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Active: 14733 users

UED Project

Forum Index > SC2 General
Post a Reply
Normal
Tears.Of.The.Moon
Profile Joined September 2009
Slovenia715 Posts
Last Edited: 2009-10-08 10:48:52
October 03 2009 18:34 GMT
#1
I don't know if i put thes in the right forum, if i didn't i apologize.
I was working on a custom 4th race fanfic that might be a basis for an custom campaign in sc2, involving the UED. So i would like your opinions what do you think about it. Any commentairs are apreciated.Do you think that the race would be playable? What are your impresions abou the mechanics and balance?

thank you;)










United Earth Directorate





[image loading]




Overview

The UED Faction is based around force-multipliers with high specialization on aerial support.
Directorate units are typically highly specialized, and function at their best when deployed in combined-arms. The UED relies on highly trained personel, and doesn't use conscript personel in their army, and is largely dependend on robotics units, due to the long and highly specialized training and effort to minimize human loses. Their basic combat units are robotics and are considered expandable, while the more specialized forces are provided by higly trained combat specialist and field officiers.



History

Following the decline of Western civilization the United Powers League took power on Earth. The UPL banned religions in favor of an ideology based around the "divinity of mankind" and opposed physical "impurities" within the human species. To this end, it pursued an aggressive policy of cultural rationalization through the destruction of religions and languages. "Project Purification", a campaign to ensure mankind's purity as a species was instituted: it was a campaign of mass genocide in which over 400 million people, mainly mutants, cyborgs, and "criminals", were eradicated. Doran Routhe, a brilliant scientist, used many of these prisoners in a colonization experiment. The prison ships were lost, eventually disgorging their passengers in a habitable star system in the Koprulu Sector.
Although the Terran settlers of the Koprulu Sector were unaware of it, they were monitored by those who had exiled them. At first the UPL were disinterested observers. They had little interest or incentive in involving themselves with the backwater colonials.
This state of affairs changed when the Koprulu Sector was invaded by the protoss and the zerg. The UPL had never encountered intelligent extraterrestrial life before.
While what was going on between terrans of the Koprulu Sector was an issue United Powers League showed little interest in, the UPL could not afford the possibility of an alien invasion of Earth. This occasion brought the nations that had stayed out of UPL's domain into it, expanding its power. As a result of these changes the United Powers League was reformed and named as the United Earth Directorate





Mechanics

Rapid Deployment

Being a primarily Fleet power, rapid deployment is necessary for the UED to quickly achieve dominance planet-side before the enemy can mobilize. Although their more advanced units are far more expensive, the Directorate's ability to field a large fighting force should not be underestimated, even by the Zerg. They are able to send trops anywhere on the battlefield with the help of the Auxiliary Mainframe and the Star Base.

Defenses

The UED defenses are unique, they have 2 versions of them, the light Sentry Gun and the more advanced rail PLatform, both are capable of targeting both ground and air threats.


Replicate - macro mechanic

UED macro mechanic, the UED multi purpose worker drone is capable of replicating itself, it requieres the Drone controll building to be avaible.To expedite resource extraction, the Directorate deploys self-replicating Vonn Neumann-type drones to harvest resources within a preset area. Theoretically, if left unchecked, a team of these could overrun a small planet within a matter of months. Fortunately, they have little in the way of defenses or intelligence, and redundant safeguards make rampancy in the controlling AI a negligible threat.
So that the Harvester drones remain in constant contact with their respective control centers and, more importantly, their respective kill-switches, all units are equipped with powerful transceiver units as standard equipment. This communications equipment doubles as a convenient means of quickly deploying a field base.


Building and construction

By contacting a Directorate Supercarrier overseeing the ground operation from the safety of high orbit (as per standard procedure), the Harvester requisition a prefabricated building kit to be delivered on-site via a cargo drop-pod. Once the Harvester designates the landing zone, it is free to resume its other duties; when the kit arrives, however, it is required to return and assemble the structure. Directorate prefab kits are designed for ease of assembly, and putting them together is usually a brief exercise.



UED general stats

Size: 5872 systems
Home Planet: Earth
Membership States: 871
Capitall Planet Population: 32672 milions
Total population: 146775 milions
Military pesonall : 657 milions
Number of independent Fleet groups: 376


UED Tech tree

[image loading]




Buildings



Munitions Silo

HP:300
Cost:100 Min
Build time: 25
Armor: 1
Type:Armored
Modifiers:Structure

The Munitions Silo , provides the basic supply needed for the UED forces and is required to increase the number of troops avaible. Each Munitions Silo comes with one Supply Dock, and can be upgraded 3 times, to have a final number of 4 supply docks. Additional Munitions Silo
are required to build even more Supply Docks.

Upgrade :

supply dock
cost: 50 Minerals
Time: 15
Increases Supply


Processor

cost: 75 Min
HP:500
Armor:1
build time:30[
Type:Armored
Modifiers:Structure

Extracts and process the raw gas from gas geysers.


Fleet Headquarters

Cost:400Min
HP:1500
Armor:1
build time:100
Type:Armored
Modifiers:Structure

Main buiding of the UED forcess , and also produces the basic harvester worker.


Military Compound

Cost: 175[Min
HP: 1000
Build time:55
Armor:1
Type:Armored
Modifiers:Structure

The basic production facility for all of the UED ground units, also unlocks the Drone Control, Dry Dock and the Cryolab buildings.


Cryolab

Cost:100Min 75Gas
HP:850
Build time:60
Armor:1
Type:Armored
Modifiers:Structure

Unlocks most of the biologicall units in the Military Compound, and also includes the majority of the upgrades for ground biologicall units.

Researches

[AutoDoc]
cost: 100Min 100Gas 110Time

[Munitions Satchel]
cost:100Min 100Gas 80Time

[SpyCam]
cost:100Min 100Gas 80Time

[Ceres Boosters]
cost:100Min 100Gas 80Time

[Tri-Shot]
cost: 100Min 100Gas 110Time

Logistics Center

Cost:125Min
HP:850
Build time:35
Armor:1
Type:Armored
Modifiers:Structure

Provides weapon and armor Upgrades for all UED forcess, also unlocks the Sentry Cannon defense building.

Researches

[Infantry Armor Upgrade]
level 1 cost:100Min 100Gas 170Time
level 2 cost:175Min 175Gas 200Time
level 3 cost:250Min 250Gas 230Time

[energy Weapons]
level 1 cost:100Min 100Gas 170Time
level 2 cost:175Min 175Gas 200Time
level 3 cost:250Min 250Gas 230Time

[Ballistic Weapons upgrade]
level 1 cost:100Min 100Gas 170Time
level 2 cost:175Min 175Gas 200Time
level 3 cost:250Min 250Gas 230Time

[Vehicle Armor Upgrade]
level 1 cost:100Min 100Gas 170Time
level 2 cost:175Min 175Gas 200Time
level 3 cost:250Min 250Gas 230Time

[air Armor]
level 1 cost:100Min 100Gas 170Time
level 2 cost:175Min 175Gas 200Time
level 3 cost:250Min 250Gas 230Time


Sentry Cannon]

Cost:100Min
HP:175
Build time:25
Armor:1
Type:Armored
Modifiers:Structure
Damage:14
Range:6
Speed:fast
Targets: Ground, Air

Basic UED defense building, it's relatively cheap and fully automated, and can also engage both air and ground targets.


Drone Control

Cost:100Min 100Gas
HP:850
Build time: 65
Armor:1
Type:Armored
Modifiers:Structure

Unlocks the ground robotic units of the UED army, and also provides upgrades for them. The buiding also unlocks the Harvester replicate macro ability.

Researches

[Replicate]
cost:100Min 100Gas 60Time

[Cryomine]
cost:100Min 100gas 80Time


Dry Dock

Cost:125Min 50gas
HP:1200
Build time: 60
Armor:1
Type:Armored
Modifiers:Structure

Basic air units production building, Also unlocks the Nano Core, Support bay, and the Star base buidings.


Nano Core

Cost: 150Min 100Gas
Build time: 65
HP: 750
Armor: 1
Type:Armored
Modifiers:Structure

Unlocks some of the lategame UED ground units, and also provides some general upgrades for the UED.Also unlocks the Rail Platform defense buiding.

Researches

[Nanite rounds]
cost:150 Min 150Gas 110Time

[Nano robotics repair]
cost:125 Min 125Gas 110Time
(Buildings auto repair)


Rail Platform

Cost:175Min 50gas
Build time:65
HP: 250
Armor: 2
Type: Armored
Modifiers: Stucture
Damage: 35
Range: 9
Speed: Normal
Targets: Grounds, Air

The UED advanced defense buiding, is avaiable much later in the tech tree, but the building is far more intimidating and stronger in the defense than the Sentry Gun. Can shoth both air and ground units.


Support Bay

Cost:100Min 200Gas
Build time:65
HP:850
Armor:1
Type:Armored
Modifiers:Stucture

Unlocks some of the UED special support units, it unlocks both air and ground units, and also stores some upgrades for them.

Researches

[Nanite storage]
cost: 100Min 100gas 110Time

[Fragmentation Rounds]
cost:150Min 150Gas 110Time

[Increased cargo space]
cost:150Min 150Gas 110Time

Auxiliary mainframe

Cost: 300Min 200Gas
Build time: 60
HP: 950
Armor: 1
Type: Armored
Modifiers: Stucture

Unlocks some of the last air units, and stores upgrades for them, also provides the rapid deployement mechanic.

Researches

[Orbital Strike]
cost:150Min 150Gas 110Time

[Ion Torpedo]
cost: 175Min 175Gas 75Time

[Ionized Plasma Cartridges ]
cost: 150Min 150Gas 90Time

Data Relay

Cost:100Min 150Gas
Build time:65
HP:850
Armor:1
Type:Armored
Modifiers:Stucture

Unlocks most of the UED ability based units and also, stores most of the upgrades for the electronic casters of the UED forcess.

Researches

[Drop Pods]
cost:150Min 150Gas 110Time

[Sensor sweep]
cost: 100Min 100Gas 60Time

[Static Feedback]
cost:150Min 150Gas 110Time

[Electronic Countermeasures]
cost:150Min 150Gas 110Time

[Secondary Reactor Coupling]
cost:150Min 150Gas 110Time


Starbase

Cost:200Min 100Gas
Build time:65
HP:1350
Armor:1
Type:Armored
Modifiers:Stucture

The UED advanced air production buiding, it unlocks most the UED air units. The buidings is build on the ground, but when completed, it floates in the air.

Upgradeble to :
Starfortress

Cost: 150Min 100Gas
Time: 90
Hp: 1600
Armor:1

And upgradable version of the Star base, it has much more hp than an Starbase, and has also it's own defenses.The late tier air units, can only be build be the Star Fortress. Is also required for the rapid deployment mechanic.

[image loading]




UED Ground Forces


UED Harvester
Self-Replicating Multi-Purpose Worker Drone

Life: 50
Armor: 0
Type: Light
Modifiers: Ground, Mechanical, Hover
Movement: 50
Sight: 8 Hex

Sonic Lance
Targets: Ground
Damage: 5
Splash: No
Reload: 15
Max Range: 1 Hex (Melee)
Min Range: N/A

Minerals: 50
Supply:1
Trained At: Fleet Headquarters, Harvester
Prerequisites: N/A
Restock: 20

Description:

To expedite resource extraction, the Directorate deploys self-replicating Vonn Neumann-type drones to harvest resources within a preset area. Theoretically, if left unchecked, a team of these could overrun a small planet within a matter of months. Fortunately, they have little in the way of defenses or intelligence, and redundant safeguards make rampancy in the controlling AI a negligible threat.

So that the Harvester drones remain in constant contact with their respective control centers and, more importantly, their respective kill-switches, all units are equipped with powerful transceiver units as standard equipment. This communications equipment doubles as a convenient means of quickly deploying a field base.

By contacting a Directorate Supercarrier overseeing the ground operation from the safety of high orbit (as per standard procedure), the Harvester requisition a prefabricated building kit to be delivered on-site via a cargo drop-pod. Once the Harvester designates the landing zone, it is free to resume its other duties; when the kit arrives, however, it is required to return and assemble the structure. Directorate prefab kits are designed for ease of assembly, and putting them together is usually a brief exercise.

Upgrades:

[Vehicle Armor Upgrade]
Researched At:
Effect: +1 Armor/Level

Abilities:

Replicate
Passive: No
Auto Cast: No
Targets: N/A
Range: N/A
Cost: 50 Minerals
Cooldown: 20
Effect:

Harvester duplicates itself. Unable to move or perform other functions while replicating.

Deploy Structure
Passive: No
Auto Cast: No
Targets: Buildable Terrain
Range: N/A
Cost: Resources (Varies)
Cooldown: Varies
Effect:

Calls down structure to target location. Harvester must be assigned to "unpackage" structure after it arrives on the ground.

[image loading]



===

Crawler
Disposable Light Attack Drone

Life: 30
Armor: 0
Type: Light
Modifiers: Ground, Mechanical
Movement: 50
Sight: 6 Hex

Meson Blaster
Targets: Ground
Damage: 5
Splash: No
Reload: 10
Max Range: 4 Hex
Min Range: N/A

Minerals: 25
Supply: 1
Trained At: Military Compound
Prerequisites: N/A
Restock: 14

Description:

The UED's most valuable resource is undoubtedly its personnel, which was a lesson hard-learned during the first Koprulu campaign. Although the UED's Earth-born personnel were highly trained and vastly more effective than their opponents, they proved to be irreplaceable when injured or killed, forcing the expeditionary fleet to rely heavily on conscripts from the local Terran population to bolster its forces. The lax standards the Exiles were accustomed to grated with the laser-precision of the main Directorate forces, and the efficiency lost from the friction between them ultimately contributed to the fleet's downfall.

Not desiring to make the same error twice, the Directorate allocated a great deal of resources to Research and Development to adapt the UED's already-considerable AI technology to active combat duty. Some of the earliest fruits of this research were combat drones such as these, which provide disposable form of cannon fodder where human casualties would be unacceptable (thus eliminating the UED's manpower problem). This current model makes some sacrifices in regards to armor and firepower to cut down on production overhead; increasing its disposability.

