- Joined
- May 27, 2007
- Messages
- 186
Refinery
This is my 3rd game, name is subject to change.
Awhile ago, I decided that there are very few map that use unique or new ideas on bnet. Most custom maps are simply Rip-offs of other maps with a fancy new name, fancy new unit names, fancy models, and a different storyline. There are rarely anything that is different from other games besides what unit’s life are.
I started thinking on how I could make some unique features, and I *hopefully* did.
Major Map Features:
1Weapons have accuracy. Not simply “You can hit a unit 25% of the time with this gun” Instead, it’s based on how far away the enemy unit is. There are 9 weapons, each weapon having it’s own accuracy, ammo amount, burst size (or automatic), ammo rate, attack power, ect.
2incredibly customizable Units. Before a unit is built, you can decide what you want that unit to use. You can the following to customize it: Weapon(9), Ammo Amount(4), Armor Type (3), Secondary Weapon (5-7), and Training (4)
That allows around 3,500 - 400 unique unit customizations.
Weapons = Pretty much your main weapon. It gives your unit it’s accuracy, fire rate, burst size/automatic, damage amount, how much ammo per clip your gun holds. Certain weapon types can slow you down.
Ammo Amount =How much ammo a unit can hold. Ammo is heavy, and slows you down (doesn’t decrease turn rate)
Armor Type= How well your unit is protected. This is probably the biggest factor of your unit’s speed/turn rate. A heavy armor type greatly reduces speed and turn rate.
Secondary Weapon = A secondary accessory for your unit. This ranges from an extra ammo hub or grenades, to anti-tank rockets (even if there isn’t any tanks)
Training Type= This increases the unit’s accuracy with any weapon. It has a slightly factor on unit speed/turn rate.
3Inflating Prices. Instead of prices being set in the world editor, triggers determine the price of things. The actual price for customizable things are displayed on a multiword. Let’s say there is a lot more gold being mined than wood. This makes the cost of wood go up, and the seller of your weapons want more wood. This makes players need more wood, and the need for mined gold goes down. This can create a very nice up/down inflation as players go from getting gold to gathering wood.
4Gold Veins and refineries. Instead of knowing where gold veins are, you have to build a refinery. This will than start getting you resources. The amount of resources (gold) you get from it is determined on the following factors:
1: Nearest 3 gold veins
2istance from gold veins
3: Any other refineries using the same gold veins as you are
4Their distance
5How far away you are from the refineries
The more players that are using the same gold vein as you are determines it’s quality. The amount of refineries, how far away they are, and the quality of the close gold veins determine local quality.
The local quality is how good your area is for harvesting gold. This makes placing 2 refineries near each other very stupid, since you will get very little benefit from it.
You can not see where gold veins are, or the quality of your refineries local quality. This will make putting refineries risky, but with it’s benefits.
Minor Features:
-Randomly Generated Forest
-Randomly placed gold veins
-Bribing System. You can take control of an enemies refinery if you get it’s life low enough. You can, if you want, sell the refinery back to that player for any amount of gold that you wish (that player has the choice to refuse it)
If a refinery dies, all enemy soldiers belonging to the owner of the refinery are than held as prisoners. If a player buys back the refinery, they get the soldiers back.
-Changing Environment. Deforestation (how you get gold) can clear large areas of forest up. Explosives can destroy trees and set them on fire (which you will see, but will not effect your units)
-Easily created barbed wire. Pick pointA, than pick PointB. A line of barbed wire will than appear there. Depending on how far away the points are from your building and each other determines it’s cost. Barbed wire wears down when an enemy soldier crosses it, but can greatly reduce enemy soldier’s effectiveness (barbed wire does 20% life-damage to the soldier)
-Custom Gun-fire sounds. When a battle is going on; it sounds pretty awesome. Battles feel much more epic with the sounds.
Those are the main features of my game. The game is called Industry because you’re mining for gold and destroying the forest for resources. You are trying to defeat other industries trying to steal your gold, and bribing can be common in the game.
Commends, Suggestions, Complaints, Critism?
Now, the fancy stuff. Weapon names, descriptions, and what they're good in.
Armor, Ammo, Secondary, Training types are subject to change.
This is my 3rd game, name is subject to change.
Awhile ago, I decided that there are very few map that use unique or new ideas on bnet. Most custom maps are simply Rip-offs of other maps with a fancy new name, fancy new unit names, fancy models, and a different storyline. There are rarely anything that is different from other games besides what unit’s life are.
I started thinking on how I could make some unique features, and I *hopefully* did.
