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[T] New Ideas: Units, UI, Gameplay - Page 10

Forum Index > SC2 General
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Ozarugold
Profile Blog Joined February 2008
2716 Posts
March 13 2008 22:59 GMT
#181
In SC1, I always wanted someway to better mico manage Zerglings, since there's so many of them and such a limited amount of control groups. Now that there's unlimited selection, I don't think it matters anymore, but I thought that it'd be cool to have some sort of grounded Overlord. It consumes units, like Zerglings, before battle and when they die, they explode and release them onto the enemy.
this is my quote.
DanceSC
Profile Blog Joined March 2008
United States751 Posts
March 13 2008 23:19 GMT
#182
I was looking for an image of a keyboard and one of the buttons said "zerg rush" on it just for you but i couldn't find it .

one thing i hope they dont do is auto split, where you click on the minerals and your workers auto split for you. I liked how skill was involved in bw.
Dance.943 || "I think he's just going to lose. There's only so many ways you can lose. And he's going to make some kind of units. And I'm going to attack him, and then all his stuff is going to die. That's about the best prediction that I can make" - NonY
Meh
Profile Joined January 2008
Sweden458 Posts
March 14 2008 03:03 GMT
#183
Autosplit would only ever matter at the very start of the game, and since you start with 6 workers, jumpstarting the early game, this will probably not matter much anyway.
"Difficult task balancing! So I will continue to gaebaljin gemhamyeo balancing. But we are exceptional talent!" - Blizzard
._.
Profile Blog Joined November 2007
1133 Posts
Last Edited: 2008-03-14 03:43:14
March 14 2008 03:35 GMT
#184
I wish, they would bring back the reavers and give them a new ability to compensate for the lack of shuttles.

Like..the reaver would roll into a ball, metroid prime style and roll around dropping its reaver shots at its enemies, but with limited range. When it unravels it shoots with its high distance range but slow speed.

Dark archon should return, especially against Zerg, wouldn't mind a little mael here and there.
High templar/Dark templar merge into a Hybrid templar. It would have the characteristics of a high templar, but mobile, attack ability, and cloak like a dark templar with 33% more hp. It would have like a red psi storm, dealing more damage but costs more mana.

Also what I think would be cool is if terran reapers had mines you could throw onto large units only, dealing massive amount of damage. In order the enemy to remove them before they go boom, he would have to click the mini mines on the large unit and have fellow units around it attack it manually. Also would be cool if you toggle types of mines, from the spider mines to the timed mines. timed mines would do more damage, because it would require a better sense of timing and management than permanent idle ones.

For zerg, I dreamed of a zerg evolution of a deflier where it would transform into this 4 armed but tailed dragon-like being, about 7-8 feet tall but standing on two hind legs, and it would spout cyclones of swarm at target location, reducing the enemy's speed and armor brutally, but very short, like 2-3 seconds.
:D
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
Last Edited: 2008-03-14 04:10:41
March 14 2008 04:10 GMT
#185
On March 14 2008 08:19 Zuan19 wrote:
one thing i hope they dont do is auto split, where you click on the minerals and your workers auto split for you. I liked how skill was involved in bw.

Autosplit is slower than manually splitting in SC2.

(how it actually works is if you select all 6 workers and right click 1 mineral at start, they all try to mine that mineral but then split up after they realize it's being mined)

Which is actually how SC1 works with the additional case where sometimes workers just wait at the mineral to mine it rather than trying to find a new one
ModeratorBlame yourself or God
._.
Profile Blog Joined November 2007
1133 Posts
March 14 2008 06:17 GMT
#186
ooh I got another idea in my head:

It goes like a zergling is hiding above a cliff without the units below noticing because of the elevation and fog of war, and when the time is right, the zergling leaps down to the cliff for a surprise attack, giving a 1-2 second attack advantage.
Also would be cool for zealot jumps onto tanks and such, none of that evil tank below cliff turret stuff
Reapers already have such ability but with greater mobility, would be cool if there was a static jump like that..
:D
Meh
Profile Joined January 2008
Sweden458 Posts
Last Edited: 2008-03-14 10:49:24
March 14 2008 10:47 GMT
#187
There have been too many sarcastic "and lets fit all units with jetpacks and laserscythes" already. Which is a shame, I liked that joke. But its hard not to rip on other peoples ideas. Its part of the online experience.

I think hydralisks should be able to evolve wings, so that they could leap onto enemy aircraft and scratch up their windshields so that they couldn't see anything, and then you would have to drop marines onto the ship with a dropship to get rid of them, and then you would have to send an engineer to replace the windshield, but you would have to buy the Surefooted upgrade first so that he wouldn't fall down, but if he did he would be able to parachute and turn into a marine, only with screwdrivers and wrenches instead of guns, and he would be able to repair vehicles in combat, just like an scv, and he would be able to mine minerals and gas in your base, just like an scv, and he would be able to build bunkers and turrets, just like an scv, and he would be able to throw mines onto large units only, dealing massive amount of damage, and in order for the enemy to remove them before they go boom, he would have to click the mini mines on the large unit and have fellow units around it attack it manually, and also it would be cool if you could toggle types of mines, from the spider mines to the timed mines, and timed mines would do more damage, because it would require a better sense of timing and management than permanent idle ones, and also some units should have a really ridiculous ability that would require too much micro and make the game nothing like starcraft and also, you know what, you should remove this unit or that ability from the current build please because I don't like it.

