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On October 01 2012 03:04 Kaleidos wrote: Idea #1 Seems not really user friendly to me. Au contraire! It would be super fun and easy to use. Float the oracle up to the mineral line...cast 'embezzle', right click where you want to go to (probably your home base). When you get home, click 'unload'...and a brand new mineral patch can appear next to your nexus that you can harvest. Super fun...and dynamic! Because the oracle can be shot down, minerals could be left in odd spots...and if you get home there is strategy with how you place your new mineral load. This could be balanced by tweaking the load size...I think 1k is a nice payoff myself.
Idea #2 They already got forcefields! :D The way I envision this there would be no overlap. Forcefield is not permanent and affects active units. However 'earth moving' would be permanent and it should not affect current units until it is done. Construction time should take a while to make sure this isn't a battle spell and if any unit walks over the construction area, then construction of the new ramp or whatever halts. Don't know how abstract one could be with this...maybe a construct ability could make new watchtowers...boulder piles, etc...
Another idea for the oracle...is that many have suggested it should affect the workers more so than the mineral patches. This way you can't transfer the workers to another mineral patch and you can't use workers to destroy the entombs (so you have to leave forces at home which splits up potential deathballs). One implementation of this would be a glue type spell...that the oracle cast on the minerals. Once cast...if the opposition isn't paying attention then the workers who touch the patches will be glued there can't escape. This opens up combination strategies, like doing storm/colossi drops just after you've trapped all these workers.
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Lorch...good idea about including stats for this. I'm not sure if there is a slick way to do this in-game, but in replays, there could be a popup and counter that calculates lost minerals based on # of workers attacking or idle next to entombs. Then some tab would include a cumulative total of how much entomb delayed mining by.
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On October 01 2012 03:18 Tritanis wrote: I once thought of something like this replacing entomb:
Ability name: Warp Relay Energy: 75 3 second casting time
Single target ability, can be cast on enemy main buildings (Nexus, CC, Hatchery). When the ability is successfully cast a X hp distortion is created around the affected building. The distortion relays all resourced gathered (or a % amount) to the owner of the Oracle that casted the ability. Damaging the distortion also damages the affected building. Lasts Y seconds.
The ability could also have no casting time, but the distortion would then start with very little hp and every second the oracle would be near it, the distortion's hp would increase (after casting the spell a visual link would appear between the oracle and the targeted building)
Well this sounds like the Syphon spell they had in mind for the Corruptor. Actually your "distortion" feels really zergish!! . Not that bad tho
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On October 01 2012 03:34 Fungal Growth wrote: Lorch...good idea about including stats for this. I'm not sure if there is a slick way to do this in-game, but in replays, there could be a popup and counter that calculates lost minerals based on # of workers attacking or idle next to entombs. Then some tab would include a cumulative total of how much entomb delayed mining by.
There's already a feature called, "income tab" Not sure if it's available for live games though.
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On October 01 2012 00:37 Existor wrote: Probably good suggestions, but Blizzards never reading TL.net forums
I rather see them reading mostly their internal pro forum than every forum out there.
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On October 01 2012 03:59 Hattori_Hanzo wrote: There's already a feature called, "income tab" Not sure if it's available for live games though. Extrapolating total lost resources from entomb from the income tab is tricky though...because you have to monitor the before and after income and do a time calcuation to get the total. The gist of of this is...can there be a mechanism that lets you figure out if your oracle paid for itself.
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On October 01 2012 04:03 Aunvilgod wrote:Show nested quote +On October 01 2012 00:37 Existor wrote: Probably good suggestions, but Blizzards never reading TL.net forums I rather see them reading mostly their internal pro forum than every forum out there.
I agree, honestly solely to prevent them from reading this thread with stealing minerals and giving them 'sick' new ideas..
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On October 01 2012 03:59 Hattori_Hanzo wrote:Show nested quote +On October 01 2012 03:34 Fungal Growth wrote: Lorch...good idea about including stats for this. I'm not sure if there is a slick way to do this in-game, but in replays, there could be a popup and counter that calculates lost minerals based on # of workers attacking or idle next to entombs. Then some tab would include a cumulative total of how much entomb delayed mining by. There's already a feature called, "income tab" Not sure if it's available for live games though.