Major Map Features:
1Weapons have accuracy. Not simply “You can hit a unit 25% of the time with this gun” Instead, it’s based on how far away the enemy unit is. There are 9 weapons, each weapon having it’s own accuracy, ammo amount, burst size (or automatic), ammo rate, attack power, ect.
2incredibly customizable Units. Before a unit is built, you can decide what you want that unit to use. You can the following to customize it: Weapon(9), Ammo Amount(4), Armor Type (3), Secondary Weapon (5-7), and Training (4)
That allows around 3,500 - 400 unique unit customizations.
Weapons = Pretty much your main weapon. It gives your unit it’s accuracy, fire rate, burst size/automatic, damage amount, how much ammo per clip your gun holds. Certain weapon types can slow you down.
Ammo Amount =How much ammo a unit can hold. Ammo is heavy, and slows you down (doesn’t decrease turn rate)
Armor Type= How well your unit is protected. This is probably the biggest factor of your unit’s speed/turn rate. A heavy armor type greatly reduces speed and turn rate.
Secondary Weapon = A secondary accessory for your unit. This ranges from an extra ammo hub or grenades, to anti-tank rockets (even if there isn’t any tanks)
Training Type= This increases the unit’s accuracy with any weapon. It has a slightly factor on unit speed/turn rate.
3Inflating Prices. Instead of prices being set in the world editor, triggers determine the price of things. The actual price for customizable things are displayed on a multiword. Let’s say there is a lot more gold being mined than wood. This makes the cost of wood go up, and the seller of your weapons want more wood. This makes players need more wood, and the need for mined gold goes down. This can create a very nice up/down inflation as players go from getting gold to gathering wood.
4Gold Veins and refineries. Instead of knowing where gold veins are, you have to build a refinery. This will than start getting you resources. The amount of resources (gold) you get from it is determined on the following factors:
1: Nearest 3 gold veins
2istance from gold veins
3: Any other refineries using the same gold veins as you are
4Their distance
5How far away you are from the refineries
The more players that are using the same gold vein as you are determines it’s quality. The amount of refineries, how far away they are, and the quality of the close gold veins determine local quality.
The local quality is how good your area is for harvesting gold. This makes placing 2 refineries near each other very stupid, since you will get very little benefit from it.
You can not see where gold veins are, or the quality of your refineries local quality. This will make putting refineries risky, but with it’s benefits.
Minor Features:
-Randomly Generated Forest
-Randomly placed gold veins
-Bribing System. You can take control of an enemies refinery if you get it’s life low enough. You can, if you want, sell the refinery back to that player for any amount of gold that you wish (that player has the choice to refuse it)
If a refinery dies, all enemy soldiers belonging to the owner of the refinery are than held as prisoners. If a player buys back the refinery, they get the soldiers back.
-Changing Environment. Deforestation (how you get gold) can clear large areas of forest up. Explosives can destroy trees and set them on fire (which you will see, but will not effect your units)
-Easily created barbed wire. Pick pointA, than pick PointB. A line of barbed wire will than appear there. Depending on how far away the points are from your building and each other determines it’s cost. Barbed wire wears down when an enemy soldier crosses it, but can greatly reduce enemy soldier’s effectiveness (barbed wire does 20% life-damage to the soldier)
-Custom Gun-fire sounds. When a battle is going on; it sounds pretty awesome. Battles feel much more epic with the sounds.
Those are the main features of my game. The game is called Industry because you’re mining for gold and destroying the forest for resources. You are trying to defeat other industries trying to steal your gold, and bribing can be common in the game.
Commends, Suggestions, Complaints, Critism?
Now, the fancy stuff. Weapon names, descriptions, and what they're good in.
Armor, Ammo, Secondary, Training types are subject to change.
Battle Rifles
Long battle range, high firepower, makes unit move slower, less ammo, slight movement decrease.
Foster (Battle Rifle)
The most common battle rifle used by West Elmia troops. It’s effective range forces it’s enemies to avoid long range standoffs. Because of this, the enemy will often resorting to close range firefights, the biggest weakness of the Foster Battle Rifle.
Full Automatic
Clip Size: 15
Damage: Unknown For Current Date Of 5-21-07 Expected High Damage.
Hooligan (Battle Rifle)
When the Rolter began looking for a new Battle Rifle for their troops, they turned to the Hooligan to produce the qualities they were looking for. The Hooligan lived up to these expectations, and even surpassed them. While faster firing than the Foster Battle Rifle, it’s slightly more inaccurate, even with the Foster Battle Rifle being more than 15 years older than the Hooligan Battle Rifle.