Upgrades:

[Infantry Armor Upgrade]
Researched At: Logistics Center
Effect: +1 Armor/Level

[Energy Weapons Upgrade]
Researched At: Logistics Center
Effect: +1 Damage/Level

[Cryomine]
Researched At: Drone Control
Effect: Ability

Abilities:

Cryomine (1)
Passive: No
Auto Cast: No
Targets: Passable Terrain
Range: 0 Hex
Cost: Stock
Cooldown: N/A
Effect:

Deploys a Cryomine at the target location.
[image loading]

===

Cryomine
Concealed Explosive

Life: 10 HP
Armor: 0
Type: Armored
Modifiers: Ground, Mechanical
Movement: N/A
Sight: 0 Hex (Blind)

Description:

Originally intended as a storage container for the liquid helium used in Directorate cryogenic freezing, the prototype capsules proved extremely volatile when exposed to external pressure. Rather than throw away the design, the capsules were repurposed into mines carried by the Cryomine project to increase the drones' field utility. When stepped on, they detonate violently; literally flash-freezing anything caught within the explosion.

Abilities:

Detonate
Passive: Yes
Auto Cast: No
Targets: N/A
Range: 1 Hex
Cost: 10 HP (Unit Death)
Cooldown: N/A
Effect:

If any non-aligned, non-hovering ground unit come within 1 Hex, the mine's proximity fuse will trigger. On detonation, any non-massive ground unit caught within the 1 Hex blast radius will be immobilized for 35 ticks.

Concealment
Passive: Yes
Auto Cast: No
Targets: N/A
Range: N/A
Cost: N/A
Cooldown: N/A
Effect:

When deployed, the mine is above ground for 5 ticks, and visible by normal means. After this period, the mine burrows permanently, and can only be revealed by a detector.

===

Legionnaire
Anti-Materiel Specialist

Life: 60
Armor: 0
Type: Light
Modifiers: Ground, Biological
Movement: 50
Sight: 7 Hex

Rocket Launcher
Targets: Ground, Air
Damage: 6 + 6 vs Armored
Splash: No
Reload: 18
Max Range: 5 (6) Hex
Min Range: N/A

Minerals: 75
Supply: 1
Trained At: Military Compound
Prerequisites: Cryolab
Restock: 26

Description:

There are billions of Directorate citizens on Earth alone, and many more living on the inner colonies. The UED requires (at the very least) a token amount of mandatory military service from full citizens, but despite the vast number of personnel the Directorate maintains because of this policy, they have nevertheless come to highly value their human soldiers, seldom resorting to the bloody attrition employed by the Koprulu Exiles.. Because of this, human conscripts are exclusively resigned to specialist roles.

By far, the greatest number of specialists are assigned to the fleet, but a close runner-up would be the Legionnaire. They are so numerous, that they are not uncommonly deployed in the legions which give them their namesake. In this way, they are the closest parallel to the Exile's 'human sacrifice' of neurally-resocialized Marines. However, the superior, armor, weapons, and training which the UED is famous for give them a decisive edge over their Koprulu counterparts, and the average combat-survival rate is considerably higher as a result.

Upgrades:

[Infantry Armor Upgrade]
Researched At: Logistics Center
Effect: +1 Armor/Level

[Ballistics Weapons Upgrade]
Researched At: Logistics Center
Effect: +1 Damage/Level

[AutoDoc]
Researched At: Cryolab
Effect: Biological UED units regenerate HP when not in combat

[Ceres Boosters]
Researched At: Cryolab
Effect: +1 Range

[Tri-Shot]
Research At: Cryolab
Effect: Ability

Abilities:

Tri-Shot
Passive: No
Auto Cast: No
Targets: Ground, Air
Range: 5 Hex
Cost: Extended Cooldown
Cooldown: 54
Effect:

Instantly applies three times the standard damage to a single target, at the cost of the Legionnaire being unable to fire for three times the standard cooldown.
[image loading]


===

Centurion
Infiltration Specialist

Life: 90
Energy: 150 (200)
Armor: 0
Type: Light
Modifiers: Ground, Biological
Movement: 50
Sight: 7 Hex

Plasma Pulse Rifle
Targets: Ground
Damage: 8 + 12 vs Light
Splash: Yes (Cone)
Reload: 20
Max Range: 2.5 Hex
Min Range: N/A

Minerals: 75
Vespene : 75
Supply: 1
Trained At: Military Compound
Prerequisites: Cryolab
Restock: 45

Description:

Although the Directorate employs the use of a handful of psychics, there are disproportionately few in the population due to the UPL's early purges, and are considered far too rare and valuable by the UED to be used for 'mere' field work. For the most part, the UED maintains the UPL's vision of a 'pure' humanity, and shuns the idea of using genetic or cybernetic enhancement to create more such specialists.

With this in mind, it would at first seem that the UED has no analogue to the deadly psychic Ghost agents which the Koprulu Exiles employ as assassins. However, the Directorate possesses a secret weapon which evens the odds. Centurions's are the creme de la creme of the best the UED has to offer, and they provide the Directorate with a means to match the enemy's specialists on their own terms.

Trained and conditioned under standards so strict that they make the Ghost programs look tame by comparison, these otherwise-ordinary humans are exceptionally deadly by any standard. [Name]'s are certified to use every weapon and vehicle in the UED arsenal, but are most commonly equipped with the undeniably-lethal DPR-88 Plasma Pulse Rifle, advanced infiltration gear, and a myriad assortment of gadgets to give them an edge on the battlefield.

Upgrades:

[Infantry Armor Upgrade]
Researched At: Logistics Center
Effect: +1 Armor/Level

[Energy Weapons Upgrade]
Researched At: Logistics Center
Effect: +1 Damage/Level

[AutoDoc]
Researched At: Cryolab
Effect: Biological UED units regenerate HP when not in combat

[Munitions Satchel]
Researched At; Cryolab
Effect: +50 maximum energy storage

[SpyCam]
Researched At: Cryolab
Effect: Ability

[Drop Pods]
Researched At: Data Relay
Effect: Ability

[Orbital Strike]
Researched At: Auxiliary Mainframe
Effect: Ability

Abilities:

Active Camouflage
Passive: Yes
Auto Cast: No
Targets: N/A
Range: N/A
Cost: N/A
Cooldown: N/A
Effect:

Renders Centurion permanently invisible. Effect is temporarily broken when the Centurion fires.

SpyCam
Passive: No
Auto Cast: No
Targets: N/A
Range: N/A
Cost: 50 Energy
Cooldown: N/A
Effect:

Deploys invisible robot camera (the titular SpyCam) to use for espionage.

Drop Pods
Passive: No
Auto Cast: No
Targets: Passable Ground
Range: 6 Hex
Cost: Resources, Stock, 100 energy
Cooldown: Variable
Effect:

Instantly deploys preset group of a selected unit on the target location.
Myrmidons-6 (150 Minerals, 6 Supply)
Legionnaires-4 (300 Minerals, 4 Supply)


Orbital Strike
Passive: No
Auto Cast: No
Targets: Anywhere
Range: N/A
Cost: 150 Energy
Cooldown: N/A
Effect:

Deals substantial damage over a short period of time (600 damage over 10 ticks) to target location; small (1.5 Hex) splash. Channeled ability; effect is broken if the Centurion is slain. Ability breaks camouflage.
[image loading]

===

SpyCam
Espionage Drone

Life: 5
Energy: 150
Armor: 0
Type: Light
Modifiers: Ground, Mechanical
Movement: 65
Sight: 8 Hex

Description:

This inconspicuous drone is the Centurion's primary spying tool. Although small and defenseless, it is virtually undetectable, and is useful for compromising the enemy's strategy. It is not uncommon for these devices to wait, unnoticed for long periods of time, near vital choke points, reporting the movements of unwary enemy commanders.

Upgrades:

[Vehicle Armor]
Researched At: Logistics Center
Effect: +1 Armor

Abilities:

Stealth Armor
Passive: Yes
Auto Cast: No
Targets: N/A
Range: N/A
Cost: N/A
Cooldown: N/A
Effect: Permanently invisible

Limited Battery
Passive: Yes
Auto Cast: No
Targets: N/A
Range: N/A
Cost: 1 energy / tick
Cooldown: N/A
Effect: Constant energy drain. SpyCam is destroyed when its energy reaches zero.


===

Nemesis
Anti-Biological Drone

Life: 120
Armor: 1
Type: Armored
Modifiers: Ground, Mechanical
Movement: 50
Sight: 7 Hex

Tesla Coil
Targets: Ground, Air
Damage: (8 + 4 vs Biological) x 2
Splash: No
Reload: 25
Max Range: 6 Hex
Min Range: N/A

Minerals: 125
Vespene: 50
Supply: 2
Trained At: Military Compound
Prerequisites: Drone Control
Restock: 32

Description:

Not to content to merely meet the Zerg on their own terms, the UED expanded the drone project which produced the Myrmidon to include the objective of not only equalizing, but outright robbing the swarms of their numerical advantage. After years of painstaking research, and numerous failed prototypes, the Directorate's engineers created the first Nemesis-class drone.

Using what amounts to a lightning gun, the Nemesis defeats its opponents through electrocution. The power of the weapon is so great, that the drone itself must be shielded to prevent burning itself out when it fires. Anything organic caught within the stream of free electrons is instantly fried, making it especially useful against the entirely-organic Zerg swarm it was designed to combat. The high-energy bolt also has the secondary advantage of disrupting sensitive electronics, and is likewise expected to be effective at disrupting psionics.

Upgrades:

[Infantry Armor Upgrade]
Researched At: Logistics Center
Effect: +1 Armor/Level

[Energy Weapons Upgrade]
Researched At: Logistics Center
Effect: +2 Damage/Level

Abilities:

Static Discharge
Passive: Yes
Auto Cast: N/A
Targets: Ground, Air
Range: 6 Hex
Cost: N/A
Cooldown: N/A
Effect:

If an enemy target is successfully struck, said target loses energy equal to the damage dealt and is unable to use any special abilities or casts for a short duration (debuff 3 seconds).

[image loading]


===

Sentinel
Main Battle Tank

Life: 250
Armor: 1
Type: Armored
Modifiers: Ground, Hover, Mechanical, Gun Turret
Movement: 45
Sight: 10 Hex

Assault Cannons
Targets: Ground
Damage: 30 + 15 (25) vs Armored
Splash: No
Reload: 35
Max Range: 7 Hex
Min Range: N/A

Minerals: 200
Vespene: 125
Supply: 3
Trained At: Military Compound
Prerequisites: Nano Core
Restock: 50

Description:

Tanks have been the staple of nearly every human military in existence since their invention five and a half centuries ago. In the intervening time, their designs have become more refined and sophisticated as they deal with increasingly specialized roles. The Sentinel, however, is a bit of a throwback to an era when tanks were the answer to everything.

Advanced carbon-titanium nanoweave armor plating permits a great deal of protection without weighing the tank down, and its turret-mounted assault cannons supply an impressive amount of firepower with a wide field of fire.

Acting as the backbone of the Directorates' mechanized forces, the Sentinel provides an effective means of force-projection. On its own, it can handle most ground roles, but properly supported it can take on almost anything, as Directorate officers who have deployed this unit against insurrectionist forces on the outlying UED colonies will attest. With its impressive track record, it is expected to fare well against the forces of the Koprulu sector.

Upgrades:

[Vehicle Armor Upgrade]
Researched At: Logistics Center
Effect: +1 Armor/Level

[Ballistics Weapons Upgrade]
Researched At: Logistics Center
Effect: +4 Damage/Level

[Nanite rounds ]
Researched At: Nano Core
Effect: +10 damage vs armor

[image loading]

===

Juggernaut
Mobile Anti-Swarm Artillery

Life: 175
Armor: 1
Type: Armored
Modifiers: Ground, Mechanical
Movement: 45
Sight: 10 Hex

Siege Battery
Targets: Ground
Damage: (5 + 3 vs Buildings ) x 8
Splash: Yes (Indirect - 2.5 Hex)
Reload: 45
Max Range: 9 Hex
Min Range: 2 Hex

Minerals: 225
Vespene: 150
Supply: 4
Trained At: Military Compound
Prerequisites: Nano Core
Restock: 65

Description:

This large, multi-legged walker functions as the Directorate's primary ground-based heavy weapons platform. Explicitly design to shell its targets into oblivion, its unique configuration permits it a fine degree of control in regards to its firing arc and field of fire. Its complexity comes at a price, however, and the Juggernaut sacrifices some of the durability its smaller, more conventional cousins possess.

Despite this, it remains a staple of any Directorate siege operation. Rather famously (or infamously, depending on your point of view), the roles were reversed when the first Juggernaut prototypes had to defend the factories that built them during the insurrection of Tau Ceti IV. The insurrectionists, who had until that point relied on superior numbers to overwhelm Directorate peacekeeping forces, were easily routed when wide area of effect of the walkers' weapons negated their numerical advantage.

Upgrades:

[Vehicle Armor Upgrade]
Researched At: Logistics Center
Effect: +1 Armor/Level

[Ballistic Weapons Upgrade]
Researched At: Logistics Center
Effect: +1 Damage/Level

[image loading]




Gnome

Repair and support unit

Life: 100
Armor: 1
Type: Armored
Modifiers: Ground,Mechanical,
Movement: 55
Sight: 10 Hex

Minerals: 75
Vespene: 50
Supply: 2
Trained At: Military Compound
Prerequisites: Support Bay
Restock: 35

Description:

"With the increasing use of unmanned drones for scouting and recon it was theorized that fast, manned, scouting vehicles would be a thing of the past. They were wrong, as stealth technology of advantaged the methods of detaching them become more complicated and the equipment more cumbersome to the point were UED decided it was not worth pursuing unmanned detection drones.

