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 Scavenger Maps, Based on QM's idea
Maerlande
Posted: Jul 18 2012, 09:06 PM


Grumpy Old Fart


Group: Admin
Posts: 2,611
Member No.: 3
Joined: 3-May 10



So I really like the idea of QM's idea for Scavenger's Eye but in trying to test and make a MP game of it some things came up that made it not fun.

1) Too much total junk gear. Especially cursed gear which means you end up retiring a commander (usually).
2) The soul contracts rapidly become unmanageable.
3) The enemies are too consistent. All mound kings puts a huge priority to a design to just kill mound kings.

So Elmokki is also very interested and is looking at building a script to make the map commands. I started this thread to play with the ideas.

Some of the top of my head:

Limit it to const 2 and 4 gear. And really good gear should be more rare (brands, vine shields, eye shields).

Use some of the nice new CBM gear like dancing tridents.

Don't use any cursed gear. It's just too painful.

Keep a mix of independents. Some average, some tough.

Keep the total gear to say 10 pieces per province. That way you don't need hordes of indy commanders tagging along to ferry it about.


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Elmokki
Posted: Jul 19 2012, 11:47 AM


*Spicy* Crew


Group: Members
Posts: 668
Member No.: 36
Joined: 4-May 10



I'm not sure if a computer program is a map or mod, but I posted a thread on mod forum. I won't be offended if someone just moves the post here.

http://z7.invisionfree.com/Dom3mods/index.php?showtopic=878

It should be able to do what the first post tells, but it's probably not exactly ready in terms of code yet (and it lacks tons of content it needs)
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Maerlande
Posted: Jul 19 2012, 01:48 PM


Grumpy Old Fart


Group: Admin
Posts: 2,611
Member No.: 3
Joined: 3-May 10



A utility usually goes in mods. So that should work.


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