08-22-2007, 09:27 PM
(This post was last modified: 08-22-2007, 09:31 PM by Archon_Wing.)
In many Real Time Strategy games you can form alliances with other players. There's also a "team game" mode where players are on teams. One issue in Starcraft was that a teammate could easily uncheck the alliance and attack you if they wanted to. In Warcraft III, I believe teams are locked which helps stop people from doing this. I assume Sc2 would have something like this.
But the problem is that a teammate doesn't have to unally you to cause you trouble. He/she could attack you with Area of Effect (AOE) spells. It's not viable to make allies invulnerable from AOE; indeed having your allies immune from nukes would break the game probaly. Also, a malicious teammate can place buildings or units to obstruct you. Manual targeting could work, but they could do it too, and if they have units like zerglings, you'd be at a disadvantage. Basically, you might have to be the one to do the unallying to fight back at something like that.
I am not really sure what to do with this. I think allowing unallying and using the Diablo II hostility system would help a bit--a blaring alarm and some delay before the hostility actually starts. Also, if an ally were to use a nuke, that would be indicated on the map to the nuker's allies.
Thoughts? Or is not trusting your allies simply just another part of the Starcraft universe?
But the problem is that a teammate doesn't have to unally you to cause you trouble. He/she could attack you with Area of Effect (AOE) spells. It's not viable to make allies invulnerable from AOE; indeed having your allies immune from nukes would break the game probaly. Also, a malicious teammate can place buildings or units to obstruct you. Manual targeting could work, but they could do it too, and if they have units like zerglings, you'd be at a disadvantage. Basically, you might have to be the one to do the unallying to fight back at something like that.
I am not really sure what to do with this. I think allowing unallying and using the Diablo II hostility system would help a bit--a blaring alarm and some delay before the hostility actually starts. Also, if an ally were to use a nuke, that would be indicated on the map to the nuker's allies.
Thoughts? Or is not trusting your allies simply just another part of the Starcraft universe?
With great power comes the great need to blame other people.
Guild Wars 2: (ArchonWing.9480)
Battle.net (ArchonWing.1480)
Guild Wars 2: (ArchonWing.9480)
Battle.net (ArchonWing.1480)