The UED decided to place the detection technology on an already existing scout vehicle, its fast speed and low cost would allow them to always be were needed and always be able to get out of trouble, thus was the 'Gnome' developed. The Gnome was also given advanced repair Nanites for the propose of self repairs in the field, but in the end most commanders simple had Gnomes modify to use them only for repair other damage vehicles and structures so all Gnomes now come with this as standed"

Abilities:

Repair
Passive: No
Auto Cast: yes
Targets: mechanical
Range: 3
Cost: 1 energy
Cooldown: N/A
Effect: restores 2 hp to target mechanical unit

Recharge
Passive: No
Auto Cast: No
Targets: friendly energy units
Range: 3
Cost: 25 energy
Cooldown:2
Effect: restores 20 energy to a friendly unit

Detection
Passive: Yes
Auto Cast: No
Targets: N/A
Range: 7
Cost: /
Cooldown:/
Effect: Reveals invisible units in range

Upgrades:

[Vehicle Armor Upgrade]
Researched At: Logistics Center
Effect: +1 Armor/Level

[Nanite storage]
Researched At; Support Bay
Effect: +50 maximum energy storage

[image loading]








UED Air Units



Harpy

Aerial Assault Drone

Life: 50
Armor: 0
Type: Light
Modifiers: Air, Mechanical
Movement: 60
Sight: 7 Hex

Rotary Gauss Cannon
Targets: Ground, Air
Damage: 6 + 2 (6) vs Light
Splash: No
Reload: 14
Max Range: 5
Min Range: N/A

Minerals: 50
Vespene: 25
Supply: 1
Trained At: Dry Dock
Prerequisites: N/A
Restock: 25

Description:

Long employed by the military, law enforcement, and even certain corporate interests on occasion, unmanned aerial vehicles have come a long way from that of their archaic forebears from the 21st century. The need for a remote human operator has been eschewed entirely in favor of permitting the advanced artificial intelligence to fly autonomously, eliminating the possibility of human piloting error.

In contrast to its complicated software package, the drone itself if physically unimpressive. With thin armor and a weapon system that is somewhat primitive by Directorate standards (although it still remains decades ahead of Koprulu designs), costs are kept down to mass-production levels. Fielded early and often, the typical strategy is to swarm the enemy with superior numbers, using the units' innate freedom of mobility to maximum effect.

Upgrades:

[Ballistics Weapons Upgrade]
Researched At: Logistics Center
Effect: +1 Damage/Level

[Hull Armor Upgrade]
Researched At: Logistics Center
Effect: +1 Armor/Level

[Fragmentation Rounds]
Researched At: Support Bay
Effect: +4 Damage vs Light

[image loading]





Artemis

Military transport

Life: 180
Armor: 1
Type: Armored
Modifiers: Air, Mechanical
Movement: 55
Sight: 8 Hex

Quad Pulse Laser Turrets
Targets: Ground
Damage: 5 x4
Splash: No
Reload: 18 (7.5 = Marine [Stim], 15 = Marine)
Max Range: 6
Min Range: N/A

Minerals: 150
Vespene: 150
Supply: 2
Trained At: Dry Dock
Prerequisites: Support Bay
Restock: 50 (Viking = 42, Wraith = 60)

Description:

Whereas the late Tarsonian Confederacy opted for their transport dropships to be unarmed in favor of greater carrying capacity, the Directorate used its considerable engineering prowess to have it both ways. Although significantly more expensive than its contemporaries, the substantial firepower which the Artemis Gunship mounts as standard permits it to not only ferry its cargo to a drop zone, but also clear it in the first place.

Admittedly, air-to-air capabilities are nonexistent, since the insurrectionists it was designed to combat seldom possessed significant air power. Nevertheless, they've earned a fearsome reputation amongst the rebels who periodically haunt the outer colonies, which has all but secured its place as the Directorate's standard transport in the renewed Koprulu offensive.

Upgrades:

[Energy Weapons Upgrade]
Researched At: Logistics Center
Effect: +1 Damage/Level

[Hull Armor Upgrade]
Researched At: Logistics Center
Effect: +1 Armor/Level

[Increased cargo space]
Researched At: Support Bay
Effect: Increases the carying capacity of the Artemis by 4


Abilities:

Transport
Passive: No
Auto Cast: No
Targets: friendly
Range: 1 Hex
Cost: N/A
Cappacity: 8 (12) slots
Cooldown: N/A
Effect: Allows the Artemis to transport friendly units inside it's cargo space.

[image loading]




Tempest
A-6 Attack Bomber

Life: 140
Armor: 1
Type: armored
Modifiers:air, Mechanical
Movement: 50
Sight: 8 Hex

Protoplasma Pulse
Targets: Ground
Damage: AtG ( 8 + 6 vs armored) x2
Splash: Yes 1 Hex(2 Hex)
Reload: 25
Max Range: 6 Hex
Min Range: N/A

Minerals: 175
Vespene : 125
Supply: 3
Trained At: Starbase
Prerequisites: Auxiliary Mainframe
Restock: 48

Description:
The A-6 'Tempest' automated air-to-surface attack craft is the Directorate's answer to breaking armor lines which even Sentinel Tanks have difficulty dealing with. Its high-energy weaponry is more precise than Juggernaut artillery, and the mobility of the firing platform make it an effective solution when calling in an orbital strike would be impractical. Now entering its fifth year of Directorate service, the Tempest has endeared itself to many veteran commanders, who deem them an invaluable asset.

Rumors of a replacement model in development, ostensibly the A-7, periodically surface, suggesting that the Directorate wishes to iron out a few perceived design shortcomings in the future. However, the widespread popularity and success of the current model would appear to indicate that the craft will remain in use for a long time to come.

Upgrades:

[Energy Weapons Upgrade]
Researched At: Logistics Center
Effect: +1 Damage/Level

[Hull Armor Upgrade]
Researched At: Logistics Center
Effect: +1 Armor/Level

[Ionized Plasma Cartridges]
Researched At: Auxiliary Mainframe
Effect: Increases the plasma weapon splash range from 1 Hex to 2 Hex

[image loading]




Valkyrie
Missile Frigate

Life: 180
Armor: 2
Type: Armored
Modifiers: Air, Mechanical
Movement: 55 - 60 (?)
Sight: 8

H.A.L.O. Rockets
Targets: Air
Damage: [(3 + 3 vs Armored) x 2] x 3
Splash: Yes (Indirect - 3 Hex)
Reload: 48
Max Range: 6
Min Range: N/A

Minerals: 200
Vespene: 100
Supply: 2
Trained At: Starbase
Prerequisites: N/A
Restock: 55

Description:

Despite being designed to fight foes who operated on an entirely different combat doctrine than the denizens of the Koprulu sector, the UED's Valkyries deployed during the first Koprulu campaign proved highly effective at maintaining air superiority against most foes, and were widely copied by the Dominion and other local factions until relatively recently.

After comprehensive study of the fragmented combat documentation sent home for review by the expeditionary fleet before its untimely destruction, a newer, improved model was proposed to address a few shortcomings which had come to light. In addition to the optimization of the firing patterns of its famous H.A.L.O. rocket deployment system, the design has been considerably streamlined, lowering production costs with only a small loss of durability. It remains among one of the toughest sub-capital ships around, both in its ability to reduce its foes to scrap, as well as surviving substantially more punishment than its peers before suffering core system failures.

Upgrades:

[Ballistic Weapons Upgrade]
Researched At: Logisitcs Center
Effect: +1 Damage/Level (thats +1 per rocket)

[Hull Armor Upgrade]
Researched At: Logistics Center
Effect: +1 Armor/Level

[image loading]




Jupiter
Electronic Warfare caster

Life: 100
Energy: 200 (250)
Armor: 0
Type: Light
Modifiers: air, mechanical
Movement: 45
Sight: 7 Hex

Minerals: 100
Vespene : 150
Supply: 2
Trained At: Starbase
Prerequisites: Data Relay
Restock: 52

Description :

In the early days of the United Powers League, Earth was starved for resources. Attempting to remedy this, a bright group of scientists and engineers designed the early progenitors of the modern UED Jupiter in the form of automated zero-gravity mining craft, which were to exploit the mineral wealth of the asteroid belts. Highly successful in this regard, they proved attractive targets to pirates and insurrectionists fighting the nascent UPL.

Initially only equipped with a gravity tether for mining, and a sophisticated sensor array for prospecting, the equipment on those early mining drones was supplemented with powerful ECM and Feedback weaponry to give their would-be pursuers a significant headache, slowing them down until reinforcements could arrive if not dissuading them from attacking entirely.

Eventually, the UPL took notice, and created their own sleeker, military version of the craft, eschewing the mining functions entirely. The counter-intelligence arm oversaw the final testing of what was to be their premier support craft, and passed the newly-minted Jupiter-class drone-corvette with high marks. Recently upgraded with active camouflage technology, it remains widely used by the UED, who consider these craft invaluable.

Abilities:

Active Camouflage
Passive: Yes
Auto Cast: No
Targets: N/A
Range: N/A
Cost: N/A
Cooldown: N/A
Effect:Renders the EW permanently invisible. Effect is temporarily broken when the EW uses an ability.

Electronic Countermeasures
Passive: No
Auto Cast: No
Targets: Area (4 Hex)
Range: 7
Cost: 75 Energy
Cooldown: N/A
Effect: Similar to the optical flare, deploys an rocket that reduces the enemies units vision range to 1, and disables detection for those units.

Static Feedback
Passive: No
Auto Cast: No
Targets: Area (3 Hex)
Range: 7 Hex
Cost: 100 energy
Cooldown: Variable
Effect: Targeted units in the area, lose all of their energy, and lose hp equall to the amount of the energy lost.

Grav tether
Passive: No
Auto Cast: No
Targets: single unit
Range: 6
Cost: 25 Energy inital cost, + 3 energy every 1 second
Cooldown: N/A
Effect: Disables the movement and the attack of the targeted single unit, while it is under the Grav tether beam.


Upgrades:

[Hull Armor Upgrade]
Researched At: Logistics Center
Effect: +1 Armor/Level

[Secondary Reactor Coupling]
Researched At: Data relay
Effect: +50 maximum energy storage.

[Static Feedback]
Researched At: Data relay
Effect: Ability

[Electronic Countermeasures]
Researched At: Data relay
Effect: Ability

[image loading]





Destroyer
Heavy generalist


Life: 350
Energy: 200
Armor: 3
Type: Massive
Modifiers: air, mechanical
Movement: 35
Sight: 10 Hex

Ion Batteries
Targets: Ground
Damage: AtG 15 x4
Splash: No
Reload: 30
Max Range: 9 Hex
Min Range: N/A

AIM-12 Gladius Missiles
Targets: Air
Damage: AtA 25 x 2
Splash: No
Reload: 24
Max Range: 7 Hex
Min Range: N/A

Minerals: 300
Vespene : 225
Supply: 5
Trained At: Starfortrees
Prerequisites: N/A
Restock: 75

Description :

The quintessential 'workhorse of the fleet', the UED Destroyer is the most widely-produced heavy craft in use, outnumbering every other heavy ship class together. One of the foremost reasons for its popularity and extent of use is its extensive flexibility, due in no small part to its advanced design. Although its primary (intended) role is escorting larger UED capital ships, it can engage enemy heavies relatively unsupported and excel at a wide variety of other roles.

Smaller and faster than cruisers, these heavy escorts were intended to engage craft too maneuverable for larger capital ships to keep up with. After the spectacular failure of the Koprulu campaign, however, public dissent has arisen everywhere, and there simply aren't enough Cruisers and Dreadnoughts to keep the peace. Cheaper to produce than its larger cousins, and possessing firepower well above its weight class, the Destroyer was the logical choice to accommodate the shortage.

Although it lacks the hull strength to defeat a capital ship head-on, its range and maneuverability give it an edge which can not be easily ignored. However, its biggest advantage is perhaps its equipment. Its sensor array can neutralize enemy stealth when a support craft is otherwise unavailable, and its Ion Torpedoes give it a devastating edge against enemy capital craft. Cheaper and far more reliable than the Dominion's Battlecruisers, this simple yet powerful vessel can utterly dominate the UED's enemies without significantly draining the coffers.


Abilities:

Ion Torpedo
Passive: No
Auto Cast: No
Targets: Air unit
Range: 8
Cost: 125 energy ,
Cooldown: N/A
Effect: Deals 350 damage to an single enemy air unit, and stuns it for 3 secods.

Sensor sweep
Passive: No
Auto Cast: No
Targets: Self
Range: 12 Hex
Cost: 50 energy ,
Cooldown: 12
Effect: Gives vision and detects all invisible units 12 HeX range around the Destroyers position for 8 seconds.

Upgrades:

[Ballistics Weapons Upgrade]
Researched At: Logistics Center
Effect: +3 Damage/Level

[Energy Weapons Upgrade]
Researched At: Logistics Center
Effect: +2 Damage/Level

[Hull Armor Upgrade]
Researched At: Logistics Center
Effect: +1 Armor/Level

[Ion Torpedo]
Researched At: Auxiliary mainframe
Effect: Ability

[Sensor sweep]
Researched At: Data Relay
Effect: Ability

[image loading]



Preview :

[image loading]

Prologue

Earth
It was cold. As the intricate pieces of machinery slowly accelerated, it was as if a giant clock was beginning to count out the hours of the day. The massive force of the United Earth Directorate was rising, soon to be the dominant force in the entire galaxy, by Mr. Smith's thinking. He had long since risen through the ranks from his duty on the naming committee. Yes, Surveyor General was a tough position, but someone had to bite the bullet, step up to the plate, all of that garbage. High tech military compounds like the one Smith was now standing in had long since replaced the barracks of old. Smith often wondered how the leaders of the expedition force could have been such idiots. Ranked idiots, but idiots all the same. With the combined ingenuity of the Earth's robotics teams, no alien or human could stand up to the UED's might. At this very moment, thousands of robotic machines of destruction were being produced. Nemesis. Sentinel. Myrmidon. These names would come to be associated with greatness, and slaughter. It was only a matter of time.

High Orbit over Reynif II, UED Space Station New Venice

"... and the Cronus wing should be able to make the push, if only you'll guarantee me 50,000 more troops." It was a plee that sounded straight out of the expeditionary force's textbook, although back then the technology for reinforcing the main army was so primitive it was more like a pointless appeal to the Directorate, a last ditch effort. Meetings like this had been going on since the plan to attack Earth had been originally formulated. Peter wiped his brow, looking across the room to gage the success of his presentation. The outlook was grim. Several of the General-Mayors had fallen asleep, and for a moment Peter thought he actually saw the outline of a silvery cobweb on a particularly dead-looking general's arm.