I know and thats probably what casters will do when people entombed. It's just that if you hit CTR R and it shows that x amount of workers were killed during say a dt drop, everyone and there mother totally gets that and there is excitement in that process (e.g. a banshee getting that last scv killed before it dies). With entombed you open income, it goes down a bit, and once the shield thingies are gone it goes up again. Thats a lot more abstract and brings a lot less excitement for spectators. Maybe if it'd just add to resource lost you could atleast show that and there would be the very real number of say "500 minerals were lost during that entombed harrass". Just imagine a terran dropping 12 mules on his new expo lategame, oracle coming in and entombing, not only will that give the "denied" feel to the crowd, the resources lost tab would also go crazy.
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On October 01 2012 02:43 Fungal Growth wrote:Love the 'steal resources' idea for the oracle. Perhaps the oracle (if we're not using my tractor beam idea) would take a big bite out out of the minerals (say 1k) and try to fly off with them. However, minerals would be 'heavy' so would slow the oracle down and the enemy would try to shoot the oracle down to prevent their resources from escaping too far. So say they shoot down the oracle as it flies just by the choke...then if they want to get those 1k minerals...they will have to send workers over their to harvest them. To keep the oracle from dropping minerals into an abyss, there could be a requirement that once an oracle has a payload (like the idea that they can carry more than minerals...gas, rocks, watchtowers/buildings) then they can no longer fly...but can 'hover' move...basically flying without going over deadspace like a colossi. Sooo many fun things you could do with this. Another (but inferior, non-combat role for the oracle) ability could be an earthmover spell. Could actually create ramps off of cliffs...close ramps up...widen/narrow ramps. Now these are serious operations...so maybe require like a minute spell time for an oracle to create a brand new ramp for example? All in all, I love the idea of making the map more dynamic and less static...more like minecraft
i love both of your ideas, but they are prolly too bold for blizzard
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Harpua brougth the post in the hots battlenet-beta forum.
http://us.battle.net/sc2/en/forum/topic/6758676922
But it has only 24 clicks and 3 replies. We must all log in his post and replie it , that the developer see, that the post is sticky and important, before it jumps out of page one. If you dont have an betakey and so cant post in the forum, perhaps you know someone wich has one , who woud like to support the topic idea. So tell them to look at the post.
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Im just not sold on the idea that there needs to be a harass that cannot kill workers. Killing workers and entomb both 'delay' income, but workers dying also cost money to be replaced, as well as maintaining balanced resource lines. in its current state entomb is a kill and re queue ordeal.
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I had quite a simular idea couple of weeks ago, my idea was: Resource theft. Oracle get a ability to steal resources with a middle range ray. Once the ray is activated on enemy gas geyser/mineral patch it's "occupied". The opponent will get less gas/minerals for a couple of seconds, not that big of a deal but if the Oracle reach home base and drops off the cargo toss will have a small resource boost. The Oracle will have a limited cargo space but must reach a home nexus to gain the minerals. Mineral theft should be the start ability and Gas theft has to be researched, maybe even a research for larger cargo.
Anyways I thought it fits quite nice into the game cause atm toss is the "slowest" race with it's expensive high hp units, Sometimes (especially vs Z) protoss get's a huge disadvantage in bases and all their effective units cost a lot so there is no way back other then all in.. And i believe that as a spectator most of the time it's boring that there's so little comebacks in the game overall, i think all races should have some ways to try to win hopeless games, it will add a lot of excitement to the game in my opinion.
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I love that resource-theft idea.
It shuts down the enemy's mining, just like entomb, except it requires lots more APM just because you need to keep the oracle alive for as long as possible while it's flying near the mineral line. Together with the disruption web, you could spend enough energy to shut down the enemy's defenses to let you do so longer.
I guess the better question is: why would you want this instead of phoenixes? Would it be more of a way to go: build a few phoenixes to harass -> opponent builds some static defence -> build an oracle to energize and continue to lay down the harassment?
very interesting. could be amazing, could be not-so-much.
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