The Hooligan Battle Rifle is the current Battle Rifle for the Rolter troops, creating a heavy stream of accurate bullets at almost any range, the Hooligan defines what Battle Rifles should be, and should do.
Full Automatic
Clip Size: 20
Damage: Unknown For Current Date Of 5-22-07
Assault Rifles
Medium battle range, medium fire power, no movement decrease/turn rate. Fires weaker but more shots.
Kloeze (Assault Rifle)
The Kloeze Assault Rifle is a rare sight on the battlefield. It’s manufacturer, Gling, went out of business shortly after the first manufacturing of this weapon due to continues assassinations of its company owners for supplying Rolter with rifles during the Rolter Border Standoff, 18 years before the official war exploded.
Gling was experienced in manufacturing rifles, often producing some of the most lethal weapons. The Kloeze Assault Rifle is no different, even being dated more than 40 years old, it’s still a serious adversary on the battlefield.
Full Automatic
Clip Size: 25
Damage: Unknown For Current Date Of 5-21-07 Expected Low-Medium Damage.
Yezela (Assault Rifle)
Named after one of the Mogan country gods, the Yezela symbolizes the power of the East Elmia troops. Its short but fast burst fire makes attacking or defending tight corridors to medium battle ranges deadly to almost all it’s opponents.
Burst Fire [6]
Clip Size: 30
Damage: Unknown For Current Date Of 5-21-07 Low-Medium Damage.
Leonidus (Assault Rifle)
A commonly distributed Assault Rifle for tight corners, the Leonidus Assault Rifle is an incredibly inaccurate weapon, though it’s high rate of fire and immense firepower make up for it. Used for city patrols and close range surprise attacks, the Leonidus Assault Rifle has many flaws and is banned in many modern militaries because of the fact it is so inaccurate, but when you are a few feet away from your opponent, all the speed and firepower can make a difference.
Used often by special forces when invading a city, or an enemy base, the Leonidus Assault Rifle can turn tides of battles if used at the right time, and place.
Full Automatic
Clip Size: 20
Damage: Unknown For Current Date Of 5-22-07
Carbines
low battle range, light fire power, slight increase to speed, fires faster/weaker than assault rifles.
Lilziani (Carbine)
A well known carbine, the Lilziani was the first major breakthrough in carbine technologies from the past 70 years. While lacking high firepower, it makes up for it’s high rate of fire and low to medium range. It was the most popular carbine created by Gling, selling hundreds of thousands only a few years after it’s appearance in the East Elmia invasion led by West Elmia.
Full Automatic
Clip Size: 30 (Each ‘bullet’ actually fires 2 bullets at the same time, making the actual clip size 60)
Damage: Unknown For Current Date Of 5-22-07
Kraigen (Carbine)
The Kraigen is occasionally dubbed ‘Poor man’s rifle’ because of it’s incredibly small cost. While designed as an extremely fast firing Assault Rifle, it’s low accuracy and firepower forces the Kraigen to be more Carbine than Assault Rifle.
It was introduced in the same year when the war it was designed for, the Lower Carkline Operations, ended unexpectedly with a peace treaty. Because of this, the Kraigen saw no real combat, and the militaries it was designed for had no use for it, resulting in the manufacturing company creating the Kraigen Carbines to become bankrupt, greatly limiting the numbers of the Kraigen Carbine, a carbine only recently getting high praises for it’s low cost.
Burst Fire [5]
Clip Size: 20 (Each ‘bullet’ actually fires 2 bullets at the same time, making the actual clip size 40)
Damage: Unknown For Current Date Of 5-22-07
Machine Guns
Fires in 2 positions
Stand - very low battle range, medium fire power, great decrease in speed/turn speed, high rate of attack fire, large ammo boxes, long reload times.
Prone -Medium-Long range, medium firepower, very low turn speed, high rate of attack fire, large ammo boxes, long reload times.
Blileza (Machine Gun)
Designed for the Carkline Standoff for the Rolter, but the design was never finished before the standoff moved to the lower lands. It’s the most modern mobile machine gun that any military has to offer, firing vast amounts of accurate bullets no other machine gun can compete with at long ranges.
It’s design is made almost entirely for long range standoff battles, most weapons can easily defeat it at short to medium ranges. It’s long barrel requires a long setup time and slow turn speeds, along with immense strain on the bearer’s muscles because of it’s weight.