Earth, Main UED Complex, Moscow

The enormous steel door slammed closed. It was infuriating for Peter to have to consistently go through checkpoints, to have someone looking over his shoulder. He wanted to be a decision maker, not a Line Officer. As he walked by, he was intrigued to find the new Juggernaut Anti-Swarm Artillery (JASA) being tested on a few small neo-steel targets, designed to represent Zerg carapaces. The results were promising, indeed. As the rounds resonantly exploded, the steel was torn to shreds like paper, ricocheting shrapnel around the test area. A particularly satisfying explosion left nothing remaining but a large scorch mark, the hull shredded to more pieces than anyone could count. Perhaps I won't need another 50,000, after all, Peter thought to himself.
It was cold.


Chapter 1

Earth, UED sub-district B-9, code 276

The remnants of a past meal drifted across the street. Isaak looked dejectedly down the dingy street near his house, a pastime that seemed to be his favorite hobby these days, along with looking nervously over his shoulder for Legionnaire secret police squads, and picking lint out of his bellybutton. What a party. Since The Powers had been united, he never seemed to feel the same anymore. Staying home from school seemed like fun at first, but that was before he found out that his parents were going to be evicted from their home to make room for an inner Earth Directorate member. Mass poverty had stricken earth like a flu epidemic. The taxes and government evictions created ghettos that overflowed with residents tossed to the side similarly to Isaak's parents. The UED, as they now called themselves, were nothing but tyrants and militant leaders that felt their manifest destiny was to rid the world of "alien scum," at any cost. What did it matter to them? The world was just a tool to be used, to accomplish their petty violent fantasies. Isaak knew one thing they didn't, however. Even with their cameras, audio microphones, and other technology too sophisticated for Isaak to comprehend, he knew. The times, they were a-changing.

Earth, Underground, an Undisclosed Location

They had escaped. After running for their lives like dogs, they had escaped. It was only for a time, of course, but the current peacefulness of their exile seemed to create a calming atmosphere. A simple questioned punctuated the silence. "When?" The simplicity of the man's phrasing seemed to contradict the purpose of the group's meeting on even the most basic level.
They possessed only a few of the old marine-issue gauss rifles, a pistol, and several knives. By some stroke of luck, their plan had lived to see another day. The Directorate's surveillance system was so vast, so extensive, that no one could speak a word without it being documented, reviewed, and sanctioned. Through some stroke of (dumb) luck, a few men had found a sewer disgusting enough to escape the probes. Little did they know that this meeting would affect the entire galaxy.


Prior United States of America, UED Base

Admiral Norman Gray always enjoyed his trips to North America, and particularly when his trip didn't involve paperwork or one of the other various processes that made the average citizen so tired of the bureaucracy, back when average citizens were allowed to be tired. The Directorate had been taking a new direction since he took the position of head admiral. Dealing with alien freaks was NOT ever going to be permitted, no sir. Gray didn't even like watching those old censored horror movies he had stored in the officers' movie library. As admiral, his first action had been to pass the New Alien Enemies Act, which prevented any UED contact with aliens and provided steps for military action to be taken if problems arose. Gray continued his walk down the long, snaking hallway, enjoying the sound his well-polished shoes made on the hard floor. "Hello there, Smith." the admiral said with a degree of joviality. "Always a pleasure, Admiral." Smith said with a genuine grin. Yep, it was good to be the admiral. The people loved you, the officers loved you, and the alien freaks were FAR away......................

End Preview

ヽ(´ー`)┌
da_head
Profile Blog Joined November 2008
Canada3350 Posts
October 03 2009 18:37 GMT
#2
holy fuck...you sure put a lot of work into this eh?

though correct me if i'm wrong, weren't the UED wiped out? :S
When they see MC Probe, all the ladies disrobe.
Railz
Profile Joined July 2008
United States1449 Posts
Last Edited: 2009-10-03 18:38:20
October 03 2009 18:37 GMT
#3
On October 04 2009 03:37 da_head wrote:
holy fuck...you sure put a lot of work into this eh?

though correct me if i'm wrong, weren't the UED wiped out? :S


No, their expedition fleet was wiped out; it wasn't even made up of their own ships. They stole BCs from the Docks of the Terran.
Did the whole world just get a lot smaller and go whooosh?_-` Number 0ne By.Fantasy Fanatic!
Tears.Of.The.Moon
Profile Joined September 2009
Slovenia715 Posts
Last Edited: 2009-10-03 18:51:48
October 03 2009 18:41 GMT
#4
Only one of their fleets was destroyed, the UED is believed to have hundrends of such fleets.
There is some lore at the begining that might help you, or if you want to know more just ask.
ヽ(´ー`)┌
Bill307
Profile Blog Joined October 2002
Canada9103 Posts
October 03 2009 18:51 GMT
#5
Hoooooly crap, that's a lot of design work there!

I like the pics, too. (Well, the ones that are loading on my fail-internet, anyway.)

I hope you can actually pull this off and finish it after SC2 is released.
RaGe
Profile Blog Joined July 2004
Belgium9946 Posts
October 03 2009 18:54 GMT
#6
Holy fuck.

That's some admirable passion there. I hope you manage to make this work.
Moderatorsometimes I get intimidated by the size of my right testicle
Tears.Of.The.Moon
Profile Joined September 2009
Slovenia715 Posts
Last Edited: 2009-10-03 19:01:51
October 03 2009 18:59 GMT
#7
Thank you
Well i actually posted it so people could look at it, and tell me if there are any balance or mechanic problems, i'm not so good at starcraft , so it is posiblle i mislooked a lot of things.
For starters, what do people think about the tech tree design?
ヽ(´ー`)┌
Amber[LighT]
Profile Blog Joined June 2005
United States5078 Posts
Last Edited: 2009-10-03 19:18:32
October 03 2009 19:17 GMT
#8
The UED got their asses handed to them by the Zerg, Protoss, Terran, and themselves. They will probably not make an appearance EVER again.

By the way DuGualle sounds in his goodbye message the UED would never be able to quote "tame the beasts" which probably referred to more than just one of the races.
"We have unfinished business, I and he."
Archerofaiur
Profile Joined August 2008
United States4101 Posts
Last Edited: 2009-10-03 19:31:23
October 03 2009 19:21 GMT
#9
Cool. Ill be following your project. Keep working on this!


Also can you explain more about how the harvestor works? Have you considered spicing up the processor by making it work alittle different from the normal refinery?
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
Tears.Of.The.Moon
Profile Joined September 2009
Slovenia715 Posts
October 03 2009 19:40 GMT
#10
The harvester alredy has the replicate ability that he gains at tier 2 , it is basicly the UED macro mechanic. I didn''t try anything else with the harvester, since i wanted to balance him to the other races, and i didn't dare to change the basic resource colection mechanics.
ヽ(´ー`)┌
Thratur
Profile Blog Joined June 2008
Canada917 Posts
October 03 2009 19:47 GMT
#11
Did you know that Stukov is still alive?

In the Nintendo 64 version of Starcraft, there was a bonus mission called Resurrection IV, where you play Raynor and Thaldarin (an imbalanced Dragoon) and you have to disinfect an infested Stukov. Metzen said at some time that these missions were canonicals.

It's funny how Dugalle commited suicide for nothing.

Source : http://sclegacy.com/interviews/10-blizzard/281-scl-metzen-interview-lore-exclusive
Tears.Of.The.Moon
Profile Joined September 2009
Slovenia715 Posts
October 03 2009 19:51 GMT
#12
Who doesn't know that :p , well he and the Valkry was the reason that i made this, i really like the UED, eventhough most people see them as evil, and hate them
ヽ(´ー`)┌
F[5]aLaMaT
Profile Joined May 2009
United States71 Posts
October 03 2009 19:53 GMT
#13
thats one hell of a write up. gl w/ ur endevaor
Legend
Thratur
Profile Blog Joined June 2008
Canada917 Posts
Last Edited: 2009-10-03 20:04:41
October 03 2009 20:03 GMT
#14
On October 04 2009 04:51 PerfectTear wrote:
Who doesn't know that :p , well he and the Valkry was the reason that i made this, i really like the UED, eventhough most people see them as evil, and hate them


Then I hope you'll include him somewhere, he's my favorite character.
Licmyobelisk
Profile Blog Joined August 2008
Philippines3682 Posts
October 03 2009 20:39 GMT
#15
On October 04 2009 04:51 PerfectTear wrote:
Who doesn't know that :p , well he and the Valkry was the reason that i made this, i really like the UED, eventhough most people see them as evil, and hate them



Anything for the growth of Earth isn't evil
I don't think I've ever wished my opponent good luck prior to a game. When I play, I play to win. I hope every opponent I ever have is cursed with fucking terrible luck. I hope they're stuck playing underneath a stepladder with a black cat in attendance a
Jyvblamo
Profile Blog Joined June 2006
Canada13788 Posts
October 03 2009 20:48 GMT
#16
Wow, hopefully this can become a mod for SC2. =D
Chaos
Profile Joined July 2009
United States772 Posts
October 03 2009 20:51 GMT
#17
Wow. Nice work man! That's awesome.
FruitMarket
Engineer
Profile Joined September 2009
22 Posts
October 03 2009 21:03 GMT
#18
to many of the units look like their from Halo. But, besides for my passionate hate for halo, awesome article!
Tears.Of.The.Moon
Profile Joined September 2009
Slovenia715 Posts
October 03 2009 21:13 GMT
#19
Does anybody maybe know any good moding sites, that might give me some help or advice in the future?
ヽ(´ー`)┌
Catch]22
Profile Blog Joined July 2009
Sweden2683 Posts
October 03 2009 21:46 GMT
#20
Amazing work man! Cant wait to see this on some mod in SC2 like someone pointed out, where all the tools exist to see all these things through!
Tears.Of.The.Moon
Profile Joined September 2009
Slovenia715 Posts
October 03 2009 22:46 GMT
#21
Hopefully the editor will come out with the beta, they did say they were thinking about it .
ヽ(´ー`)┌
Tears.Of.The.Moon
Profile Joined September 2009
Slovenia715 Posts
October 08 2009 10:28 GMT
#22
[image loading]

Poll: What do you think about the playability of the UED race?
(Vote): It's greatly designed and balanced
(Vote): It's a good design, it just needs some small balance tweaks
(Vote): Looking ok, but there are still some things to balance and to tweak
(Vote): The idea is ok, but there are a lot od mechanic and design problems
(Vote): To many flaws for it to work
(Vote): Horrible


I would really apreciate if i could get some feedback, by people participating in the pool.
ヽ(´ー`)┌
Suc
Profile Blog Joined January 2009
Australia1569 Posts
October 08 2009 11:10 GMT
#23
Wow, you put a tonne of work into this, hope you can make it work.
writer22816
Profile Blog Joined September 2008
United States5775 Posts
October 08 2009 12:36 GMT
#24
The UED were my favorite faction on Broodwar, I fully support this!
8/4/12 never forget, never forgive.
meegrean
Profile Joined May 2008
Thailand7699 Posts
October 08 2009 12:42 GMT
#25
Cool! You sure put a lot of thought and work into this.
Brood War loyalist
fusionsdf
Profile Blog Joined June 2006
Canada15390 Posts
October 08 2009 13:34 GMT
#26
Obviously I cant comment on balance (and that could always be tweaked anyways), but this is a really impressive idea.

Hope it gets off the ground.
SKT_Best: "I actually chose Protoss because it was so hard for me to defeat Protoss as a Terran. When I first started Brood War, my main race was Terran."
Kong John
Profile Blog Joined March 2008
Denmark1020 Posts
October 08 2009 13:54 GMT
#27
Im really impressed about your effort! But im not sure if you know what your getting into. Balancing a hole new race for a game like starcraft is going to be oh so hard. I really look foward to seing this race as a UMS map in SC2 though :D
This is real life, where nerds must battle!
onmach
Profile Blog Joined March 2009
United States1241 Posts
October 08 2009 14:13 GMT
#28
I do like some of the things you've done with this. I like the harvester replication. I could see an expansion going down by sending a couple harvesters out, having them replicate a couple times, having one build a new command center, then when it finishes, all the harvesters just go to work. Very unique.

I also like the idea of electrical weapons. That's something that is sorely missing from the starcraft universe.
Kaniol
Profile Blog Joined March 2009
Poland5551 Posts
Last Edited: 2009-10-08 14:26:19
October 08 2009 14:25 GMT
#29
You missed two options in a pool:
- "Who cares about balance, i want it to be fun single-player race for fun single-player missions and campaigns, thus doesn't need to be competetive!"
- "If it will succeed in single player, then we can convert it to multi and talk about balance"

I personally think that this idea is great, but don't care about balance until it turns out to be fun race at all when SC2 is out already.
TanGeng
Profile Blog Joined January 2009
Sanya12364 Posts
October 08 2009 14:45 GMT
#30
Wait a second, the UED basic worker unit is a harvester drone that self-replicates???

How does the mechanic work in terms of multiple harvester drones? It sounds imba if 10 different drones can do it all at the same time. Would be amazing to see a whole base worth of harvester drones materialize in 30 seconds.

There's a kill switch, too? But it doesn't seem to have any real impact in terms of gameplay though. No salvage for drones or self-destruct.
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Equaoh
Profile Joined October 2008
Canada427 Posts
October 08 2009 15:28 GMT
#31
Terran on crack, eh?

All I can say about balance is that there are tons of active upgrades in almost every building, and that self replicating drones seem OP (does it happen instantly for 50min?).
But it doesn't really have to be competitive; it looks fun.
suki
Profile Joined August 2009
Canada1159 Posts
October 08 2009 15:31 GMT
#32
I like the replication mechanic. If you wanted to make 10 drones replicate at the same time, it would cost you 500 minerals, so jump-starting your economy is an economic decision. If you compare this to Terran/Protoss expansion methods, rather than constantly build workers to maynard later, you'd probably have an approximate maximum effective population for a particular mineral line, so while T/P would keep making workers to transfer later, UED would stop producing after reaching 'saturation'.

If the replicate ability is relatively fast (compared to producing a worker at the UED's CC), the ability could be offset by a +10 mineral cost. Also keep in mind that if you're replicating an entire mining line from a single worker expanding by itself, it'll take you several replications to get a decent number of workers, which takes time (thus another balancing effect). IE if I start with 1 worker, I replicate it to have 2, then 4, then 8, then 16. But this takes money and time (concentration).

.

