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Cover and camouflage in Starcraft 1&2 - Page 2

Forum Index > SC2 General
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XCetron
Profile Joined November 2006
5226 Posts
September 06 2007 00:23 GMT
#21
On September 06 2007 09:20 Cambium wrote:
Reminds me of TMA, when Trees are really useful. I don't think they matter that much in a real game. Unless the pro-map team starts to make maps full of trees (sounds like an interesting idea actually)...

And as someone already mentioned, SC2 is 3D, hard to implement a tree concept into a 3D game.


can just make it (if A unit attacks B unit and X is between them, increase chances of missing) where X is a doodad.

I'm not a programmer so that might be hard, idk.
Ziel
Profile Blog Joined May 2007
Malaysia241 Posts
September 06 2007 03:49 GMT
#22
Ranged ground units' missiles shouldn't be able to go over buildings (or certain big buildings like CC) to hit units on the other side of the building. Instead the building takes damage. This is probably more easier to impliment since doodad cover is quite situational. But if this is implimented then it'll be very useful in base skirmishes. Hide your SCVs behind the CC fortress so ranged enemy units gotta move around the CC to attack. Makes more more micro perhaps? Plus maybe it'll encourage more strategic base placements.
TheLittleOne Fan Club! Best game to date -> TLI RO4 TLO v Naz http://www.youtube.com/watch?v=91XjX59O-VQ
Cambium
Profile Blog Joined June 2004
United States16368 Posts
September 06 2007 04:00 GMT
#23
On September 06 2007 09:23 XCetron wrote:
Show nested quote +
On September 06 2007 09:20 Cambium wrote:
Reminds me of TMA, when Trees are really useful. I don't think they matter that much in a real game. Unless the pro-map team starts to make maps full of trees (sounds like an interesting idea actually)...

And as someone already mentioned, SC2 is 3D, hard to implement a tree concept into a 3D game.


can just make it (if A unit attacks B unit and X is between them, increase chances of missing) where X is a doodad.

I'm not a programmer so that might be hard, idk.


Yea that makes sense... I was just thinking about how the "height" element could be incorporated..

A lot of physics probably
When you want something, all the universe conspires in helping you to achieve it.
lololol
Profile Joined February 2006
5198 Posts
Last Edited: 2007-09-06 14:37:11
September 06 2007 14:35 GMT
#24
Too much realism = bad

Cover in SC2:
[image loading]
I'll call Nada.
sc2rocks
Profile Joined August 2007
Singapore79 Posts
September 07 2007 02:21 GMT
#25
It's good for hiding burrowed ultralisks.
XCetron
Profile Joined November 2006
5226 Posts
September 07 2007 04:07 GMT
#26
On September 07 2007 11:21 sc2rocks wrote:
It's good for hiding burrowed ultralisks.


lol
burrowed ultra would be so imba.

*rines formation moving by*
arggblablgablablalba *ultras unburrow*

scariest thing ever
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