"The Cursed" is a very unique FREE realtime-strategy game based on the Spring engine. The game is about bones, undead, demons, space marines and magic settled in a futuristic environment. It is a fresh mixture of gameplay elements from many popular RTS games.

Forum Thread
by member
  Posts  
Cloudwalker2k3's Ideas for The Cursed (Games : The Cursed : Forum : Ideas for gamplay and/or balance changes : Cloudwalker2k3's Ideas for The Cursed) Locked
Thread Options
Jul 10 2013, 12:43am Anchor
code:
The Cursed RTS Ideas

Economy.Buildings.Tech Tree.Cursed.

To help out with the lack of perceived flexibility that The Cursed have for economy, I propose a couple of ideas to help them out in the early game.

The player Starts off with Shade,Ghoul,Gunner,Necromancer.

Placing Obelisks works like placing a MEX or the F4 View.

Necromancers can Build Ghouls/Gunners/Mages/BBeasts and lvl 1 Obelisks. They can also build lvl. 1 NRG/MEX. (It would not be as efficient as building it near an obelisk.) They should also move faster.

Liches can Build its' lvl 2 units and can build a lvl 1 Buildings/MEX/NRG.

All Buildings that produce Units starts with the Obelisk, and are transformed into the next Building.
They keep the base Obelisk perks, which are:

Obelisks heal all units and building in its' build area.
Can build NRG/MEX, Static Defense (lvl. 1), Build Necromancers and increase the usefulness of NRG/MEX within it's build area.
Can produce Seers.
Can Upgrade to lvl 2 after it has been unlocked.

Pyramid:
Can build basic units/revive hero unit/Witches.
+HP and +Armor
Unlocks LvL2 NRG/MEX

Heart of Darkness:
Unlocks LvL2 NRG/MEX
Totem Upgrades
Increases Storages

Dark Assembler:
Unlocks LvL2 NRG/MEX
Produces Flying Units
Speeds Up Seers

Lvl. 2 Obelisks can heal faster, build stronger Static Defence, raise Liches and have a much larger build radius.

Damned Portal(Mechanical Units.)
Created from a Pyramid or a Lvl 2 Obelisk.
Can Build mechanical units.
Belial should be build from this factory.

Altar of Evil (Bone Dragon.)
Created from an Dark Assembler or Heart of Darkness
Creates a Bone Dragon.
Increases the damage of flying units
The altar of evil could be converted into Dark Assembler lvl 2 as well.

Miscellaneous Ideas.
I feel that the economy is broken, in which I either make too much or none at all. There is no middle ground.
I would rather pay metal for the units and energy for having them out than paying energy+metal and then still paying for them to be on the field.
With how easy it is for the Imperials to expand (they are not locked down in a limited build field) The Cursed needs something to help counter that. Or Imperial Buildings cost more.
The Imperial static defense is too efficient, the plasma cannons don't require too much and they are cheap enough to spam. The Bunker should only work if there are marines in it.
The Pyro's flame attack does a ridiculous amount of damage to anything it touches. I understand taking out clumped units, but it is even too crazy for that. It should be toned down.

Thanks for taking the time to read this.
Cloudwalker2k3
Jul 19 2013, 5:04pm Anchor
Cloudwalker2k3 wrote:Thanks for taking the time to read this.

Thanks for taking the time to write this. 8)

I like the idea of buildings providing bonuses to other units - however that will take some lua code to work - I will have a look into that. I will implement many of your balance sugestions within the next release - with the exception of the obelisk - I do not want to change the way they work too much - it is something that I always wanted in the game. Speeding up the necromancers should help alot to make the cursed more expansive during early gameplay, especially if you start with one right away.

Here is a list of changes that was derived from your suggestions:

- units do not consume any energy as upkeep anymore
- energy buildings will provide 25% less energy
- The Cursed spawn with one necromancer and an obelisk. The Imperials spawn with an additional pyro
- imperial plasma towers cost 300 energy/metal now (+15%)
- imperial pyros do less damage now (-20%)
- imperial bunkers cost more (+33%) and take lesse damage -1000hps (-25%)
- cursed defenders have +200hps (+13%)
- cursed pyramids have +840hps (+28%)
- cursed necromancers move faster (+54%) and have +200hps (+50%)
- cursed liches move faster (+10%)
- cursed totems cost +100 energy metal now
- cursed heart of darkness does not store any metal or energy anymore and costs are reduced to 700 (-8%)
- cursed altar costs 800 (-20%)
- cursed dark assembler does not need to be upgraded anymore to build sledgehammers. The heart of darkness enables the construction of them.
- increased build distance for level 1 (+16%) and level 2 cursed obelisk (+50%)

Jul 20 2013, 3:21am Anchor

azaremoth wrote:
Cloudwalker2k3 wrote:Thanks for taking the time to read this.

Thanks for taking the time to write this. 8)

I like the idea of buildings providing bonuses to other units - however that will take some lua code to work - I will have a look into that. I will implement many of your balance sugestions within the next release - with the exception of the obelisk - I do not want to change the way they work too much - it is something that I always wanted in the game. Speeding up the necromancers should help alot to make the cursed more expansive during early gameplay, especially if you start with one right away.

