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With all of the MOBA-like abilities Blizzard is adding almost all units have abilities now. These abilities have utterly taken over Starcraft 2 and make controlling units in smaller packs more rewarding than ever. Why not take this a step further? Units already get ranks with kills, what if Blizzard added in mechanics that allowed units to get more powerful with kills?
Mechanics that are race specific can even be added:
- When a Zerg unit gets a kill, all surrounding Zerg units in the area get a small boost. - When a Terran unit gets a kill, it levels individually but gets a moderate boost in stats. - When a Protoss unit gets a kill, the XP goes into a pool the player can use to provide a powerful boost to units they choose.
The gains can be subtle and will reward players for not suicide their units all the time, except for Zerg who will get rewarded for being aggressive and swarming their opponents.
Thoughts?
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This is exactly the kind of thing SC2 does not need.
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Also would be cool if there was a steady stream of waves of allied but uncontrollable units that amove towards enemy base trough various paths. Killing these units give xp aswell but only if you last hit them.
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On May 03 2015 14:48 NasusAndDraven wrote: Also would be cool if there was a steady stream of waves of allied but uncontrollable units that amove towards enemy base You mean like the Swarm Host?
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On May 03 2015 14:48 NasusAndDraven wrote: Also would be cool if there was a steady stream of waves of allied but uncontrollable units that amove towards enemy base trough various paths. Killing these units give xp aswell but only if you last hit them.
Now you're usin' your noggin.
Really though, I'm unsure if OP is serious, but if so I reaaaally don't think that the game needs anything like that.
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I know this is in jest, but leveling mechanics do exist in some RTSs.
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I had no idea I was in the WC3 subthread, I swear this was LotV.
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I mean they already gave Protoss a hero unit and put spells on everything, more Warcraft wouldn't hurt
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This idéa is just stupid.
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One of the really "older" strategy games that involved units that level up is the "Warlords Battlecry" series, most notably the 2nd and 3rd game (never played the first game). In those games, when the unit level up, it gains a permanent boost in stats and to achieve an extra level, that unit must gain 5 experience points.
However, I don't think it would work well in a game like Starcraft, since the "fantasy" portion of this game isn't about role-playing, but rather more "strategy" thinking. A leveling system only makes sense if the game is more focused on "role-playing" and "hero building", in which SC2 is not that type of game. Also, balancing all the units with a leveling system would be a nightmare.
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Usually, I am rewarded when I kill the opponent's army, it's called winning the game. Why would I care about a moderate boost in stats?
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Leveling individual units is not remotely within the scope of how Starcraft deals with its approach to units. As an incentive of rewarding unit preservation (I don't want to lose my veteran units because they are better than fresh ones, etc), it works far better on games like Company of Heroes and small scale RTS games. In Starcraft, you don't need an increased incentive for unit preservation because the scale of the game is larger and the game itself is not designed to particularly care about small stats boosts for individual units.
So yeah no.
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That idea would be pretty cool for a RTS designed with it in mind. But applying it to SC2 like that feels like a bad idea.
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I'm not down for more WC3 in SC2, to be honest, I still don't like Starcraft 2 using Warcraft 3's bonus damage to armor type mechanic.
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SC2 is not Command and Conquer, as much as Dustin Browder would like it to be.
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I thought this was satirical for a minute.
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To be perfectly clear—since you will mostly receive “no” answers. The veteran system is known, but this does not belong to Starcraft; and there are much, much more urgent issues to solve.
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On May 03 2015 16:13 Just_a_Moth wrote: SC2 is not Command and Conquer, as much as Dustin Browder would like it to be. To be fair, unit veterancy in C&C pre-dates Browder's involvement.
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There is an extension mod called Hero Mode 2.1 on eu
"All units and towers can earn experience. Upon earning enough units level up, increases hitpoints, shields, energy, damage, attack speed by 10%"
This would work perfectly fine with the upcoming design changes in lotv! For example a good sieged tank drop player can probably farm easy kills and level his tank up to level 3 (+3 damage/+32 health) ^^
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You should be able to call in reinforcement by using micro transactions. Like 1$ for 5 extra marines, 4$ for being able for calling down a nuke without the need for ghosts. Also if you pay 3$ dollars you can intercept the reinforcement the opponent just made, thus cancelling it out.
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I wouldnt mind a unit leveling up .. AS LONG AS IT HAS NO EFFECT ON THE UNIT WHAT SO EVER 
EDIT: it would make the ground for some awesome achivements - if you think about it
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On May 03 2015 17:11 Chr15t wrote:I wouldnt mind a unit leveling up .. AS LONG AS IT HAS NO EFFECT ON THE UNIT WHAT SO EVER  Actually, it already exists. The ranks of the units: Commander, etc.
