
CommanderHB2
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Everything posted by CommanderHB2
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Supercalifragilisticexpialidocious
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I'll give you 32 diamonds in Minecraft to make the Glyphic beam
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Hyperspace population inflation must be stopped
CommanderHB2 replied to Static Burn's topic in General Discussion
I liked it better when populations were always accurate- no questions asked. -
I want that kind of wrapping paper.
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Lol. Anyways, people may or may not like the event, but hell- if there's money involved, why ask questions?
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I was waiting for someone to say that. Lol.
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Starcraft 1 = Simpler
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Me. It's extremely easy to manage, and participants need only to purchase units to throw into the fire. Only Terran units will be allowed unless a good majority of participants know the units of the game. It's a pain trying to explain each unit in a simple way without going into too little detail.
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Each control point could give 1 of a certain resource during its collection time. Then you can combine the resources you get from those points to make more valuable resources/ores. Then you can combine THOSE ores.... and so on. The possibilities could be limitless.
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Silence this man before he starts a revolution. ☭☭☭☭☭☭☭☭☭☭☭☭☭☭☭☭☭☭☭☭☭☭☭☭☭☭☭
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I was thinking in conjunction with lives we could implement a time limit for the game. Instead of having a set goal to win, how about one side merely tries to get more 'power' than all the others? Have control points give back lives every x seconds/minutes and have 'checkpoints' every minute or so that replenish a team's lives by about 5-10, or make lives purchasable. Making these games last about 5-10 minutes at most would make for quick, tactical gameplay and a ton of fun. If the enemy is being too aggressive, they'll most likely run out of lives temporarily and allow the other teams to make up for lost ground. It's logical to allow this, but no more than about 30 seconds to a minute- hence the idea of 'Checkpoints'.
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- Purchase units with HSD - Units fight at end of event - Winning side gets a fat jackpot
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This is experimental. Give your thoughts and ideas. _______________________________________________________________ Endwar is a contest between two teams that involves the purchase of a variety of units, upgrades and abilities to enhance their team's effectiveness in battle. The goal is to eliminate the other team's units during scheduled battles. The team with the last man alive wins. If all units die, it is considered a tie and a winner will be chosen by random (Yes, by random) Participants do NOT control anything aside from what they purchase; once purchased, units will be placed during battles and will run by their own accord- reacting to the environment as they see it. Nothing is preset. Total war. To win, one side must try to acquire as many units as possible in order to eliminate the other team while protecting themselves, as well. Participants must annote what they're up against and try to purchase items and upgrades to counter the opposing team as well as they can. --WHAT IF I WANT TO JOIN?