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Posted (edited)

This is experimental. Give your thoughts and ideas.

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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.

 

 

 

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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.

 

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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.

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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.

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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.

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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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Edited by CommanderHB2
Posted (edited)

You forgot zerglings.

 

And don't forget some of their upgrades! Adrenal glands are a must in ZvT.

 

Edit: And yeah, I think not 'stealing' Starcraft's units for an 'event' would be a better idea.

Edited by spidernl
Posted

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.

  • 1 month later...

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