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On May 03 2015 17:13 TheDwf wrote:Show nested quote +On May 03 2015 17:11 Chr15t wrote:I wouldnt mind a unit leveling up .. AS LONG AS IT HAS NO EFFECT ON THE UNIT WHAT SO EVER  Actually, it already exists. The ranks of the units: Commander, etc. Exactly - Actually ^^
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On May 03 2015 17:13 TheDwf wrote:Show nested quote +On May 03 2015 17:11 Chr15t wrote:I wouldnt mind a unit leveling up .. AS LONG AS IT HAS NO EFFECT ON THE UNIT WHAT SO EVER  Actually, it already exists. The ranks of the units: Commander, etc.
An option to display the rank over the unit in game would be a fun feature to have, shouldn't affect performance that much either.
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I like the rank system, like when my oracle's and high templars become mentors and whatnot. but to level up? NO What happened to just a regular, good ol' unit that has no spells and just does what it does best and attacks and kills stuff?
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Am I the only one sensing a tad of irony here?
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Units leveling up increases further increases the snowball-effect. The thing to learn from MOBA's (read: LOL) is the skillshot interaction (and the fact that simplicity and low learning barrier = good things).
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On May 03 2015 18:44 arch_punk wrote: Am I the only one sensing a tad of irony here? The heavy italics usage can indeed suggest that we all fell into an elaborate troll
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BW owned and owns everything w/o idiotic fancy abilities and shit mechanics like this. If you don't understand what RTS is about just go play some moba.
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Come on guys, there are a ton of interesting things that can be done with this.
Just an example: Swarm Hosts -Starts with bronze medal and their current stats -next medal is silver, they have 10 more HP and spawn Hydralisks instead of Locusts -next medal is gold, they have 10 more HP and spawn Ultralisks instead of Hydralisks
Ultralisks -silver medal ups their HP by 50 and when Ultralisk is killed he splits into 2 Swarm Hosts -gold medal ups their HP by 50 and when Ultralisk is killed he splits into 2 Swarm Hosts and 2 Infestors with full energy
Just imagine the effect it will have on the game, so many strategies, tactics, possibilities... the FUN is inevitable!
Oh and the best thing out of all, this will probably fix the late game problems that Zerg has against Terran mech and Protoss death ball in the late game, I mean what could possibly be better than this!?(Except Boobs covered in caramel ice cream, and Batman, Batman is always a good answer).
We finally see the thing that will fix SC2, we were so blind in the past, if only we somehow knew about this in the BW... but let alone BW, SC2 is the future! This change needs to happen now!
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So what happens to a ghost after I nuked a 200 supply army with it?
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On May 03 2015 20:08 Charoisaur wrote: So what happens to a ghost after I nuked a 200 supply army with it? He gets gold medal rank of course, where instead of snipe he gets instant seeker missiles for the same energy cost.
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On May 03 2015 20:08 Charoisaur wrote: So what happens to a ghost after I nuked a 200 supply army with it?
It gets its snipe damage nerf reverted.
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On May 03 2015 19:54 Ramiz1989 wrote: Come on guys, there are a ton of interesting things that can be done with this.
Just an example: Swarm Hosts -Starts with bronze medal and their current stats -next medal is silver, they have 10 more HP and spawn Hydralisks instead of Locusts -next medal is gold, they have 10 more HP and spawn Ultralisks instead of Hydralisks
Ultralisks -silver medal ups their HP by 50 and when Ultralisk is killed he splits into 2 Swarm Hosts -gold medal ups their HP by 50 and when Ultralisk is killed he splits into 2 Swarm Hosts and 2 Infestors with full energy
Just imagine the effect it will have on the game, so many strategies, tactics, possibilities... the FUN is inevitable!
Oh and the best thing out of all, this will probably fix the late game problems that Zerg has against Terran mech and Protoss death ball in the late game, I mean what could possibly be better than this!?(Except Boobs covered in caramel ice cream, and Batman, Batman is always a good answer).
We finally see the thing that will fix SC2, we were so blind in the past, if only we somehow knew about this in the BW... but let alone BW, SC2 is the future! This change needs to happen now! Suddenly madness, madness galore.
Yeah, this is like the no macro thread. It can safely go down into the abyss.
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I definitely won't support this. This is exactly what starcraft does not need. Rewarding players for keeping their units for as long as possible would further encourage deathball play and turtling, which is opposite of what we want to play.
Lol seriously, people actually think this will help zerg against terran mech and protoss deathball? When in reality it should be the other way round, zerg with their cost inefficient unit will totally get fucked by this. You can be throwing waves of zerg units at the terran mech, and all the terran have to do is to defend and gain veterancy and become even more unstoppable. Swarm hosts will no longer work against terran because all it does will be feeding mech with veterancy/level. Same goes for protoss deathball, can you imagine maximum veterancy colossus 2-shotting hydralisks and shit? That would be zerg's nightmare. Or a bunch of max level blink stalkers wandering around the map laying waste to any undefended area.
