Jewel Poker Def A12.scx
About
Jewel Poker Defense A-Series
Based on Xenoth's Jewel Poker Defense 1.0
A-Series by azala
The following gameplay changes are based on about several full v1.0 and A-Series games of testing data, ...
Jewel Poker Defense A-Series
Based on Xenoth's Jewel Poker Defense 1.0
A-Series by azala
The following gameplay changes are based on about several full v1.0 and A-Series games of testing data, an Excel sheet for combo box splits, as well as years of background experience balancing games and designing intelligent gameplay systems.
MAJOR CHANGE:
- completely different combo box system. The old combo-box heroes were extremely variable, from instant death to total annihilator, and if you memorized the combos, it was trivially easy to beat the game. I decided to replace it with a sensible, predictable, but somewhat random system that rewards maximizing input levels.
-- you get a random ace-combo group, based on the multiple of the ranks of the two input units (not the level in its name, but the Prize Hand rank, from 1-8)
-- for example a ghost (7) and a defiler (6) will give a base rating of 42.
-- two coin flips are rolled, each increasing one of the two base ranks by 2
-- in the above example, ghost + defiler will either give 7-6 (42), 9-6 (54), 7-8 (56), or 9-8 (72), each with 1/4 probability
-- there are 11 different combos, "Nothing", "High Card", "Pair", ... , "Five of a Kind (Gauntlet)". The minimum ratings for them, in order, are: 1, 2, 5, 10, 16, 23, 32, 42, 53, 66, 80.
-- in the above example, that means 1/4 of the time you'll get Full House ace-combo (42-52), 1/2 of the time you'll get Four-of-a-Kind ace-combo (53-65), and 1/4 of the time you'll get a Straight Flush ace-combo
-- also, you can now see the Prize Hands that give Combo Box units and their 1-8 ranks in the bottom left info box.
GAMEPLAY CHANGES:
- changed ore prizes to be a gradual arithmetic progression for each hand type - in v1.0 the values varied widely and without a consistent pattern.
- removed A789T straight/straight-flush - I can see how A2345 would make sense considering Ace is considered Highest as well as One, but in this case with a 789TJQKA deck, it's rather confusing regarding wraparounds, best to remove them entirely.
- dropped defense timer by 20 sec. - difficulty increase
- upgrades from 150+45 to 85+85 - you actually have to think about upgrading certain groups of units that you might ignore under the old system. should break the pattern of stocking up only on one or two groups.
- hydralisk base & increment damage +50% - straights occur rather infrequently and needed to be improved to better represent the hand strength.
- corsair damage reduced from 54+22 to 20+8 - you get a scout+corsair for ace-high, and it used to be a viable strategy, given enough anti-ground defense, that you could shoot for ace-high hands in order to dominate enemy air.
OTHER CHANGES:
- victory condition change (multiplayer only) - victory will also happen if you are the last player alive, but you still get to keep going. if multiple players beat all levels, they still all win.
- observer mode - when you die, you are not instantly kicked, and get to watch the rest of the game.
- removed most of the opening cinematic - most players did not appreciate the long wait.
- fixed the "player leaves = game frozen" bug from v1.0
- fixed the "invisible infobox carrier & lurker" bug from v1.0
- expanded infobox area and spread out the players' templars
- several minor terrain/display/color changes
Change Log
A11->A12:
- Bugfix: Combo-box Dev/Queen are now correctly swapped. In A11 only the Dev/Queen from player hands were swapped.
A10->A11:
- Overall difficulty increase:
-- HARD levels 26-35 +15% ...
A11->A12:
- Bugfix: Combo-box Dev/Queen are now correctly swapped. In A11 only the Dev/Queen from player hands were swapped.
A10->A11:
- Overall difficulty increase:
-- HARD levels 26-35 +15% hp
-- INSANE levels 36-39 +20% hp
-- Final Boss level 40 +30% hp
- Devourer/Queen swapped (Dev is now fullhouse ace bonus and Queen is now triple ace bonus)
A09->A10:
- Damage changes:
-- Straight Flush Ghost 56+24 -> 112+48 (damage doubled. you get two of them, and this puts them above the 4 of a kind, and below 5 of a kind in damage output.)
-- Straight Flush Kerrigan: 156+72 -> 168+72 (1.5x SF ghost - very good but not overwhelming relative to the ghost.)
A08 -> A09:
- Bottom left infobox is easier to navigate
- Minor damage changes:
-- High card Scout (ground atk): from 48+20 to 40+10
-- 1 pair Marine: from 15+7 to 16+8
-- 2 pair Templar: from 22+9 to 30+12
-- 2 pair Dragoon: from 66+26 to 55+21
A07 -> A08:
- Fixed fatal bug in A07 causing instant death before final boss.
- Archon from 64+30 to 96+45 (was a bit weak for 4 of a kind...)
- Lurker from 72+36 to 108+54 (to complement the +50% hydralisk change made in A06)
A06 -> A07:
- combo box units can't reach over and kill "ban-me" units anymore
Meta
- Map Style:
- Custom (UMS)
- Categories:
- Defense (Competitive)
- Author:
- azala 8
- Filename:
- Jewel Poker Def A12.scx
- Project Page:
- Jewel Poker Defense A-Series
- Type:
- StarCraft Map
- Size:
- 143.8 KB
- Overall Rating:
-
4 / 5 (7 votes, ranked #51) - Tags:
- (No tags yet)
- Players:
- 5
- Teams:
- 1
- Tileset:
- Twilight
- Dimensions:
- 128x128
- Favorites:
- 1
- Downloads (Total):
- 480
- Downloads (Daily):
- n/a
- Submitted By:
- azala 8
- Discovered On:
- March 19, 2010
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Jewel Poker Def A12.scx
Jewel Poker Def A12.scx (143.8 KB)
- Released:
- March 19, 2010
- Downloads:
- 480
- Direct Link:
Rating
- Opinion:
7 votes considered -
- Good
Good
- Terrain:
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- Units:
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- Sound:
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- Replay Value:
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