A few other ideas that caught my attention were the freeze bombs on tier 1 units (really cool), the 'Active Camoflauge' which makes them uncloak when they attack/use abilities (an interesting twist on the cloaking mechanic), and the spy cam. I think the spy cam shouldn't have a timer though, it should just be a 5hp detectable unit. The fact that it must be deployed by a ground unit should be enough to balance its effect compared to say, observers.

Also the pictures were a nice addition, they really help visualize what you are describing. One thing I'd like to mention though when you decide to start modelling these units, is to keep in mind the 'sillhouette' of each unit and ensure that they're unique and easily identifiable. For instance, the centurion and the legion are both infantry units with slim figures, this could make them difficult to pick out on a busy screen. I also don't like the crawler's design, since it's too small and low-profile (in my opinion) to be a staple tier 1 unit. Tier 1 units pretty much 'define' what a race looks like when you play it/play against it (think zlot/goon, zling/hydra, marine/med, and the crawler is kind of wimpy. I also see it looking awkward as a crawler/centurion or crawler/legion combination. Suggestions: Keep it small but make it hover rather than walk (for aesthetic purposes, although balance may be a problem), Keep it the same size but make it a larger unit (ie dragoon vs zlot), Keep it small but make it more streamlined (and possibly biped). I liked the juggernaut and gnome ideas as well.

Things I weren't crazy about: I didn't find the flying units very compelling (aside from the dropship which could be really cool if done right). As I was reading the description, I thought that perhaps you can require the dropship to land in order to load/unload units, to further balance the fact that it has weaponry.

I also echo the opinions of the other TL'ers to design this race for fun/single-player first, and then work on balance for a multiplayer release.

onmach
Profile Blog Joined March 2009
United States1241 Posts
Last Edited: 2009-10-08 15:48:51
October 08 2009 15:43 GMT
#33
I thought of a mechanic for the hover tank is that it might be able to go "down" terrain from a higher to lower elevation, but not back up. That would make it interesting drop ship harass mechanic, where it could get out instead of being forced to sacrifice the entire force once the opponent is able to defend.
Artisreal
Profile Joined June 2009
Germany9234 Posts
October 08 2009 16:17 GMT
#34
Somebody give this guy a beta key so he can use the editor and blow Blizzards mind and get employed!
passive quaranstream fan
KungKras
Profile Joined August 2008
Sweden484 Posts
October 08 2009 17:15 GMT
#35
Just a lore question that bothers me about this UED.

Does the korpulu terrans, and the zerg have ANY advantage against the UED lore-wise? Because it sounds just like UED designed all of theirr weapos to absolutely crush the korpulu terrans and the Zerg.
"When life gives me lemons, I go look for oranges"
Tears.Of.The.Moon
Profile Joined September 2009
Slovenia715 Posts
Last Edited: 2009-10-08 17:33:31
October 08 2009 17:19 GMT
#36
I'm sorry for the messed up poll, i couldn't think of any good options ;p

As for the project, it would only be a custom campaign and not a custom playable race, since i don't feel like (nor do i know how) to make an computer ai for the race.

And as for the replicate ability, the kill switch does have a role ; one harvester can only replicate once, and not more, since the kill switch prevent it from replicating anymore (so you can't just double your harvesters numbers every few seconds, you can the first time,- if you want to have all your harvesters being immobilized and out of commison, and not have any mineral outcome, so the question is how many of them do you dare :p ). And would just like to mention that when the harvester is replicating, it becomes immobilize , it cannot move, mine, build, while it is replicating, and i don't have yet a specific time on how much should the replicate ability be time consumung ( it may be 5 seconds,10, 15, 30, 45,60- it's one of the things that cannot be decided at this point)

Thank you suki for your detailed impresions, i would just like to explain that the crawler picture really doesn't make it look good (couldn't find any good 4 leged designes), and it is leged since that in my impresion is the most cheapest and costeffective design (lorevise), the unit itself isn't meant to be intimidating, but is meant to be massable at ridicouless numbers.(cheap , expandable masable unit) The plans are for it to be slightly bigger than an spider mine, for comparision.

Edit: KungKras well in the lore only some of the weapons were improved by Atlas to counter the zerg and the terrans bether, in fact most of the population of the UED doesn't have any clues what hapened or is hapening in the Koprulu sector, since it is military secret. And most of the existing weapons and equipment are alredy battle tested, and were in use long before in the local disputes, since those are it's primary roles. The proposed campaign and the storyline will mostly be hapening in the UED zone, and only a small part in the Koprulu sector.


ヽ(´ー`)┌
brjdrb
Profile Blog Joined November 2007
United States577 Posts
October 08 2009 17:32 GMT
#37
wow you put alot of work into this. merely for that reason i'd at least try them out. good work
Stork's biggest fan
StorrZerg
Profile Blog Joined February 2008
United States13919 Posts
October 08 2009 17:44 GMT
#38
great work but, i think adding UED is a terrible idea. as it is in sc1, we all ready play as them and they have the exact same shit.

if this was done as a mod cool, but i would hate to have them as a playable race in sc2
Hwaseung Oz fan for life. Swing out, always swing out.
0neder
Profile Joined July 2009
United States3733 Posts
October 08 2009 18:11 GMT
#39
This sounds like a fun mod although it would be a superhuman effort for one person to balance it. Maybe if your mod only had UED vs one other race? Or several mods, one for each race matchup?

I'm pretty busy but I might be able to help with design stuff. I'm an industrial design student and am familiar with design + 3d modeling.
TanGeng
Profile Blog Joined January 2009
Sanya12364 Posts
October 08 2009 18:41 GMT
#40
Restock...

About those Harvestor Drones

What does it mean to restock???
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Tears.Of.The.Moon
Profile Joined September 2009
Slovenia715 Posts
Last Edited: 2009-10-08 18:59:02
October 08 2009 18:47 GMT
#41
TanGeng, restock
[image loading]
is build time, the time it would take to build the specified unit.
ヽ(´ー`)┌
Fontong
Profile Blog Joined December 2007
United States6454 Posts
October 08 2009 19:52 GMT
#42
This is an amazingly through idea. Good work!

The awesome thing about the SC2 editor is that you could probably custom program the entire race into a UMS for balance testing, supposing that you wanted to submit it to Blizz eventually.
[SECRET FONT] "Dragoon bunker"
Mr.Pyro
Profile Blog Joined July 2008
Denmark959 Posts
October 08 2009 19:58 GMT
#43
An incredible amount of work, but another human race is just entirely too unoriginal and not interesting.
P⊧[1]<a>[2]<a>[3]<a>tt | P ≝ 1.a.2.a.3.a.P
Sharp-eYe
Profile Blog Joined August 2009
Canada642 Posts
October 08 2009 20:40 GMT
#44
arent the UED part of the human race... aka the Terrans? But I really like the workd *hi5*. Also some of the units look like a mix of protoss + terran D:
Are you truly so blinded by your vaunted religion, that you can't see the fall ahead of you? - Zeratul III AKA WikidSik ingame (anygame)
theron[wdt]
Profile Blog Joined January 2009
United States395 Posts
October 08 2009 21:03 GMT
#45
wow, amazing work and effort.
Tears.Of.The.Moon
Profile Joined September 2009
Slovenia715 Posts
October 08 2009 21:20 GMT
#46
Well the terrans are only a small colony, that was living alone in the Koprulu sector for almost 2 centuries,many lightyears away from Earth away from their influnece, they are the mutants and the crimials and the unwanted people that escaped the UPL prosecution.
The UED or the United Earth Directive is on the other an organization compromised of hundreds of states and thousends of colonies.
The terran military is mostly compromised of untrained conscript soldiers,( which would also explain their should batlle life expectency -10 seconds), where the UED is compromised of only profesional soldiers with months/years of training.

And just for clarification the Broodwars UED fleet was mostly compromised of the local Koprulu conscript and the ships they stole from the Dominion. That also explains why they had the same units in BW. The real UED was many times mentioned to be far more advanced than the terrans, and they also have the Atlas system, and they are known to be far more technological advanced in AI technology. Just a comparision, the terrans (Koprulu) population is being estimated at 150-300 milions , where the UED total population is being estimated at 150-250 Bilions. That is quite a difference in population and army strength (they wouldn't have any problems even with defeating the zerg by simply massivly outnumbering them). Some even say the UED is the single strongest force in existence (we don't knot anything about the Xelnaga yet). IMO even if you would join every Terran, Protoss and Zerg forcess together the UED would still be greatly stronger than all of them combined together.
I personaly am not to fond of the terrans and their military (they are to uncivilized) , they look like rednecks with guns. Where the UED is the real military, disciplined and trained. There are alredy 2 alien races, so why not also 2 human races.

And i would just like to mention that this is a suggestion for only a custom fan made campaign, and i am not saying that Blizzard should put one more race in, lol :D
ヽ(´ー`)┌
aG.Admirai
Profile Joined October 2009
Canada55 Posts
October 08 2009 21:33 GMT
#47
This would be quite interesting. Each race can have like a "fathering race"
UED -> Terran
Nega -> Toss
?? (jaedong?lol, technically Naga tho) -> Zerg
Unentschieden
Profile Joined August 2007
Germany1471 Posts
October 08 2009 22:17 GMT
#48
That the UED used conscripts is actually not a intentional desicion - they were supposed to be a singleplayer only race like the Naga in TFT. They were supposed to be even more technologically advanced than the Protoss but more in the NANOMACHINES! sector instead of MINDCONTROL.
TurboDreams
Profile Joined April 2009
United States427 Posts
October 08 2009 22:37 GMT
#49
ooo this is awesome! I hope you are able to carry it out! :D
Music is the medicine of the mind || Kill a Zergling and a hundred more will take its place.
Response
Profile Blog Joined April 2004
United States1936 Posts
October 08 2009 23:57 GMT
#50
wait so the UED owns everyone but they are just sitting and letting alien races mass up armies to maybe one day be able to match there strength? This seems pretty unrealistic if this is really true about them lol...(I didn't even realize the UED even existed).. and is what you said about them banning religion and stuff true? I need to get updated on my Starcraft Lore apparently lolol
the REAL ReSpOnSe
Tears.Of.The.Moon
Profile Joined September 2009
Slovenia715 Posts
October 09 2009 00:18 GMT
#51
@Response well the thing is, that the UED has almost no information about the aliens, the zerg and the protoss they encountered in BW was their first contact with an alien organizem. They don't know that there exists an alien threat. The exspiditionary fleet they sent to koprulu in BW was sent to check the sector out, and to confirm teh strange romours coming from there. When they discovered the Zerg and the Protoss they changed their objectives, they heavily mobilized the local population, which eventualy made most of their army.The rest you know Just to send a simple signal from Koprulu to Earth would take many years to arive, they are really far away. And since we know that no information was ever received by Earth about the destruction of the Expiditionary fleet by Kerrigan, this means that Earth is most likely not avare of any posiblle threats or what is happening in koprulu. Well they might start to wonder in a few years what hapened to the fleet, and send a second fleet to investigate what happened to the first
ヽ(´ー`)┌
onewingedmoogle
Profile Joined June 2009
Canada434 Posts
October 09 2009 01:23 GMT
#52
Effect: Deals 350 damage to an single enemy air unit, and stuns it for 3 secods.


Are you fucking retarded?
fabiano
Profile Blog Joined August 2009
Brazil4644 Posts
October 09 2009 02:59 GMT
#53
i've created a new race, its super original!!!

its the Terratosserg, its half terran, half protoss and half zerg!
"When the geyser died, a probe came out" - SirJolt
nadafanboy42
Profile Joined August 2009
Netherlands209 Posts
October 09 2009 03:09 GMT
#54
I think you need a new unit, UED Troll Exterminator. On a more serious note, it's a bit hard to picture a whole faction just from a unit list. How do you see the UED working in relation to the other races (1v1), and what is the core of the faction? Like, in BW you can say the core of the Zerg is to overwhelm by sheer force of numbers, the core of the Protoss is not numbers, but a core of few elite strong units, while the Terrans are a bit in between, with units that are relatively fragile, but with an emphasize on massive firepower. What do you envision the UED to be? Like an inverted Terran's, weak on the firepower, but extremely durable? Or something else? Do you have any strategic variations in your mind (like Terran Mech vs Bio strats)?
NaDa/Jaedong/Liquid-Fanboy
Turbovolver
Profile Blog Joined January 2009
Australia2384 Posts
October 09 2009 04:14 GMT
#55
Seems a slight problem that all the 'mech' ground units can't attack air, unless I missed something.

I was way impressed by this.
The original Bogus fan.
Savio
Profile Joined April 2008
United States1850 Posts
October 09 2009 05:12 GMT
#56
Dude, TL;DR doesn't even touch this.

But major props for your dedication.

The inherent vice of capitalism is the unequal sharing of the blessings. The inherent blessing of socialism is the equal sharing of misery. – Winston Churchill
DrTJEckleburg
Profile Blog Joined February 2009
United States1080 Posts
October 09 2009 05:17 GMT
#57
On October 09 2009 10:23 onewingedmoogle wrote:
Show nested quote +
Effect: Deals 350 damage to an single enemy air unit, and stuns it for 3 secods.


Are you fucking retarded?


Not exactly constructive.
Im pretty good at whistling with my hands, especially when Im holding a whistle.
Tears.Of.The.Moon
Profile Joined September 2009
Slovenia715 Posts
October 09 2009 09:45 GMT
#58
@nadafanboy42 when creating the UED i had 2 major builds in mind- ground and air, with the UED it's posibble to go with an air only build, since you have enough air units to cover everly role. It's a fleet theme based race, and it also has the fastest air units of all the races, you get your first air attack unit alredy at tier 2. The basic robotics unit are designed to be exstermly massable (Crawler and the Harpy) so you can play by just massing large armies of those early game, or go with the more dedicated stronger manned planes and vehicles. The race has some weakness with some builds at some specific tiers, but those are intentional, i didn't want the ued to overpovered.