Plus, zerg units are the ones that are hardest to keep alive. Ultralisks being on the frontmost line are the first units that the zerg will lose, even when you have queens transfusing. You will never probably get high veterancy zerglings because of how fast they die, roaches and hydras melt to P/T meatgrinders, broodlords gets easily sniped by both races (tempest and vikings & ravens). Zerg will be the one getting the least out of this. The only zerg unit that actually gets something out of this would be mutalisks (and that is if the zerg is smart enough to keep it alive throughout the game), but that still doesn't add to the army strength that the zerg desperately needs in late game.
Comebacks in this game is already hard enough compared to BW, no need to make it even harder by introducing the veterancy system. There are so many stupid situations that can come out of this. Got careless for a second and lost 10 workers to an oracle? GGWP, the protoss now has his veteran oracle and you need more AA to even keep it off your mineral line. Protoss keeping his colossus alive for 5 min straight? Now he has maximum level colossus which is destroying everything you have and is almost impossible to kill. Or you can have an entire seige line full of veteran units and its almost impossible to break through.
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In a game with small amounts of units like Company of heroes (to name one as an example) this makes perfect sense. But in a game based around economics and trading army units this could just ramp out of control so quickly. Imagine a +3(+3)/+3(+3)/+3(+3) attack/armour/shield colossus - as a terran player this is terrifying.
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how about you jump from a cliff OP ?
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How about it just look cooler? This way when an army attacks some unit will look badass while some unit looks ghetto
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On May 03 2015 20:51 phodacbiet wrote: How about it just look cooler? This way when an army attacks some unit will look badass while some unit looks ghetto The screen is already over-saturated, particularly with the special appearances which cannot even be turned off
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I'm trying so hard to not flame this guy.
OP, this is atrociously terrible. SC2 needs less focus on micromanagement, not more. Having to single out upgraded units in a fight would be a complete nightmare for both players.
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On May 03 2015 14:39 TheDwf wrote: This is exactly the kind of thing SC2 does not need.
truthbomb
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This will make comebacks impossible.
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Bad idea in SC2. Personally, I pray for Wc4, I'm pretty sure it would see alot more success than SC2. That's a game where this sort of thing makes sense.
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An RTS utilizing DotA mechanics is certainly interesting. But SC2 is not the place to experiment with that.
Sounds like a job for the Galaxy Editor though!
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how would banelings level up??
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No, I don't think SCII needs anything like this.
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On May 03 2015 23:00 y0su wrote: how would banelings level up?? If you make Banelings out of Zerglings that are leveled up already.
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Terrible Idea, terrible OP. Do not approve. But to all those who compare this to warcraft 3 levelling mechanics, you are just ignorant, because you dont know what you are talking about. /thread closed.
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This might make things snowball too hard.
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On May 04 2015 00:16 Ramiz1989 wrote:If you make Banelings out of Zerglings that are leveled up already. What if a drone levels up and becomes a Baneling Nest, will all the banelings start with a higher level?
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On May 04 2015 00:27 Grumbels wrote:Show nested quote +On May 04 2015 00:16 Ramiz1989 wrote:On May 03 2015 23:00 y0su wrote: how would banelings level up?? If you make Banelings out of Zerglings that are leveled up already. What if a drone levels up and becomes a Baneling Nest, will all the banelings start with a higher level? Probably, on gold rank(highest level) Baneling Nest can move slowly on creep.
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On May 03 2015 20:59 TheDwf wrote:Show nested quote +On May 03 2015 20:51 phodacbiet wrote: How about it just look cooler? This way when an army attacks some unit will look badass while some unit looks ghetto The screen is already over-saturated, particularly with the special appearances which cannot even be turned off I wish they would address this actually.
Skins, range indicators, health/energy/cooldown bars that are mandatory for a good level experience of the game, decals, rotating team icons... Even on low settings, the screen is a mess and lacks clarity. More on/off options would be welcome so that those who wish to relieve the screen of such overload can do so.
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Some of the stuff that is suggested in this forum, is pretty weird.... Units levelling up is just not something that should be in starcraft
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honestly making a unit change skins once it achieves enough kills (no added stat bonuses) that blizzard could sell at a bonus cost for each wcs event that would be contributed to the prize pool would be a great idea to get the fans in on supporting the sc2 esports scene. Honestly making a different texture model for each event shouldn't be that hard and bundled along with some other perks and sell for like 5 bux i think alot of people would go for that.
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Less Browder thought and more Brood War thought.
The concept/ideas you're talking about is just absolutely bonkers.
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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
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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
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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.
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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
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Canada11355 Posts
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.
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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.
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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
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Wasn't this already a scrapped idea for WoL?
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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.
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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
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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.
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