Full Automatic
Clip Size: 50 (each individual clip size actually fires 2-3 rounds, making the actual clip size 100-150)
Damage: Unknown For Current Date Of 5-21-07 Medium Damage Expected
Jouster (Machine Gun)
The weapon of choice for both West and East Elmia support troops, the Jouster adds suppressive firepower to medium ranges, while almost ripping apart it’s foes at close range. It fires both slower and more inaccurate than the Blileza Machine Gun, but the Jouster fires deadlier shots, making the Jouster more of a defensive weapon. It’s shorter barrel and lighter stock makes it easier to carry than original mobile Machine Gun designs, allowing the soldier using the Jouster to move faster, and defend more places easier.
Full Automatic
Clip Size: 40 (Each ‘bullet’ actually fires 1-2 bullets at the same time, making the actual clip size 80)
Damage: Unknown For Current Date Of 5-22-07
Long Range Rifles
Fires in 1 position. Must be prone.
Stand -No attack, slow turn speed and reduced speed.
Prone -Slight increase in total range, very accurate. Does not appear on mini-map to enemies when prone. High damage.
Peqerior (Sniper Rifle)
The actual need for a sniper rifle was by the East Elmia Military during the East Elmia Invasion by the West Elmia troops. The West Elmia troops where experienced in close range combat, and often could not deal with constant sniper attacks coming often from every direction. The Peqerior is credited with more kills than any assault rifle used by East Elmia troops during the East Elmia Invasion, making the weapon remarkable when there was only 1 sniper for every 10 infantry soldiers.
The need for sniper rifles has dwindled in the past years, and the few remaining Peqeriors are often difficult, and costly to come buy. East Elmia sold many of it’s high quality weapons to pay back depts‘, but these rifles still provide an immensely capable asset to any military.
Single Shot
Clip Size: 4
Damage: Unknown For Current Date Of 5-22-07
Ammo Pack Sizes
Ammo Pouch (20 ammo)
A portable ammo pack that holds several quick battle’s worth of ammo.
Ammo Bag (40 ammo)
A slightly larger ammo pack, holding nearly twice than the Ammo Pouch.
Light Ammo Box (90 ammo, able to distribute)
A light ammo container, holding a large amount of ammo. Designed for supplying soldiers on the battlefield, this gives the soldier who owns the container to supply nearby soldiers with ammo.
Heavy Ammo Container (150 ammo, able to distribute)
A much larger ammo box, specially prepared for squadrons and intense firefights. Though it’s heavy weight is tedious for the soldier to carry, resulting in less turn speed and movement speed.
Armor Types
No Armor
Having no armor increases the soldier’s movement and turn speed, allowing him to surprise the enemy with increased movement. But without armor, the soldier is considerably easier to kill, though that small burst of speed can make a major difference.
No Armor is best used for special operations, where your units are not being fire at.
Poletic Medium Armor
The standard armor, Poletic armor greatly reduces the impact of bullets on the soldiers armor, though it’s weight hinders the soldier, reducing his movement speed and turn rate slightly.
Poletic Medium Armor is best used for offense tactics while units take fire from medium range.
Peltica Heavy Armor
A armor designed to greatly reduce the impact of bullets. The Peltica Heavy Armor is a major advance in armor technologies, adding incredible stopping power for it’s weight.
Though it’s still heavier than Poletic Medium Armor, giving the unit even less movement speed and turn speed.
Peltica Heavy Armor is best used in defense fighting, long range firefights, or prone firing.
Pakla Flak Vest
The Pakla Flak Vest was created for special operations close range firefights. Using high strength carbon fibers etched into the material, the Pakla Flak Vest is both light, and has incredible stopping power. While not being as strong as the Peltica Heavy Armor, it’s both lighter and stronger than Poletic Medium Armor.
Pakla Flak Vest is best used for close range firefights with the soldier actively fighting and taking fire.
Secondary Weapons/Accessory
Light Ammo Box
Adds an additional 90 ammo to the soldier, giving the soldier the power to distribute ammo to soldiers.
K-94 Grenades
Simple, lightweight, and deadly. The k-94 Grenades provide a sudden, surprise attack, often with too little time for the enemy to react to it. A high explosive bundled inside hurls small fragments of metal at high velocities when it’s activated, causing it to do large damage in a small radius.
LRAT Revision 3 (Long Range Anti Tank)
While being designed for destroying tanks, modern militaries quickly found that these same missiles could be used on structures, causing structural damage to the building.
Lozena SRM (Short Range Missile)
A heavier, slower missile than the LRAT, but providing a stronger explosion.
Zekla RPG (Rocket Propelled Grenade)
Environment Body Paint
Covers the body in a texture similar to nearby vegetation, making you more difficult to aim at, but only works when in dense vegetation.
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