-- -There will be an enlistment period that lasts a predefined amount of days, in which new recruits may enter the fight. Entry requires an up-front deposit of $5000 to ensure you are serious about playing, and not there to sap the rewards in exchange for no effort. \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Unit Store Terran Marine $200 Ground Unit, Biological Can attack: All Size: Small Weapon: Gauss Rifle (Short Range // Medium Range w/ C-15 Shells) Weapon Damage: 6 (+1 per upgrade) Weapon Info: Works normally against all enemies. Health: 40 Armor: 0 Casualty Rate: High Upgrades: -C-15 Shells (Increased Range) $3500 -Stim Packs (-10 HP for temporary Speed+ & Firerate+ | Marines + Firebats ) $2500 General purpose unit that is suited for various tasks. ______________________________________ Terran Firebat $300 Ground Unit, Biological Can attack: Ground only Size: Small Weapon: Dual Flamethrowers (Very Short Range) Weapon Damage: 8x2 (+1 per upgrade, each flamethrower) Weapon Info: Great against biological units, weak against Mechanical. More effective against smaller targets.) Health: 50 Armor: 1 Casualty Rate: High -Stim Packs (-10 HP for temporary Speed+ & Firerate+ | Marines + Firebats ) $2500 Specialized unit designed to destroy lightly-armored targets and groups of targets. Splash damages nearby units in the blast radius. ______________________________________ Terran Medic $500 Ground unit, Biological, Energy-User Can attack: All Size: Small Weapon: N/A Weapon Damage: N/A Weapon Info: N/A Health: 60 Armor: 1 Casualty Rate: Medium Upgrades: -Increased Energy $1500 Supportive unit that heals all nearby biological units (1 at a time) in exchange for its energy. _____________________________________ Terran Ghost $1250 Ground unit, Biological, Energy-User Can attack: All Size: Small Weapon: C-10 Concussion Rifle (Medium Range) Weapon Damage: 10 (+1 per upgrade) Weapon Info: Weaker against larger targets, Stronger against smaller targets Health: 45 Armor: 0 Casualty Rate: Medium Upgrades: -Cloaking $3000 -Lockdown Missile $5000 -Increased Energy $2000 Special unit that can be upgraded to do various things such as cloaking and 'lockdown' (Disables any mechanical unit for a decent period of time). Excellent for support. ____________________________________ Terran Vulture $900 Ground unit, Mechanical Can attack: Ground only Size: Medium Weapon: Fragmentation Grenade (Medium Range- NOT splash!) Weapon Damage: 20 (+2 per upgrade) Weapon Info: Weaker against larger targets, Stronger against smaller targets Health: 80 Armor: 0 Casualty Rate: Medium Upgrades: -Faster Movement Speed $2000 Recon unit that is extremely useful against lightly armored targets. Can be upgraded to be one of the fastest units available in the war. ____________________________________ Terran Siege Tank $2000 Ground unit, Mechanical Can attack: Ground Only Size: Large Weapon: Arclite Cannon (Long Range- Not Splash!) Weapon Damage: 30 (+3 per upgrade) Weapon Info: Powerful against large targets, weaker against smaller targets. Health: 150 Armor: 1 Casualty Rate: Low Upgrades: -Siege Mode (Allows tank to turn into below unit) $9000 Deadly unit that can pack a powerful punch to the enemy. Slow fire rate makes it vulnerable to masses of enemies. ____________________________________ Siege Mode Tank* Ground unit, Mechanical Can attack: Ground Only Size: Large Weapon: Arclite Shock Cannon (Very Long Range) Weapon Damage: 70 (+5 per upgrade) Weapon Info: Powerful against large targets, weaker against smaller targets. Cannot attack units close to it. Powerful Splash. Health: 150 Armor: 1 Casualty Rate: Low Mode that renders the tank stationary while providing the longest range attack that is available during the war. ____________________________________ Terran Goliath $1500 Ground unit, Mechanical Can attack: All Size: Medium Weapon 1: Twin Autocannons Weapon Damage 1: 12 (+1 per upgrade) Weapon Info 1: Works normally against all enemies. Only attacks ground targets. Weapon 2: Hellfire Missiles (Medium Range // Long Range w/ Boosters) Weapon Damage 2: 10x2 (+1 per upgrade, for each missile) Weapon Info 2: Reduced damage against smaller targets. Only attacks air targets. Health: 125 Armor: 1 Casualty Rate: Low Upgrades: -Hellfire Boosters (Hellfire Range+) $2000 General, all-purpose vehicle. Great in numbers. ____________________________________ Terran Wraith $1500 Air unit, Mechanical, Energy-User Can attack: All Size: Large Weapon 1: Burst Laser (Short Range) Weapon Damage 1: 8 (+1 per upgrade) Weapon Info 1: Works normally against all targets. Weapon 2: Gemini Missiles (Medium Range) Weapon Damage 2: 20 (+2 per upgrade) Weapon Info 2: Powerful against large targets, weaker against smaller targets. Health: 120 Armor: 0 Casualty Rate: Medium Upgrades: -Cloaking $3000 -Increased Energy $1500 A basic air-unit for all-round support. Great against air units. ___________________________________ Terran Valkyrie Frigate $1800 Air unit, Mechanical Can attack: Air Only Size: Large Weapon: Halo Rockets (Medium Range) Weapon Damage: 6 (+1 per upgrade) Weapon Info: Rockets fly from one target to another nearby target, causing wide-area splash damage to groups. Health: 200 Armor: 2 Casualty Rate: Low Upgrades: -None Excellent anti-air unit, best suited for groups. Rockets tend to fail launching while under heavy fire. ___________________________________ Terran Battlecruiser $5000 Air unit, Mechanical, Energy-User Can attack: All Size: Large Weapon: Laser Battery (Long Range) Weapon Damage: 25 (+3 per upgrade) Weapon Info: Inflicts damage normally against all units. Health: 500 Armor: 4 Casualty Rate: Low Upgrades: -Yamato Cannon (Powerful 200+ damage attack, uses energy) $5000 -Increased Energy $3000 The most powerful Terran ship there is to offer. Extremely powerful against all targets. ___________________________________ Terran Science Vessel $2000 Air unit, Mechanical, Energy-User, CLOAK-DETECTOR Can attack: N/A Size: Large Weapon: N/A Weapon Damage: N/A Weapon Info: N/A Health: 200 Armor: 1 Casualty Rate: Medium Upgrades: -Irradiate (Hurts Biological units) $1500 -EMP Shockwave (Empties the energy of all units in the blast radius) $1500 -Increased Energy $1500 Advanced support vessel; detects hidden units and can create a temporary defense matrix around friendly units (No upgrade required, it's included) so they can take more hits before being destroyed. _______________________________________________________________ These units will be the only ones available to maintain as much simplicity as possible. The next event will feature a new set of units. UNIT STANDINGS: Team One: 0 Marines 0 Firebats 0 Medics 0 Ghosts 0 Vultures 0 Tanks 0 Goliaths 0 Wraiths 0 Valkyries 0 Battlecruisers 0 Science Vessels Upgrades: -None Team Two: 0 Marines 0 Firebats 0 Medics 0 Ghosts 0 Vultures 0 Tanks 0 Goliaths 0 Wraiths 0 Valkyries 0 Battlecruisers 0 Science Vessels Upgrades: -None ___________________________________________________
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A gamemode weekly/semi-weekly rotation would be really awesome; give people a taste of many different things. Even with a new gamemode, it will get stale eventually; why not give people the old-fashioned flaggames AND the new Conquest? ------ Also; any implementation of lives would be a tactical twist. Once conquest begins, teams fight to control as many points as possible, earning as much 'power' as possible whilst trying to preserve themselves Lives could be based on team size times 8. Team sizes of 5 could effectively use up to 40 lives. MORE lives can be gained by controlling points for an extensive period of time (Say, 30 seconds funds your team with 1-2 lives, but you can only get x amount of lives before your team cap is reached). The goal is to make lives enhance the team's life slightly, but not be a sustainable source, so as to end the game as soon as possible. Once all lives are gone, those remaining will be sent into spectator mode when they finally die for the rest of the game. By then, their points can still earn them lives (in which case, if there are too many players waiting to respawn, then random ones will be chosen to spawn first)
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Think of Dr Brain as the president of the U.S. He's the face of the country, but really doesn't do anything; the congress (the staff, in this case) assess everything important.
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I'm going to try and load up my paypal account with any spare money I earn this Christmas. If I can manage that, I'll gladly donate as much as I can. You've done a great job- I'd hate to see it go.
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http://www.youtube.com/watch?v=oKNtaM_J_Cg&feature=related&skipcontrinter=1
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Post all Nyan-related things here. Here's some fucked up nyan shit; http://www.youtube.com/watch?v=NUgX4JjhkiY&feature=related http://www.youtube.com/watch?v=3fUHnExxlIU&feature=related
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Thou must pay tribute to thay overlords
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EMP Warheads should temporarily disable PD.