I am Wurmish.
Done with introductions, I think I should start my posting here with something... noticable...
I have been working on an Escape for about 2 and a half months, now I know, I know, not another Escape... This escape is not revolutionary, but it will provide a very nice change in the escaping community.
Several new or relatively unheard-of things are involved:
The random hunter feature (suspense!).
The balancing feature to give runners or hunters an advantage.
The ability to create different types of games, which I will describe briefly in a bit.
The ability to set the game length to 10, 20, or 30 minutes.
The hunters can upgrade his/her units' attack versus heroes (i.e. the citizen).
Now, some people I have met seem to think that there is only one way to escape... they shall be disproved with the following list:
Game modes:
Classic: Two hunters agaisnt four runners. Shared LOS as well with timeshifting.
Competition Mode: Ah, the competing for victory! This mode directly influenced the map layout. There are four teams: Each hunter by themself and two teams with 2 runners. Each hunter attempts to kill his/her runner team first to win, but if both hunters fail to do so within the time limit, the runners will then proceed to kill each other in hand to hand combat, no buildings of any sort allowed.
Cut-throat Mode: This is the same as Competition mode, except there are NO teams whatsoever, and due to this, the hunter units are weakened somewhat for fairer gameplay.
Quick Set-up: Balanced Competition for 20 minutes if you don't want to spend time customizing.
Naturally, the true fun comes in when the 3-minute interval random events happen, and a few of the possibilities I think are new. One such ability is that with all my escapes current and planned, I limit the amount of towers and Sky Passages for fairness, and one or two events will increase or decrease the amount of buildings of a certain type. The other one that comes to mind is that the population cost of hunters' units can be changed to go up or down, thereby restricting or augmenting the hunters' chances.
One last thing, since some people will have noticed that there is an option to favor the runners or hunters, they might think that player 1, as the host, will abuse that ability. My solution is that all the options are chosen BEFORE the two hunters from each set (players 1,2 and 3; players 4,5 and 6), so the selector cannot favor him/herself.
Some screenies: Mind you, these are old, some elevations have changed, player colors, some terrain here and there, etc. But anyway...
Total Map: And of course, you might want to know the random events. Increases to: Decreases to: God Powers: There will also be some extra Sub-Events. These will occur when the QVs are a certain combination for normal Events. Sub-Events: And for those who are rather new to this whole concept, I have managed to make a well-working explanatory cinematic with sound effects and visual appeal to keep interest for the newbies (there is a difference between newbs and noobs in my book). It worked rather well on some formerly clueless friends of mine And for AS people who read this: Hey I finally got registered! *waves*
Closer look at intro/quick setup area:
Hunter Base:
Runner starting area:
Just for reference, here is what I plan to put in:
__Runners:
____HP (75 and 150)
____Speed (.25 and 1)
____Building Time
____Building Limits (+5 Towers and +1 Passage)
__Hunters:
____HP (100 and 225)
____Speed (.5 and 1.25)
____Training Time
____Population Count for Units (+1 each)
__Runners:
____Building Time
__Hunters:
____Training Time
____Population Count for Units (-1 each)
__2 Restorations for Runners
__4 Undermines for Hunters
__Gaia Earthquake
__Gaia Volcanoes
__Gaia Meteors
__Runners get an Armor bonus (+.05 Hack/+.075 Pierce)
__2 Earthquakes for Hunters
__Hunters get a Lure that will become either me (Wurmish) or me(Wurmish_Alter_Ego). Yes, I am a little egotistical right now. The first me will have good attack, range, and HP, while my alternate (that's me at AS... confused yet?) will have better armor, LOS, and speed.