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Units Leveling Up?! - Page 4

Forum Index > Legacy of the Void
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FT.aCt)Sony
Profile Blog Joined June 2007
United States1047 Posts
May 03 2015 16:07 GMT
#61
Less Browder thought and more Brood War thought.

The concept/ideas you're talking about is just absolutely bonkers.
NKB
Profile Joined February 2012
United Kingdom608 Posts
May 03 2015 16:49 GMT
#62
What if the units gaining experience just changed the skin, more kills they get the different extras, which have no affect on the unit apart from cosmetic reasons. Would be a nice quick way of telling if a unit is really pulling its weight or not
Some times you just gotta wish...
TelecoM
Profile Blog Joined January 2010
United States10673 Posts
May 03 2015 17:31 GMT
#63
This is RTS = REAL TIME STRATEGY

NOT MOBA, whatever that even means...I cannot believe you would even have the audacity to make this post lol
AKA: TelecoM[WHITE] Protoss fighting
404AlphaSquad
Profile Joined October 2011
839 Posts
Last Edited: 2015-05-03 17:38:39
May 03 2015 17:38 GMT
#64
I wish I could just play a decent modern real time strategy game. You know the type of games where you build a base and build units and then you have fun playing against an opponent who has another composition. Then you try to micro with fun basic and meaningful unit interactions aka focus fire, pulling back weakened units. Without 100 spells, leveling and all the other flashy things 12 year olds think is cool.
aka Kalevi
Steelo_Rivers
Profile Blog Joined January 2011
United States1968 Posts
May 03 2015 18:05 GMT
#65
I hate to sound like the other elistist dudes who commented on this but, it's not the best idea. I understand the concept behind it but it would change the game in an extremely negative way
ok
Fecalfeast
Profile Joined January 2010
Canada11355 Posts
May 03 2015 18:20 GMT
#66
Ok what if instead of "Legacy of the Void" they released "Starcraft: GeneralsCommanders."

Each race gets 3 sub-races called "commanders" with different strengths and weaknesses. That way, players who like to mech can pick the mech commander, bio can pick the bio commander, skyterran commander etc. I think it would really add to the diversity of the gameplay and increase viewership.

Imagine the synergy with the veterancylevel up system! the bio commander's infantry could start out with a level, to make it even harder for someone to come back from a deficit! I personally am excited to have an unscouted marine drop get stronger after killing all my drones.
ModeratorINFLATE YOUR POST COUNT; PLAY TL MAFIA
Lucrania
Profile Joined December 2012
United States44 Posts
May 03 2015 18:41 GMT
#67
I think that a major source of the failings of sc2 is the conflicting design philosophies, primarily in unit design. It seems to me that WoL was intended to be a more pure RTS experience; pure in this case not intended to imply a better quality. HotS and LotV are shifting away from the design of WoL, which causes problems because half of the units are "shoot-and-move" units, which represent the original design philosophy, and the other half are "micro-potential" units, which are essentially weaker shoot-and-move units with spells that, in my opinion, generate shallow and uninteresting fights. Take, for example, the oracle. It was initially intended to be a flying, spellcasting, mineral line harassment unit, and still occupies this role despite massive changes. Instead of trying to make a decent air-to-ground harass unit, such as the banshee or mutalisk, blizzard created a unit that had seemingly random combinations of spells, such as entomb, preordain, envision, revelation, phase shield, void siphon, time warp, and pulsar beam. The oracle is a shallow hybrid of a glass cannon, detector, and scout. Units like the oracle are pseudo-overpowered; they are incredibly effective when their spells are available, but weak when those spells are on cooldown. This is why it feels cheap to lose to units like the ravager, cyclone, swarm host, sentry, and widow mine. Countering these units requires a disproportionate amount of micro if you are using shoot-and-move units, which is why they seem massively overpowered in lower leagues, where a widow mine can kill 20 banelings or swarm hosts can (could) kill an unprepared opponent with zero resource loss.

Sorry if that seemed long and rambling, I sort of got carried away from my initial statement. Anyways, these conflicting design philosophies really mess up gameplay, and I don't think that units leveling up would help in any way. I think that it would decrease the quality of gameplay of sc2.
FT.aCt)Sony
Profile Blog Joined June 2007
United States1047 Posts
May 03 2015 18:49 GMT
#68
On May 04 2015 02:38 404AlphaSquad wrote:
I wish I could just play a decent modern real time strategy game. You know the type of games where you build a base and build units and then you have fun playing against an opponent who has another composition. Then you try to micro with fun basic and meaningful unit interactions aka focus fire, pulling back weakened units. Without 100 spells, leveling and all the other flashy things 12 year olds think is cool.


That died with Brood War
wongfeihung
Profile Blog Joined May 2010
United States763 Posts
May 03 2015 19:20 GMT
#69
Wasn't this already a scrapped idea for WoL?
BEARDiaguz
Profile Blog Joined June 2009
Australia2362 Posts
May 03 2015 19:25 GMT
#70
Why don't we have a bar that continuously fills up as the game goes on, like an XP bar right? As you do RTS things (make units, collect resource, fight etc) it slowly adds up and when it gets to certain points you get an ability you can use. Like maybe if you're terran you can order in a drop pod of Marines onto anywhere on the map, or maybe if you're Zerg you can summon Dark Swarms.

Yea this'll be awesome, totally original and fully in line with what people want and expect from Starcraft.
ProgamerAustralian alcohol user follow @iaguzSC2
DuckloadBlackra
Profile Joined July 2011
225 Posts
May 03 2015 19:52 GMT
#71
On May 04 2015 04:25 ROOTiaguz wrote:
Why don't we have a bar that continuously fills up as the game goes on, like an XP bar right? As you do RTS things (make units, collect resource, fight etc) it slowly adds up and when it gets to certain points you get an ability you can use. Like maybe if you're terran you can order in a drop pod of Marines onto anywhere on the map, or maybe if you're Zerg you can summon Dark Swarms.

Yea this'll be awesome, totally original and fully in line with what people want and expect from Starcraft.


Kappa

User was warned for this post
_indigo_
Profile Joined August 2010
Slovenia171 Posts
Last Edited: 2015-05-03 21:07:57
May 03 2015 21:05 GMT
#72
On May 04 2015 01:49 NKB wrote:
What if the units gaining experience just changed the skin, more kills they get the different extras, which have no affect on the unit apart from cosmetic reasons. Would be a nice quick way of telling if a unit is really pulling its weight or not


No. Because it's just not "that kind" of strategy game. Good luck getting any "visual upgrades" with zerg when going ling bane. I think kill count is enough, and it has been mentioned many times when casting.. it's fine as it is.

But why don't they just make different unit skins or racial themes as an unlockable reward? It almost feels as Starcraft is the only big game right now that doesn't feature skins and fun unlockables. Wow, portraits; much excite. Give us something more, holy zombie jesus.
I have seen it all, and everything is just as senseless as chasing the wind.
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