
 Profile  
 

 Post subject: Re: Escape pods!
PostPosted: Wed Mar 18, 2015 1:57 pm 
User avatar
Creator
Joined: Sat Jun 16, 2012 5:00 pm
Posts: 1027
Location: In the SC2 Editor
Wiki edits: 115
Offline
Easier to just make the respawn time proportional to the distance to the BC.

_________________
Never ignore coincidence. Unless, of course, you’re busy. In which case, always ignore coincidence.


Top
 Profile  
 

Display posts from previous:  Sort by  

Post new topic Reply to topic  [ 7 posts ] 

All times are UTC - 5 hours


Who is online

Users browsing this forum: No registered users and 3 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group