Here is a list of changes that was derived from your suggestions:

- units do not consume any energy as upkeep anymore
- energy buildings will provide 25% less energy
- The Cursed spawn with one necromancer and an obelisk. The Imperials spawn with an additional pyro
- imperial plasma towers cost 300 energy/metal now (+15%)
- imperial pyros do less damage now (-20%)
- imperial bunkers cost more (+33%) and take lesse damage -1000hps (-25%)
- cursed defenders have +200hps (+13%)
- cursed pyramids have +840hps (+28%)
- cursed necromancers move faster (+54%) and have +200hps (+50%)
- cursed liches move faster (+10%)
- cursed totems cost +100 energy metal now
- cursed heart of darkness does not store any metal or energy anymore and costs are reduced to 700 (-8%)
- cursed altar costs 800 (-20%)
- cursed dark assembler does not need to be upgraded anymore to build sledgehammers. The heart of darkness enables the construction of them.
- increased build distance for level 1 (+16%) and level 2 cursed obelisk (+50%)

Don't you have code for Auras? Could that be used for building bonuses?

Could the Buildings be morphed, like you do for Priests/Summon Stance?

My Idea with the Obelisks is that the standard Obelisk doesn't cost much upkeep, but does nothing special. Morphing it into a building makes you pay for the cost of the building + the larger energy cost. Sometimes the starting spot for the Cursed places the Obelisk at a horrible spot. And you do not want to morph all Obelisks.

The energy cost for the units is a good Idea, to stop spam. But make it so units only cost metal. You could make the units more expensive to make or have out.
I would say that the Altar of Evil should be built for Lvl 2 Air.

Why does the Imperials start off with a Pyro, they already start with a Sniper. You could give them an extra marine.

Melee units don't seem to swipe in melee too often, and Shade only does his 360 attack. Could you make them better at it? Or make them move forward when attacking.

Could you add some Lua Widgets to the standard game:
Unit Shapes
Z select
Autoskrim

The skirmish AI is too dependant on Static Defense (especially Imperial.)

Could you possibly make a Lua widget to show where the enemy structures are when that player has no Economy/Unit producing buildings/Builders left? There could be a timer at the start (5 minutes) that will hide the players at the start. 

Seers should be much faster to make me want to uses them for vision. Scouts are for enemy territory, Seers are for expanding your vision. 

Priests should be faster, and wolf form should be very fast. Transforming them should be much faster too. 

Imperials should have to build the War factory and Tech center to build Walkers.
All Imperial buildings should lift off.
 

Jul 20 2013, 9:11am Anchor
Quote:Don't you have code for Auras? Could that be used for building bonuses?

Yes - pretty smart idea. I could easily give the buildings huge auras and just do not show the circles around units.

Quote:Could the Buildings be morphed, like you do for Priests/Summon Stance?

Yes - in principle. The is the issue, that to the groung plates will not be evened after morphing (as the current gadget is writen). This would require many changes to most building models. However - I realy want to keep the basic obelsik concept. I give an additional necromancer to the cursed for a quick start - the trouble is that the cursed can spam ghouls right away that can be used for early rushes, while the imperials may not even have built the first baracks. Thus the imperials need something to defend against that. But an additional marine should be enough.

Quote:Imperials should have to build the War factory and Tech center to build Walkers.

  That is already this way in the latest game versions (not released here, as I am waiting for a new engine version).

Quote:Could you add some Lua Widgets to the standard game:

  Yes - I'll add them.

As far as the AI is concerned - programming it is quite hard - I will add the latest "Shard AI" to the next installer - it builds less defences but does more offensive units.

Quote:Could you possibly make a Lua widget to show where the enemy structures are when that player has no Economy/Unit producing buildings/Builders left? There could be a timer at the start (5 minutes) that will hide the players at the start.

Should that also be included for multiplayer games? I could include it as a game option. However, If you still have players in your team that are "in full fuction" you probably do not want to have the buildings of their ally. For an one-on-one it should work out as a game option though: "Loose if you have no factories and builders left".

You can find an updated game content file here. It should address may of your balancing ideas. 8)

I guess you know where to find the latest Spring engine versions, don`t you?

Jul 29 2013, 9:48pm Anchor

How about standardizing the metal income? I think BA did this, and it allowed them to fine tune the game based on the mechanics, not the map. Possibly do an average for how much metal you would want on the map.

Aug 4 2013, 2:47pm Anchor

BA and ZK do it by replacing standard metal map layouts with game specific ones. I did not get that gadgets running yet for the cursed - but the idea is brilliant.

Aug 20 2013, 7:34pm Anchor

What do you have planned for The Cursed for 95.0?
And 2nd, what is the prime map size for this game? When I play, anything past 12x12 is too large.

Aug 21 2013, 1:04pm Anchor

I play on smaller maps - anything too large is no fun. Someting 10x10 to 16x16 should be fine - depending on the number of players.

For 95.0 I am waiting for the next stable engine release (faster, better, ...). Also the game changed a lot since last installer release (v1.242). Especially storages, bug fixes, auras, the tweaked resource system and lots of balance tweaks are included. You will also see the undead marines ingame (from risen corpses).

Reply to Thread
click to sign in and post

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.