Cons:
- the basic units are weak
-the basic defence structer is the weakest of all the 3 races
-late tier ground build is weak against air
-the UED detector is a the only ground detector in the game, and is much more vurnable and open to enemy fire
-there is no cliffjumping unit
-the units reaquire upgrades to achive their full potential
-the replicate macro ability is only avaible at tier 2.5
-there aren't any pure damagedealing spels avaible (like psistorm, seeker misile..)
-it takes time to build a building, since you have to wait first, for it to arive from the space/air

Pros
-the basic units are exstremly massable and can be build very fast at high numbers
- the later game defense building is the strongest defense in the game
-The Gnome the UED ground detector is one of the best support units in the game, it's a detector and also repairs all mechanical units at a very fast rate (like M&, but with a mech build)
- There are 2 very good harass units the Centurion and the Harpy
-There is a lot of potential to upgrade unit and make them costeffective even later game
-The replicate ability is one of the strongest macro abilities
-There is a high number of support spells, great at cripling your enemy forcess and raising the potential of yours
-The UED is very effective against enemy caster, 2 units are specialized at killing energy units or crippling them
-teh faster air units in the game, with an posibility of going with an air only build
-the strongest air build in the game, the UED is designed to rule the sky/space
-lots of choiches with lots of different build ( ground only, ground with air support, air only)
-high mobility, the fastest avaible transport unit and lots of other stuff , that make the UED one of the most mobile and flexible races

@Turbovolver their are alredy 2 ground units capable of attacking air (Nemesis and the Legionare), i decided tha more is not needed, since you have the fastest air units in the game, that are completely capable of air defence. We don't want every build to be op,and with no counters :p

To simplify you have 3 different builds air only, ground only , air and ground mix. The mix of air and ground is the safest and most flexible, since you can adjust to your oponents play and his build the most. The air only and the ground only builds are more effective but also more specialized, the ground build is weak to enemy air builds, where the air build is highly effective against enemy air builds and counters it easily, but is fragile to enemy ground antiair builds, which can easily be countered by your ground build. So it's basicly a question of scouting and what your oponent thinks what build you are going with, if he thinks that you are going with an air build and prepares for one, he will be heavily countered by the ground build, but if he thinks you are going with an ground build, your air build will destroy him. But if that is to risky, you can still play it safe and go with an mix build, which is slower at the begining, but is very hard to counter.
ヽ(´ー`)┌
evanthebouncy!
Profile Blog Joined June 2006
United States12796 Posts
October 09 2009 10:37 GMT
#59
Nobody can comment on the balancing at the moment but if you make the animation adjustible the rest can be tweaked with cost/timing changes
Life is run, it is dance, it is fast, passionate and BAM!, you dance and sing and booze while you can for now is the time and time is mine. Smile and laugh when still can for now is the time and soon you die!
madnessman
Profile Blog Joined May 2009
United States1581 Posts
October 09 2009 10:50 GMT
#60
i didn't read through all the units and effects but it appears that you don't know much about modding in general and your project idea is really big... i'm not sure how good the sc2 campaign editor is but doing this is going to be really tough.
dinmsab
Profile Blog Joined January 2008
Malaysia2246 Posts
October 09 2009 14:40 GMT
#61
On October 09 2009 10:23 onewingedmoogle wrote:
Show nested quote +
Effect: Deals 350 damage to an single enemy air unit, and stuns it for 3 secods.


Are you fucking retarded?


Rename it to storm bolt, that would fix the problem.
..
SaftKalasEmil
Profile Blog Joined January 2008
Sweden213 Posts
October 09 2009 15:04 GMT
#62
oooh wow, mad props to you, and if you pull this of i will play it alot and probably come with some constructive criticism if that is needed

i have two question thou!
IF blizz change their mind about LAN whould it be possible to play UED vs UED or something like that?
and if they dont change their mind about LAN whould it maby be possible to add them to a UMS map as a playable race!?
cuz that whould be realy awsome ^^
think about it 3v3
3 UED races vs one terran one zerg and one protoss ^^ that should be pretty intresting if UED whould turn out to be balanced race vs all three aponents and their styles

GL HF with this project of yours
TeamLiquid CJ Entusman #27 SaftKalasEmil.
nadafanboy42
Profile Joined August 2009
Netherlands209 Posts
October 09 2009 15:16 GMT
#63
On October 09 2009 18:45 PerfectTear wrote:
@nadafanboy42 when creating the UED i had 2 major builds in mind- ground and air, with the UED it's posibble to go with an air only build, since you have enough air units to cover everly role. It's a fleet theme based race, and it also has the fastest air units of all the races, you get your first air attack unit alredy at tier 2. The basic robotics unit are designed to be exstermly massable (Crawler and the Harpy) so you can play by just massing large armies of those early game, or go with the more dedicated stronger manned planes and vehicles. The race has some weakness with some builds at some specific tiers, but those are intentional, i didn't want the ued to overpovered.

Cons:
- the basic units are weak
-the basic defence structer is the weakest of all the 3 races
-late tier ground build is weak against air
-the UED detector is a the only ground detector in the game, and is much more vurnable and open to enemy fire
-there is no cliffjumping unit
-the units reaquire upgrades to achive their full potential
-the replicate macro ability is only avaible at tier 2.5
-there aren't any pure damagedealing spels avaible (like psistorm, seeker misile..)
-it takes time to build a building, since you have to wait first, for it to arive from the space/air

Pros
-the basic units are exstremly massable and can be build very fast at high numbers
- the later game defense building is the strongest defense in the game
-The Gnome the UED ground detector is one of the best support units in the game, it's a detector and also repairs all mechanical units at a very fast rate (like M&, but with a mech build)
- There are 2 very good harass units the Centurion and the Harpy
-There is a lot of potential to upgrade unit and make them costeffective even later game
-The replicate ability is one of the strongest macro abilities
-There is a high number of support spells, great at cripling your enemy forcess and raising the potential of yours
-The UED is very effective against enemy caster, 2 units are specialized at killing energy units or crippling them
-teh faster air units in the game, with an posibility of going with an air only build
-the strongest air build in the game, the UED is designed to rule the sky/space
-lots of choiches with lots of different build ( ground only, ground with air support, air only)
-high mobility, the fastest avaible transport unit and lots of other stuff , that make the UED one of the most mobile and flexible races

Thanks, it sounds really cool. I fore see some problems with this bit though:

On October 09 2009 18:45 PerfectTear wrote:
-the strongest air build in the game, the UED is designed to rule the sky/space


I know it's about PvZ, so not everything applies, but you should read the OP of this thread: http://www.teamliquid.net/blogs/viewblog.php?topic_id=60952
It really explains why taking control of the air can be incredibly overpowered (the concepts of scouting and threat especially are key, more so then any individual strength of the units). Making the UED an air-focused race means that they can take this principle of corsair-play, but apply it to every match-up. How do you intend to balance this out and give other races a good chance to fight of UED air superiority?

Also
On October 09 2009 18:45 PerfectTear wrote:
To simplify you have 3 different builds air only, ground only , air and ground mix. The mix of air and ground is the safest and most flexible, since you can adjust to your oponents play and his build the most. The air only and the ground only builds are more effective but also more specialized, the ground build is weak to enemy air builds, where the air build is highly effective against enemy air builds and counters it easily, but is fragile to enemy ground antiair builds, which can easily be countered by your ground build. So it's basicly a question of scouting and what your oponent thinks what build you are going with, if he thinks that you are going with an air build and prepares for one, he will be heavily countered by the ground build, but if he thinks you are going with an ground build, your air build will destroy him. But if that is to risky, you can still play it safe and go with an mix build, which is slower at the begining, but is very hard to counter.

You really don't want to set up a guessing game of the UED goes "I'll go air, and if he goes anti-ground I win, and if he goes anti-air I lose", basically turning every game into an all-in. Ideally what you want is how it is with Terran bio and mech, or Protos Carriers vs Arbiters. Where both are viable standard builds, and which one you pick is dependant upon the maps and the matchups. You don't want "I'll go air, because hopefully he'll go anti-ground", you want "I'll go air, because it's good on this map (let's say because there's lots of cliffs and islands)."
Ofcourse as you say, you can just make it so a mix build is the safe standard, but then the air/ground builds aren't so much potential builds as just really complex all-ins. Comparable to the Fantasy/Canata valkonic builds I'd guess.

Of course, a lot is still guess work, since we don't even know how the official races are going to work in SC2, but just trying to over you food for thought to think about.
NaDa/Jaedong/Liquid-Fanboy
Slaughter
Profile Blog Joined November 2003
United States20254 Posts
October 09 2009 15:18 GMT
#64
Wow props to you for the work you put in. It does make sense in a way that the UED would be different from the terran as the two populations have been separated for a long time so technologies for both would be different but still somewhat similar.
Never Knows Best.
emikochan
Profile Joined July 2009
United Kingdom232 Posts
October 09 2009 15:58 GMT
#65
Nice ideas indeed, I imagine you'll be having fun with balancing this for a few years. Obligatory waiting for beta, hope you get a key so you can work on it

Either way you'll be doing a lot of modelling.
Probes need love too.
BluzMan
Profile Blog Joined April 2006
Russian Federation4235 Posts
October 09 2009 16:05 GMT
#66
Oookay, this will be long.

There can be two valid reasons why you posted this here. One of them is that you just want to showcase how good you are in which case I would just remain silent. However, I will assume that you want to find help and assemble a team which is a perfectly valid reason to post this, although you should've stressed this out more. Comments on balance are not a valid reason at all, so I will neglect that totally since SC2 balance doesn't even exist yet. Overall, since you want to interest people in your race, please accept some criticism from a guy who has some experience in paid game design.

Presentation.

The first most obvious thing to criticize is a non-immersible design doc. There's way way more stuff in your post that is needed to get a glimpse on your faction and it lacks several crucial moments at the same time. I had trouble trying to understand what your race is really like and what identity it has. Backstory and fiction is always nice, but a race is about it's gameplay and no fanfic will make it's gameplay better. I still don't know the fiction behind hydralisks, behind how mutalisks fly in vacuum etc, although I find those units simply amazing in the original SC. For five years I've been totally sure they fire acid (although now we all know it's needle spines) and it never made me like them less than I like them now. See the point? Put fiction in spoiler tags if it's more than two lines. Like I put some justification here:

+ Show Spoiler +
In games that focus around multiplayer, fiction is usually made to further the emotional attachment to specific features and satiate a very specialized group of players that value world immersion more than gameplay addictiveness. It add the game additional longevity and strengthens communities, but it's value in game selling/distribution is almost zero. People always(!) first get to love the rocket launcher and only then learn it's a new development of the Liandri corporation etc. Game design doc should generally contain only that fiction which is crucial for visual design (like saying "battle-hardened" will make the texture artist add scars to the texture) and better understanding of the unit's function in-game. Fiction like "new marine power armor modifications were successfully tested in quelling the Vega uprising, and ever since terran commanders started to recognize it's combat importancy and issued a massive switch to them" floods the design doc with unnecessary info and makes it harder to read no matter how good it is.


Here and there in your presentation I find some completely unnecessary information (buildtime and armor value of Cryolab means nothing at this stage, it's cool you have it in your head but since it adds nothing to the whole picture keep it in a separate doc for implementation guys as starter stats) whereas finding crucial info is hard (your racial identity revolves around the feature you call Rapid Deployment, it's very important, but it's description mostly says it's some mechanism to place troops anywhere on the map that is connected to the StarBase, so I have to search for StarBase to understand what your racial identity mechanism looks like only to find nothing there, see more on that later).

Another thing is unnecessary formatting. Reading something like:
Transport
Passive: No
Auto Cast: No
Targets: friendly
Range: 1 Hex
Cost: N/A
Cappacity: 8 (12) slots
Cooldown: N/A
Effect: Allows the Artemis to transport friendly units inside it's cargo space.

is extremely painful. Everyone knows what a transport is. Unless it is a very special transport ability that requires explicit description, just say "transport". This is not a single case, over and over again you waste space by stating the obvious and providing irrelevant info like "Splash: No; Minimum Range: N/A" making navigating through your document a hell. Instead of listing all attacks that have no splash and no minimum range, list those that have. I really really advise against writing human databases with fields like: "Gender: Female; Has a penis: No". "Female" is enough unless you're facing a special case. What you're doing is essentially the same.

Faction.

Now as we've finished with general presentation, we'll move to more concrete stuff. Your main weak spot is unfortunately the faction choice. "Unfortunately" because you'll not going to change that. Why is it a weak spot? Well, because it's a faction of the terran race and you're trying to make it a standalone one. Instead of bringing the players new features and astonishing new design, from the very beginning you're going to fight an uphill battle trying to prove that your faction is different enough from the actual Terran race. Seriously, you'll have to make a great deal of design effort just to make this:
[image loading]

different from this:
[image loading]

Essentially, all that effort is a wasted one, just because you could've figured a different faction right at the beginning. Not that I don't like your design, but you've just created a sizeable amount of work to do from literally nothing. SC is so great because it's races are radically different, and people will generally expect you to stay true to this trend.

+ Show Spoiler +
You might have wondered that this is a single case issue and you will just have to remake/remove that tank and everything will be fine. There was recently a forum topic where people discussed the artwork of the guy named Mr. Jack. While his artwork is simply gorgeous they made unjustified comparison to that of Blizzard's Samwise. Samwise's art lacks detail but he is a game developer and he always thinks about implementation. Even though Mr. Jack's art is a fantastic thing to look at, it's a nightmare for a 3D modeler because it has so much detail that will eventually be lost on a relatively low-poly RTS model. Now your art is not bad at all, in fact, your infantry looks simply great but rethink it with realistic amount of 3D model detail and ask yourself again: "Will it be easily distinguishable from other terran infantry?". Shape is not a factor, all humans look the same, so you will only have color to work with. Adding units personality just by texturing is a hard job, will you be able to do it?


Racial identity.

Your second most weak spot is racial identity. Visual design aside, what makes your race unique? Each race in SC has a number of keywords that describe it's gameplay behavior, like Zerg has "mobility, numbers, map control, special terrain", Protoss has "hardiness, powerful spells, high-tech, expensive", Terran has "slow, long range/high DPS, fragile, powerful on defense". And immediately after that you bring out mechanics that augment each race's identity like terran's siege mode and bunkers augment it's defensive mindset while being able to spawn 2 lings from a single larva augments zerg's numbers. Now in SC2 racial identity is changed (I stand for the fact that Terrans lost it, they are much much less exciting now because they lack a consistent gameplay style, but that's a different case) so it's even harder but you still have to do it right now before you start to implement stuff and understand that your race is a mess of different units and abilites that don't aim at any coherent playstyle.

