Objectives: The Towers
Sunday, August 8th, 2010Before I get into a discussion about the three races that I’m planning, I’ll have to talk a bit about map design. If you frequent the Starcraft 1 scene, you’ll know that many maps, through cliffs, backdoor entrances, or short air distances, end up favoring one race over another, or lend themselves to a certain style of play. The Battle Royale map, with buildings you could destroy to reveal environmental obstacles that completely seal off your base, and the shortest air rush distance of any map, resulted in countless Zerg wins, and maybe one or two Terran wins in the entire time it was used. Destination, with an entrance to your natural expansion that is difficult to seal, make Zergling runbys hard to deal with. The cliffs behind that same area make Mutalisks and Carriers hard to deal with.
Air units won’t be quite as threatening as they were in Starcraft, where Mutalisks could singlehandedly win a game by killing all of your gatherers. This game will have no gatherers, so the main advantage air units will have is mobility. Maps will have cliffs spread around the map, making the advantage come down to something more than unit speed.
Notice that, when you have no gatherers, map control becomes irrelevant, as you can just mass units and push out, without worrying about getting another source of minerals.
Instead of resources, I will introduce “production towers,” which are some sort of magicky-looking towers, spread across the map much like an expansion would be. You start with one sitting right next to your crawler, already aligned to you. For each tower aligned to you, you get a slight boost to production. How this boost will work is up in the air. It could be a flat reduction to build time, like -5 seconds production time to everything (anything taking less time to build than the towers would reduce just build instantly), or it could be fractional, or logarithmic (diminishing returns).
The towers start as neutrally-aligned. In order to convert one to you, you must bring your crawler, or units totaling 15 x (how many towers you have + 1) supply to the tower (within a certain capture radius), so if you’re going after your second tower, you need to bring 30 supply’s worth units with you. Regardless of how many towers you have, the crawler will completely fulfill the requirements. Then, you must have all those units sit there (they can fight) for 2*(number of previously owned towers) minutes, as a timer ticks down. This timer will not tick down any faster if you have many units near the tower. Your opponents also won’t be notified unless they actually have vision of the tower, in which case they can see the timer on the tower. If you have units near a tower while it’s building, but not enough to fulfill the requirements, the timer will freeze where it is. If you remove all units from the tower, the timer ticks backward at twice the rate it went up. Once the timer completes, the tower becomes erect and gets a set amount of HP. Note that, each of these quantities (2 minutes per tower, 15 supply, etc) is up for changing during testing.
As a side note, any timers you have running will show up at the top of your screen, in your color, and display its status. If you’ve scouted an opponent’s tower, his timer will appear just below where yours would appear, except running in the opposite direction (if your timer is a bar filling from left to right, your opponent’s appears as a bar filling from right to left), in his color. Clicking any of the timers will bring the screen to center on the tower.
You can contest your opponent’s towers, too. It is possible to have timers for two or more factions running at once. Say one player holds a tower until it is nearly done, but then leaves. An opponent can come in and start occupying that tower, starting his own timer. If something like this happens, you and your opponent’s timers both appear. If both you and your opponent have units in the vicinity of the tower, both of your timers stay frozen, regardless of who has more units. If you abandon a tower while both you and your opponent have timers running, your opponent will have his timer progress normally while yours will drain at 3-4x the rate instead of 2x, as if it were simply abandoned. Additionally, as long as you have any timer running on a tower, you will be granted full vision within the capture radius of the tower. If your opponent decides to station long-range units just outside of the capture radius, you’ll be in for a rude surprise.
Once a tower is erected, it becomes more vulnerable. You can abandon it completely without losing the benefits or worrying about a timer. However, it can be attacked. To capture the tower from your opponent, you must first destroy the tower by depleting its HP, then force out all opposing units to start your timer. You can also simply pull out and force your opponent to recapture it. The viability of such a tactic will depend on how much the tower was reducing build times.
Though winning the game officially requires that you destroy all your opponent’s units, removing the opponent’s towers can be enough to force him to give up.