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Imagine you're a zealot in the service of Reach. You have big psionic blades and bigger testicles. You shred all things Zerg and Terran with those big manly blades, and enjoy doing it. You see becoming a goon as an honorable posthumous duty, but why would you be in a hurry to do it?
I think it might make implementation more interesting to introduce a third resource for the SC2 protoss to account for this reality: corpses. You must lose one plain Zealot, HT, or flier analogous to scout in order to build an immortal, or a dark templar/flier analogous to corsair in order to make a stalker. To compensate for the steep requirements, have the reanimated units spawn from a separate building, a recovery center of some kind, so as to not interfere with the production of the living from the gateways, and reduce the costs of making these units somewhat.
Also, there should be some constraints to corpse 'production': if a unit goes more than 25/33%/whatever of its health below zero on the deathblow, there should be no corpse.
This could lead to different expectations and open up new gambits. Keep the opponent from scouting, kill your own zealots in the privacy of your base, and push out with a group of immortals backed by a couple of colossi, or a proxy reanimation facility. In the single player campaign, you could recapture tombs and put those deaders to use instead of bleeding your own army.
edited to correct spelling
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Korea (South)17174 Posts
It's a cute idea but it actually doesn't add any more depth to the game, just makes playing toss more annoying IMO.
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Well all units are warped in from Aiur or whereever the Protoss are built up in now so there's no need to have corpses required in the present place because all units are warped from other places anyway. The main thing to consider with ideas like this is balance.
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On June 09 2007 10:27 Rekrul wrote: It's a cute idea but it actually doesn't add any more depth to the game, just makes playing toss more annoying IMO.
But it still makes us more manly :O
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On June 09 2007 10:27 Rekrul wrote: It's a cute idea but it actually doesn't add any more depth to the game, just makes playing toss more annoying IMO.
i agree.
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besides, corpses aren't the protoss's style. I don't believe their culture would allow reanimation.
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On June 09 2007 10:52 Axsynthe wrote: besides, corpses aren't the protoss's style. I don't believe their culture would allow reanimation. That's how it's done right now for SC, at least the way blizzard explains it. Dragoons are dead zealots (and possibly high templars/dark templars, not sure about this). They just take the dead zealot bodies and bring them to life in a dragoon casing. If you click on a dragoon, his unit icon is immersed in liquid. I suppose that's what's keeping it alive. Unless by reanimation, you're talking about something else.
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United States20661 Posts
They're grievously wounded, I think. 'Cause when they die, they do that blue flashy thing, and there isn't exactly a corpse =/
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yeah they arent dead, just out of commision so they once again serve the protoss as a dragoon..
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This is really the road to War3 in space.
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Russian Federation4235 Posts
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Battle.net does indeed say crippled or grievously wounded. My error.
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That's a nice retarded idea you got there.
Like someone already said, Protoss warp in from Aiur anyways. I'm sure all the souls lost in SC1 will be more than enough to fuel whatever the fuck you're talking about in Sc2.
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Calgary25938 Posts
On June 09 2007 12:54 MiniRoman wrote: That's a nice retarded idea you got there.
Ahah this is a really good way of explaining his idea. It's nice but it really makes no sense at all. You've clearly put no thought into it.
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Might make an interesting custom map, but it'd be really annoying in melee.
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Yeah.. what if they go WC3 on us and all those lost zealot souls go ancient wisp and attack kerrigan in the final mission? hahaha.
You can actually see the souls fly up each time a zealot dies in the SC2 demo.
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On June 09 2007 10:23 defenestrate wrote: Imagine you're a zealot in the service of Reach. You have big psionic blades and bigger testicles. You shred all things Zerg and Terran with those big manly blades, and enjoy doing it. You see becoming a goon as an honorable posthumous duty, but why would you be in a hurry to do it?
I think it might make implementation more interesting to introduce a third resource for the SC2 protoss to account for this reality: corpses. You must lose one plain Zealot, HT, or flier analogous to scout in order to build an immortal, or a dark templar/flier analogous to corsair in order to make a stalker. To compensate for the steep requirements, have the reanimated units spawn from a separate building, a recovery center of some kind, so as to not interfere with the production of the living from the gateways, and reduce the costs of making these units somewhat.
Also, there should be some constraints to corpse 'production': if a unit goes more than 25/33%/whatever of its health below zero on the deathblow, there should be no corpse.
This could lead to different expectations and open up new gambits. Keep the opponent from scouting, kill your own zealots in the privacy of your base, and push out with a group of immortals backed by a couple of colossi, or a proxy reanimation facility. In the single player campaign, you could recapture tombs and put those deaders to use instead of bleeding your own army.
edited to correct spelling
Yea this is the kinda of complication that makes RTS games suck. The more shit required just to get units, the less action goes into the actual game. I can see a big turtle war go on: omg who gets the most immortals first is wins!! Pretty soon you would have to actually click heal to heal marines because it adds "depth".
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Yay, killing your own units! Add more warcraft3 to starcraft2 please, everyone wants that!
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Germany1297 Posts
Besides that this idea sounds like Undead from Wc3 .. imagine the current PvT MU wherer you build no Zealot at all. Would you build a Zealot just to suicide it for a Goond? No way.
Some ppl tend to forget that SC was and is the best game because it is very simly when it comes to abilities and units. Other games failed because they where overloaded with gimmiks and "cool ideas" like that. Keep things simple.
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