In other words, ask yourself why it will be difficult to switch to your race from any other? In SC, it's very difficult, I'm, for instance, a natural-born protoss with a little zergishness as well, I can't play terran even though it is a strong race, it's playstyle is way too unfitting for me. Now you should wonder why switching is so hard and try to design your race in a way that it has an unique playstyle impossible to mimick by any other race. What makes your race special? I've found several mentions of that in the preface, I'll try to delve into each:

1) Force-multipliers.

Inadequately described at introduction. I have literally no idea what that means until I read the paragraph about harvester replication which is already in mechanics. No analysis on how it might affect gameplay and I know why. Even the most shallow one shows that it may lead to gross macro imbalances (I have 20 workers and in 15 seconds I have 40) and is a very shaky mechanic to start with. Very unpredictable, so it is an augmentation mechanic you must have the freedom to throw out if it doesn't work, you can't base your race on top of that.

2) High specialisation on aerial support.

Well, that makes a much better basis for a race, unfortunately, it's not really described anywhere in the preface. Looking at the units, well, you have an armed transport as a feature, but that alone doesn't really make it an "air race" much like a healing transport doesn't make such of a terran. 10 different air units won't make it an air race either, much like 3 different kinds of a battlecruiser don't make such out of a terran. Even then, you don't mention it in the preface and overall you lack a view of how your multitude of air units will work together. Instead, you leave the reader to try to guess your units' roles by looking at their stats and hopefully trying to find to find a glimpse of your view on how they should function in their description. Description like that:
+ Show Spoiler +
The A-6 'Tempest' automated air-to-surface attack craft is the Directorate's answer to breaking armor lines which even Sentinel Tanks have difficulty dealing with. Its high-energy weaponry is more precise than Juggernaut artillery, and the mobility of the firing platform make it an effective solution when calling in an orbital strike would be impractical. Now entering its fifth year of Directorate service, the Tempest has endeared itself to many veteran commanders, who deem them an invaluable asset.

Rumors of a replacement model in development, ostensibly the A-7, periodically surface, suggesting that the Directorate wishes to iron out a few perceived design shortcomings in the future. However, the widespread popularity and success of the current model would appear to indicate that the craft will remain in use for a long time to come.

guess what, tells nothing about it's gameplay role. In essence, it could be reduced to one sentence: "Ground to air, flies" with all the crucial info preserved.

Thankfully, at least in stats you can see that it's an anti-armored splash unit with moderately high range. Banshee without cloak?

Overall, trying to figure what "focus on air" just from unit stats is not a good start for unit design. At the very least, provide a short list of units where each unit is given a gameplay role, without any stats. It's much easier to work that way.

3) Mix of highly specialized expensive organic units and weak robotics.

That's the most consistent racial traits of the three. At least you follow it with ground units, however, with air units, this design pattern is not being followed. All of them are high-life, mich more that even the basic air units of zerg and terran in the original SC except for the Jupiter which is a caster. Tier availability, an important statistic, is missing, you have to figure it out by looking back at the buildings list, another oink for your presentation. While this arguably consistent (isn't protoss a race that embodies highly specialized expensive units?) trait might serve as a basis for racial design, you don't follow enough.

Race-specific mechanics.

Now those should be a natural expansion on the racial identity, but since the latter is vague, they are a mix of somewhat random ideas. But that is not that much of a threat if they are interesting.

1) Rapid deployment.

Description is flooded by unnecessary info like "feared by even the Zerg" which opaques the true purpose and essence of the mechanic. To be honest, I still didn't understand what this mechanic really is. The only relevant info you state about it is "They are able to send trops anywhere on the battlefield with the help of the Auxiliary Mainframe and the Star Base". Any race is able to send troops anywhere on the battlefield, just set the rally point and you're done. Is it like Nydus Worm? Is it like Warp Gate? Is it like Drop Pods? Is it something different?

2) Defenses.

Zerg has two defense buildings. Terran has two defense buildings too (even three(!) in SC2 with detection moved to another building). Heck, even Protoss has two defense buildings with the shield battery. Unclear what is so special until you read unit stats to figure that one is low-range and the other is siege range, meaning that it may be used offensively and fucks up regular artillery. That is a special feature, but it's mentioned nowhere in the introduction. Meanwhile, is "defense" your racial keyword? No. Add it or add "focus on offensive buildings", the latter is a cool feature we would all love.

3) Replication.

Already discussed above. Very shaky, needs alot of testing, therefore, cannot be set as a basis.

4) Building mechanism.

Somewhat lacking as well. Tosses can build entire settlements with one worker as a result of their mechanic, zergs cannot build too much without heavy planning because they permanently sacrifice drones, terrans are very vulnerable while building. This mechanic looks more like a mix of terran and toss that creates an additional APM sink in the form of sending the worker forth and back to mining more than once and capitalizes on the strengths of neither. Unclear what happens once you order the building - does the spot become unwalkable? Is it attackable? If walkable, what happens when someone occupies it?

Other than that, there are several minor mistakes. For instance, the Crawler's visual design is entirely unfitting it's battle role - it's a very very cheap early game unit that has the potency to be massed. Massed units must be very small and it isn't, it will flood the screen and cause pathing difficulties. However, the artwork is in general very good and I like it.

Verdict.

Developing a fully-functional standalone race with multiplayer capability is a very hard task that takes hundreds if not thousands of man-hours. Your design lacks consistency, the race lacks identity and with all the design constraints put by distinction from the existing Terran race I seriously doubt this project would ever finish. My best guess is that the project will be canceled halfway when first results will not be good enough to continue motivating the participants. Therefore, I strongly advise to switch from a full-scale race to a campaign-only subfaction of the Terran race with new units and abilities that are within the Terran mindset with a small twist. That kind of project would have a much higher chance to fire. Your concept art and parts of the design may stay, so refactoring won't take that much time.

And you really need to rework your presentation method. The documentary must speak for itself and focus on that which is most important. Right now, it's hindering understanding more than it's helping it.

Please don't think that I'm just in a bad mood and need to bash someone. No. It's just that more than a half of mod projects fade halfway because of motivation lack and I really see this one going the same road. It's decent, but decency is not the only thing that needs people to continue working. DotA and other succesfull fan-side projects fired because they were playable with a minimum amount of effort and all had a simple base design with all complication being in subtleties. I currently don't see such a strong basis behind your concept. But keep on working, most people don't do anything at all and we all really appreciate anyone who has the desire to go on. Hope this kind of criticizm doesn't disencourage you.
You want 20 good men, but you need a bad pussy.
BluzMan
Profile Blog Joined April 2006
Russian Federation4235 Posts
October 09 2009 16:16 GMT
#67
On October 09 2009 18:45 PerfectTear wrote:
@nadafanboy42 when creating the UED i had 2 major builds in mind- ground and air, with the UED it's posibble to go with an air only build, since you have enough air units to cover everly role. It's a fleet theme based race, and it also has the fastest air units of all the races, you get your first air attack unit alredy at tier 2. The basic robotics unit are designed to be exstermly massable (Crawler and the Harpy) so you can play by just massing large armies of those early game, or go with the more dedicated stronger manned planes and vehicles. The race has some weakness with some builds at some specific tiers, but those are intentional, i didn't want the ued to overpovered.

Cons:
- the basic units are weak
-the basic defence structer is the weakest of all the 3 races
-late tier ground build is weak against air
-the UED detector is a the only ground detector in the game, and is much more vurnable and open to enemy fire
-there is no cliffjumping unit
-the units reaquire upgrades to achive their full potential
-the replicate macro ability is only avaible at tier 2.5
-there aren't any pure damagedealing spels avaible (like psistorm, seeker misile..)
-it takes time to build a building, since you have to wait first, for it to arive from the space/air

Pros
-the basic units are exstremly massable and can be build very fast at high numbers
- the later game defense building is the strongest defense in the game
-The Gnome the UED ground detector is one of the best support units in the game, it's a detector and also repairs all mechanical units at a very fast rate (like M&, but with a mech build)
- There are 2 very good harass units the Centurion and the Harpy
-There is a lot of potential to upgrade unit and make them costeffective even later game
-The replicate ability is one of the strongest macro abilities
-There is a high number of support spells, great at cripling your enemy forcess and raising the potential of yours
-The UED is very effective against enemy caster, 2 units are specialized at killing energy units or crippling them
-teh faster air units in the game, with an posibility of going with an air only build
-the strongest air build in the game, the UED is designed to rule the sky/space
-lots of choiches with lots of different build ( ground only, ground with air support, air only)
-high mobility, the fastest avaible transport unit and lots of other stuff , that make the UED one of the most mobile and flexible races

@Turbovolver their are alredy 2 ground units capable of attacking air (Nemesis and the Legionare), i decided tha more is not needed, since you have the fastest air units in the game, that are completely capable of air defence. We don't want every build to be op,and with no counters :p

To simplify you have 3 different builds air only, ground only , air and ground mix. The mix of air and ground is the safest and most flexible, since you can adjust to your oponents play and his build the most. The air only and the ground only builds are more effective but also more specialized, the ground build is weak to enemy air builds, where the air build is highly effective against enemy air builds and counters it easily, but is fragile to enemy ground antiair builds, which can easily be countered by your ground build. So it's basicly a question of scouting and what your oponent thinks what build you are going with, if he thinks that you are going with an air build and prepares for one, he will be heavily countered by the ground build, but if he thinks you are going with an ground build, your air build will destroy him. But if that is to risky, you can still play it safe and go with an mix build, which is slower at the begining, but is very hard to counter.


Didn't actually see that post while I was writing, this is a step forward in making comprehensive documentation. Good job.
You want 20 good men, but you need a bad pussy.
Tears.Of.The.Moon
Profile Joined September 2009
Slovenia715 Posts
October 09 2009 17:21 GMT
#68
@BluzMan wow that is a long comment. And yes the OP post is not very good, but that's becasue it was originaly not meant for other people. I did it with some friend so we could always see what we alredy have, and it has a lot of lore since that is what we all like :D, and the lore is the most important thing in this little fun projetc we were doing.
And i posted it here basicly to ask people "What do you think? :p" But i posted it as "what do you think about balance", since i thought that i would get more responses this way (good and bad ones), since this site is full of skilled gamers tha know a thing or two about balance.
To put it simple, i just posted everything i had in this thread, to see peoples impresions about it, and what do they think about it, so i could decide based on their impresions, if it is worth to porsue this project till the end. It is best to see at this point if people would like to play this, or if they like the idea ,before we dedicate ourself (and lots of time) to this project.
I don't want to put months of work into this, and later find out that nobody likes the UED.

So i will decide based on the peoples impresions stated here, (they were some good ones but also some bad ones) if i will continue with the work on this project , or just scrap everything and forget about it.

ヽ(´ー`)┌
Unentschieden
Profile Joined August 2007
Germany1471 Posts
October 09 2009 19:57 GMT
#69
Could you make a gameplay demonstration in WC3? All of the proposed mechanics are modellable with the WC3 World editor. You don´t need the models, just use substitutes, use Trees as Mineral substitute and Gold for Gas, frost nova without damage for cry-mine etc...
Balance isn´t a issue it´s more about "feel". It is also good practice, we can expect the SC2 editor to be a evolution of WC3s.
People will be much more willing to contribute if you can provide at least a bit more than "mere" concept , as mentioned before, thats where the majority of projects fail.

afg-warrior
Profile Joined June 2007
Afghanistan328 Posts
Last Edited: 2009-10-09 21:01:49
October 09 2009 20:53 GMT
#70
you have some very cool stuff but I think it conflicts with how the UED is portrayed.

The UED's population pool is massive. if anything they would resemble the empirium from Dawn of War more than this AI/robot concentrated force thats created here according to its lore. I don't think they would need to have AI drones as their main infantry when they have such a massive population reserve available to them. For that reason, there should be some kind of light armoured soldier available at Tier-1 that should not conflict with the terran's marine. Make it so that it is not as hardy (not as much HP or damage 5 compared to 6) or versatile as the marine (no stimpacks, combat shield or bunkers) but can compliment the UED army just as well by being able to be deployed out of drop pods, go inside armoured personnel carrier type units and shoot out of gun ports inside some kind of heavily armored drop ship that has gun ports and these soldiers should also have some kind of stun grenade type ability. also some upgrades/units that were introduced into broodwar because of the UED should be present in the UED arsenal. like the hellfire missiles of the goliath, the valkyrie and the medic (perhaps the medic, should now be a drone?)

I think The UED's ground forces should be the kind that is ultimately designed to support its much more sophisticated and deadly airforce and navy.

also, since blizzard likes ideas inspired by other great films, like the zealots resembling predators, colossus being tripods from war of the worlds, the zerg being starship troopers / alien aliens and the terrans resembling the humans from aliens/starship troopers, I think the UED should have a unit that is a arnold like terminator. lol. what function or role it serves im not so sure of

On October 09 2009 09:18 PerfectTear wrote:
@Response well the thing is, that the UED has almost no information about the aliens, the zerg and the protoss they encountered in BW was their first contact with an alien organizem. They don't know that there exists an alien threat. The exspiditionary fleet they sent to koprulu in BW was sent to check the sector out, and to confirm teh strange romours coming from there. When they discovered the Zerg and the Protoss they changed their objectives, they heavily mobilized the local population, which eventualy made most of their army.The rest you know Just to send a simple signal from Koprulu to Earth would take many years to arive, they are really far away. And since we know that no information was ever received by Earth about the destruction of the Expiditionary fleet by Kerrigan, this means that Earth is most likely not avare of any posiblle threats or what is happening in koprulu. Well they might start to wonder in a few years what hapened to the fleet, and send a second fleet to investigate what happened to the first


actually earth is fully aware of what happened to the UED fleet. at the end of broodwar zerg campaign, dugalle says "by now the news of our defeat has reached the earth" afterwords he shoots himself
"Yeah fuck multiplayer I'm only in this for the xel'naga" snowdrift86
Tears.Of.The.Moon
Profile Joined September 2009
Slovenia715 Posts
October 09 2009 21:56 GMT
#71
Well if you check the wiki, it says that no report by the UED ever reached Earth to report what had transpired in the Koprulu Sector. So i dunno.

