Story: The year is 3000 A.D. People have become much smarter than today, so smart they solve Chess in primary school. Doesn't matter what they play, no amount of combination is any match for their epic intellect. The only challenge they get is outguessing each other. There is but one game that rose in popularity. It's short-session! It's action-pumped! It's guess-driven! It's like speedballs with hands! It is... Rock, Paper, Scissors!
- Two Missions - One Skirmish Generator - Multiplayer
Despite dealing quad damage and taking only half, the whole R/P/S balance can pretty much be forgotten: You'll soon find that sending a bunch of everything works just as well as microing to present the right counters. In fact it plays like a more relaxed KP. So while the R/P/S aspect is a failure, it is a great success toward the further dumbing down of the RTS genre!
I was thinking to make this kind mod some time ago, but with more units that can beat only one or two kind of units... like green beats blue, etc. would be cooler i think. And you could "upgrade" their color to something else if you see they send units at you that you cant kill at that moment.
Edit: eww, the paper can kill any unit... but only slower if its wrong type, that kinda defeats the whole meaning of the mod name...
As I said in the first post, and as the automatic tips dispenser says: - Rock deals quad damage to Scissor and half damage to Paper. - Paper deals quad damage to Rock and half damage to Scissors. - Scissors deals quad damage to Paper and half damage to Rock.
Theorically, that should have made the Rock eight time more poweful than the Scissors, the Scissors eight time more powerful than the Paper, and the Paper eight time more powerful than the Rock. However, the second mission, "A Rock, a Paper and a pair of Scissors" shows that one R/P/S against three S/R/P wins, but barely.
When I do a new version, I guess I'll change damage increase to instakill and damage reduction to x0.05.
Also, I plan to make the hand takes some time to switch from producing an unit to another, so that there is penalty to building mixed forces.
If you want to make it more about the countering than sending in mixed blobs, I think varying their speeds (or maybe some other stat, but speed seems most interesting) would do the job.
Lets say rock would be the fastest, scissors slowest and paper in between. So you'd want rocks at first... but also papers to counter the enemy rocks would be very useful, when you need to bust that paper defense you might go for scissors, which needs protection though to not get shredded by the fast rocks which can reinforce quickly anywhere, or maybe you want to just kill his paper with your own paper... But if he has some scissors with his paper defense it wont work so well, dunno how it would actually play in the end. Its also a bit different which way it'd go - if fastest unit is countered by the slowest, or the middle one.
Updated!(0.6->0.7) - Compatible with Spring 0.82.3 - Hands now take 60s to grow - You now lose the unit that triggered the hand creation - RPS damage modifier increased - Shots aren't shoot-through friendlies anymore - New shot graphics for rock, paper and scissors
However, I lacked the time to implement the one fix that was supposed to bring balance to the mod, so gameplay is expected to still be brainless spamming.
I have a great idea! You make rocks as small fast units. You make Papper big, slow and make it have rapid fire rate so it can defeat small units. Scissors will have large range and alot of damage but very low fire rate. ... Thats like System vs System...
Hey! I have a NEW great idea. Scissors are small and then you have rocks that fly in the air and can outrange the scissors but they are slow at the start until you get alot of hands. Papper is slow and big with high damage so they can kill off rocks as they fly in the air but they are owerwhelmed by Scissors that cut them down quite fast. Oh... Thats network vs network! Ah... But wait! I got another improved version. Pappers are big and slow but cloaked so you can get them near the enemy Rocks without them noticing and suddenly it uncloaks itself and kills all Rocks around it. The scissors would be able to paralyze but only the Pappers are worthwhile to paralyze because the Rocks will simply overrun the Scissors. But paralyzing might take so long time so Papper can still kill alot of rocks before it gets killed + that the Papper could sneak up on the Scissors and uncloak itself and kill the Scissors... That didn't work out... Hm... I'm out of ideas.
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