As for the AI vs human soldiers, i know they have more than enough population reserve avaible, but they've got Atlas and the technology to make robots and AI, which we know they do, and the terrans don't have such technology. So if you have unlimited resourcess and the technology for it, why wouldn't you want to make bots. It's probaly cheaper to make an simple bot than to equip and to train a soldier and to later on maintain him. Just my thoughts
ヽ(´ー`)┌
BluzMan
Profile Blog Joined April 2006
Russian Federation4235 Posts
October 09 2009 22:05 GMT
#72
It's probaly cheaper to make an simple bot than to equip and to train a soldier and to later on maintain him.

People is the cheapest thing on Earth nowadays, why should it change in the future where it's even more overpopulated?
You want 20 good men, but you need a bad pussy.
Tears.Of.The.Moon
Profile Joined September 2009
Slovenia715 Posts
October 09 2009 22:34 GMT
#73
Well i will put it this way, what do you think is cheaper and faster to build(and to maintain), an spider mine sized bot, or an marine combat suit like in the cinematic?
And as for one more argument, commanders usualy don't want to lose their soldiers in battle , atleast profesional armies don't,(the terran are a different story) you even can see that today everywhere. They are constantly developing UAV planes, and sending them on misions that are demned to dangerous for a fighter plane, and not to mention yo can get multiple UAV for the price of one fighter. You can alredy see that robots are the future in the army today (there are alredy designing thens of different robots designed to take over some of the more dangerous roles;air and ground). So why wouldn't they want to use them in the future, where it would be even easier ro make them. Hell we know that the UED has the Atlas supercomputer AI, so they should have no problems at all to make super advanced robots.
ヽ(´ー`)┌
Kimera757
Profile Joined August 2007
Canada129 Posts
October 09 2009 22:38 GMT
#74
Perfect Tear, maybe you should focus on the other criticisms first... BluzMan wrote a huge good post for you to read.
http://starcraft.wikia.com/wiki/StarCraft_Wiki ; a complete and referenced database on the StarCraft game series, StarCraft II, Lore, Characters and Gameplay.
Jonoman92
Profile Blog Joined September 2006
United States9103 Posts
Last Edited: 2009-10-09 22:48:44
October 09 2009 22:43 GMT
#75
I think adding a 4th race to sc2 would be awesome, whether it's UED or some toss/zerg hybrid.

I like to think blizzard has a 4th race but it's being kept top secret and will only be revealed upon the game's actual release. Wouldn't that be sooo sick when you buy the game and there is a 4th playable race with all new units and buildings that no one has seen before? Unfortunately... that's just my hopeful imagination.

To OP, you've shown an incredible amount of work so far. Good luck completing this.
MamiyaOtaru
Profile Blog Joined September 2008
United States1687 Posts
October 10 2009 01:38 GMT
#76
On October 10 2009 00:16 nadafanboy42 wrote:
taking control of the air can be incredibly overpowered (the concepts of scouting and threat especially are key, more so then any individual strength of the units). Making the UED an air-focused race means that they can take this principle of corsair-play, but apply it to every match-up.

This is very true, and the main reason I got sick of trying to balance Open Rebellion. The Rebels had superior air, and the imperials were always reacting, hunkering down, needing to defend every side of every base against possible massive air attack. Bringing the two sides' air into more of a balance just made it the same for both sides: with air dominant, expanding was super hard, positioning and chokes were irrelevant with most of the armed forces just flying over everything, it was like muta vs muta all the time. Balancing a force that is either air centric, or stronger in the air than the other races (or both) will likely be rather difficult
synapse
Profile Blog Joined January 2009
China13814 Posts
October 10 2009 02:19 GMT
#77
hoooooooooooooooooolycrap
o____o

i read like half of it and gave up. how long did this take u?
:)
TanGeng
Profile Blog Joined January 2009
Sanya12364 Posts
October 10 2009 06:44 GMT
#78
I have some suggestions now that I've thought it over a bit. Here are the parts that I noticed.

Crazy ideas:
Harvester Replication: A true exponential economic explosion regardless of base count - although base count will eventually provide economic reason for why drones shouldn't replicate anymore.

Jupiter Static Feedback: Is this suppose to disable enemies from using energy based weapons. It's from an aerial unit too.

Good Ideas
Floating Starbase and Starfortress. A mobile unit operating production centers with self-defense is a great idea.

SpyCam: A passive surveillance unit is a good military idea. I'd prefer a single-deploy mechanism where the SpyCam cannot change position once it's deployed. I'd also recommend removing its limited battery feature and make it cost minerals instead of energy. Several other mechanisms would apply.

Boring Ideas
CallDown production and construction: The UED fleet isn't going to carry a vast abundance of pre-constructed ground warfare production buildings. It's a terrible logistical nightmare. Self-Replication should be true self-replication completely independent - mineral in drone out. Construction of buildings should also work similarly. Fleet provides only its highly trained specialists. Instead, there should be an interesting mechanism for getting those specialists from fleet onto the field of action.

Sentinel Tank: If a tank can provide superior protection to justify its existence, then there should be ground based armored personnel carriers to protect and speed deployment of UED specialists. My thought is to lose the tank. It makes UED similar to the Korpulu terrans. It's hover attribute is also plain unrealistic.

Active Camouflage: Not a terrible idea but boring. It's already been done by Dark Templar.

Orbital Strike: Channeling!? Ugh. Just ditch the ability if it's so powerful and it's 600 damage over 10 ticks. I suppose there will be some kind of long delay sequence that will render it useless as well.

Overall, the valuable infantry specialists of the UED are too cheap compared to the other units and they aren't that great. Also the static deployment of aerial units is Starcraft is a theme that you might want to subvert. Air units that float around all the time is only realistic on the space platforms and then you are dealing with low-grav situations. Maybe an air power that is forced to dock or coordinate closely with a starfortress would be intriguing (it limits its mobility, deployment, and forces the starfortress into the battle). Repairing air units should also have their own mechanism. I laugh at the terran SCV repairing an air unit.
Moderator我们是个踏实的赞助商模式俱乐部
nadafanboy42
Profile Joined August 2009
Netherlands209 Posts
October 10 2009 08:14 GMT
#79
On October 10 2009 15:44 TanGeng wrote:
Also the static deployment of aerial units is Starcraft is a theme that you might want to subvert. Air units that float around all the time is only realistic on the space platforms and then you are dealing with low-grav situations. Maybe an air power that is forced to dock or coordinate closely with a starfortress would be intriguing (it limits its mobility, deployment, and forces the starfortress into the battle). Repairing air units should also have their own mechanism. I laugh at the terran SCV repairing an air unit.

I think this is a great idea that potentially balances the problems of an air dominated faction. Force the UED airships to refuel at the starfortresses, so they have limited range. Then once they reach tier 3 and upgrade to the flying starfortresses, that opens up the ability of the UED to deploy their air force everywhere across the map. This would also instantly create an interesting balance mechanic. Producing ground units early would give the UED the advantage of being able to attack, do early rushes, pressure, etc. While on the other side, producing air units will force the UED in a more defensive position for the early-mid game, but sets them up much stronger with a massive fleet to push out once the tier 3 flying fortresses are upgraded.
This would also create a divergence of styles, where you could have fantasy-style UED players who make lots of ground units to harass and constantly pressure the oponents. Or on the other side Flash-like turtlers that produce a lot of air units and spend much of the game defending, only to come out with a giant starfortress push in the late game to just run over the opponent. Also it's not a hard switch, and players could chose freely what mixture of ground vs air they want, balancing early-mid game harass and pressure against late-game push strength. I really suggest this is the way to go if you want to keep the air-dominant faction but balance it out with the other races.
NaDa/Jaedong/Liquid-Fanboy
afg-warrior
Profile Joined June 2007
Afghanistan328 Posts
October 12 2009 23:46 GMT
#80
On October 10 2009 06:56 PerfectTear wrote:
Well if you check the wiki, it says that no report by the UED ever reached Earth to report what had transpired in the Koprulu Sector. So i dunno.


wiki vs actual game? the wiki is wrong.

On October 10 2009 06:56 PerfectTear wrote:As for the AI vs human soldiers, i know they have more than enough population reserve avaible, but they've got Atlas and the technology to make robots and AI, which we know they do, and the terrans don't have such technology. So if you have unlimited resourcess and the technology for it, why wouldn't you want to make bots. It's probaly cheaper to make an simple bot than to equip and to train a soldier and to later on maintain him. Just my thoughts



the protoss who are more advanced and machine driven species and do not have manpower still have robots in specialized roles (like the reaver, observer, shuttle, colossus, probe). their main line infantry are still protoss. as the UED has so many reserves available to them, they probably don't have such an incentive. They would most likely field sooo many cheap infantry. The race here sounds like their actual members are irreplaceable and they have to rely on robots because there is not enough manpower available to them. That simply doesn't reflect the reality of the situation. I'm not saying that AI and robots would not be used at all just that making the standard infantry asset of the UED a robot a little wierd.
"Yeah fuck multiplayer I'm only in this for the xel'naga" snowdrift86
CoL_Fuehrer
Profile Joined August 2009
Russian Federation124 Posts
October 13 2009 00:00 GMT
#81
Becautiful just Becautiful atleast if its not becoming a main race it should become a UMS/Campaign Race that you are able to use maybe a whole diffenet lore/characters ?
The possibilities are endless
LZGamer "I can get better at starcraft anytime but as for Idra he cannot change his face"
Kimera757
Profile Joined August 2007
Canada129 Posts
October 13 2009 02:14 GMT
#82
On October 13 2009 08:46 afg-warrior wrote:
Show nested quote +
On October 10 2009 06:56 PerfectTear wrote:
Well if you check the wiki, it says that no report by the UED ever reached Earth to report what had transpired in the Koprulu Sector. So i dunno.


wiki vs actual game? the wiki is wrong.


You could try looking at the actual source, which is linked to wiki pages. It's from a Blizzard employee, who is allowed to comment on what is happening after Brood War.
http://starcraft.wikia.com/wiki/StarCraft_Wiki ; a complete and referenced database on the StarCraft game series, StarCraft II, Lore, Characters and Gameplay.
afg-warrior
Profile Joined June 2007
Afghanistan328 Posts
October 13 2009 02:46 GMT
#83
On October 13 2009 11:14 Kimera757 wrote:
Show nested quote +
On October 13 2009 08:46 afg-warrior wrote:
On October 10 2009 06:56 PerfectTear wrote:
Well if you check the wiki, it says that no report by the UED ever reached Earth to report what had transpired in the Koprulu Sector. So i dunno.


wiki vs actual game? the wiki is wrong.


You could try looking at the actual source, which is linked to wiki pages. It's from a Blizzard employee, who is allowed to comment on what is happening after Brood War.


from what i understand you are refering to
Shortly thereafter the remnants of the UED Expeditionary Fleet were overtaken and destroyed by the zerg as they attempted to return to Earth. No vessels ever made it back to Earth to report what had transpired.
link

but thats different than the UED not recieving news of the fleets defeat. Dugalle makes it clear. "Dearest Helena, - By now the news of our defeat has reached the Earth. - The creatures we were sent here to tame are un-tamable. - and the colonies we were sent to reclaim have proven to be stronger than we anticipated."

unless this is some kind of retcon?
"Yeah fuck multiplayer I'm only in this for the xel'naga" snowdrift86
TanGeng
Profile Blog Joined January 2009
Sanya12364 Posts
October 13 2009 03:38 GMT
#84
That's a letter by DuGalle which is guessing that the letter reaches its intended destination. Unless the letter arrives at said destination Helena and rest of UED has no way of knowing what happened. It's just a man bidding farewell.
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MamiyaOtaru
Profile Blog Joined September 2008
United States1687 Posts
October 13 2009 04:06 GMT
#85
Why would a vessel need to make it back for news to reach Earth? None ever made it back to report in person, but we are to assume they didn't send any transmissions? If that's the story that's the story (it's Blizzard's after all) but I'd be a little surprised
Arco
Profile Joined September 2009
United States2090 Posts
October 13 2009 09:37 GMT
#86
On October 04 2009 04:47 Thratur wrote:
It's funny how Dugalle commited suicide for nothing.


Except for that blanket of Scourge that you get a glimpse of as the cinematic fades out.

Also, UED needs Valks and Medics! They were put in Brood War because the UED brought them!
Kimera757
Profile Joined August 2007
Canada129 Posts
October 13 2009 12:16 GMT
#87


from what i understand you are refering to
Show nested quote +
Shortly thereafter the remnants of the UED Expeditionary Fleet were overtaken and destroyed by the zerg as they attempted to return to Earth. No vessels ever made it back to Earth to report what had transpired.
link


No, read the sentence underneath.

http://starcraft.wikia.com/wiki/UED_Expeditionary_Fleet#cite_note-SCL08PostFAQ-21 which links to http://sclegacy.com/feature/33-bc-08/335-post-blizzcon-starcraft-ii-faq

If the UED return, will they be completely different from the Terran? Is there a possibility that they will come back as a completely new and unique race (playable or not)?

According to Metzen, the Earth hasn't heard from their expeditionary fleet in four years, and assuming the fleet has fallen, has temporarily lost interest in the Koprulu Sector. Whether they are readying themselves to send another fleet or not, there is no evidence to support either. However, it is confirmed that the UED will not be sending another fleet during the events of Wings of Liberty. As for the second and third parts of StarCraft II, there is a possibility, however, it is doubtful, as the main focus of StarCraft II is the mysterious threat that approaches.
http://starcraft.wikia.com/wiki/StarCraft_Wiki ; a complete and referenced database on the StarCraft game series, StarCraft II, Lore, Characters and Gameplay.
cgrinker
Profile Blog Joined December 2007
United States3824 Posts
October 13 2009 16:14 GMT
#88
On October 04 2009 04:47 Thratur wrote:
Did you know that Stukov is still alive?

In the Nintendo 64 version of Starcraft, there was a bonus mission called Resurrection IV, where you play Raynor and Thaldarin (an imbalanced Dragoon) and you have to disinfect an infested Stukov. Metzen said at some time that these missions were canonicals.

It's funny how Dugalle commited suicide for nothing.

Source : http://sclegacy.com/interviews/10-blizzard/281-scl-metzen-interview-lore-exclusive


Fuck I could never get that level!
cgrinker
Profile Blog Joined December 2007
United States3824 Posts
October 13 2009 16:14 GMT
#89
At the OP this is amazing, congrats on your outline.
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