Oh snap, I went there >_<
"Difficult task balancing! So I will continue to gaebaljin gemhamyeo balancing. But we are exceptional talent!" - Blizzard
Meh
Profile Joined January 2008
Sweden458 Posts
March 14 2008 10:54 GMT
#188
I'll feel bad if I don't contribute myself though, giving somebody a chance to rip on me, so here goes:

Remove the Reaper. Give his cliffjumping ability to the Ghost (though with a slicker appearance than the backpack thrusters, which I didn't care for to begin with), making it more of the specialist it's supposed to be. We got dropships, vikings and drop-pods as easy ways of getting into the enemy base and starting shit, I don't see the point of the reaper, as his only role seems to be in the very early game, and that role I think could be better filled by ghosts.
"Difficult task balancing! So I will continue to gaebaljin gemhamyeo balancing. But we are exceptional talent!" - Blizzard
Zanric
Profile Joined July 2007
United States66 Posts
March 14 2008 12:55 GMT
#189
On March 14 2008 06:38 earl_xian wrote:
hi im new here to the forums...sorry if this isn't the proper place to post this...this is my first post actually...T_T

well now that starcraft 2 has all 3 races in place i would like to post up some suggestions regarding cosmetics and attacks on certain units. i have been looking for a forum where to post my ideas. and i guess this looks like a cool place to post.^_^ some of you may agree or not agree with my ideas here. anyway here's what IMHO should be changed.

cosmetics:

ghost - the ghost has been one of the units to be revealed early. but i just cant seem to like the design. my idea is that the ghost should look more slimmer and have a smaller rifle. (current rifle seems to large). and how about interchanging the grey and black colors of the ghost. in that way they wouldn't look like someone going for an exercise or a power ranger.

marine - everything with the marine looks cool. except the shield. it just looks too plain and weak.

the jackal - looks like a tricycle from the future. well one reason i don't like this unit, is because its a step back to the technology the terran have. the vulture hovered. but now they use wheels? and they need to change the top cannon thingy. looks clumsy in its position.

starport - i think they should keep the unique concept of the starbase. a floating fortress. IMO it adds some really unique feel to the game. they should also give the option for the starbase to land or fly while making units. this building gives off the impression that the terrans finally have adapted to the constant battles they are at.

merchaven - should take the "BAR" sign off seriously...

protoss team colors - im not a fan with the different colored psi-blades and energy the protoss units give off. i still feel that starcraft 1 team colors work best. i feel the new color scheme kills the magnificence and elegance of the protoss warriors. the blue pylons, psi-blades, archon aura works really best with the protoss.

roach - this unit really has a neat concept except its name. the design could be confused with the new lurker...well i had this crazy idea of making the roach evolve from drones. it may be too far out for some. but i think it would bring an original and new concept with the zerg. anyway the roach looks like an evolved form of drone so why not...hehehehe

lurker - the lurker design for me doesn't look too intimidating. maybe it has something to do with the claws not sharp enough. and the head just looks to fat. it could use a more original and inspired feel like the ultralisk. (for me the ultraslisk model is really made of pure win)

infester - looks like an evolved "killer" tomato. i feel they can do better than that.

zerg hatchery, lair, hive - needs a more scarier and slicker look. imo right now its just too "CUTE" to be a zerg structure

now moving...on to attacks or skills:
thor - before people complained much about the thor overlapping the role of the siege tank. well after a lot of changes the thor has now become something like a giant goliath. and the official description given to the thor doesn't anymore fit the hype it had. though the new anti air skill is cool with regards to its size. but the ground attack IMO needs to be changed coz it looks weak. i think giving the thor a ground attack animation like "QUAKE 2's railgun" that could shoot through multiple units in a straight line would definitely give the thor justice. as to not overlap they could change the jackals attack animation to something that would suit its size. wouldn't it fit better for the mighty thor to have the jackals shoot through attack? if a giant unit like the ultralisk could attack multiple targets. why not the thor? it will surely give the justice that the mighty thor deserves.

overlord/overseer - i think they should keep the transport ability to the overlord. for me it adds more uniqueness or 2 options with regards to zerg transportation. i just couldn't see why they limit it to the nydus worms. it's like a step back from evolution. the protoss can summon their units in unique ways. why not give the zergs 2 options with transport. anyway they had it during starcraft one with the overlord and nydus canal. why not now?

infester - the infest ability for me seems kinda cheep. why not make them infest like the queen on selected buildings and buy the units instead of making units sprout out of nowhere. and i also thought of an ability if they would keep this model for the infester. how about if they gave the infester an ability like when they die, the infesters explode and produce small worm like things or a green smoke in a small area, that infects flesh type units and corrupts them. i think it would work well with this fat model they have if they had this ability.

lurker - they need more sharp spikes to make them more scary. a lot of people really hate the shark fins. it just doesn't give the lurker justice.

hydralisk - their attack rather looks weak. change the way their projectile looks. i always imagined the hydra's attack to be a spike with acid.

this is all i could think off now...i know its quite long but i just needed to get this out of my system. i hope this reaches out to the great guys at blizzard. i also hope that they won't hold back much with their great ideas. so that we would get more cooler results like what made starcraft such a hit. ^_^ all in all starcraft is following the right path and am excited like every other gamer with its release. peace ^_^


This post is very much made of win! And I thought I was the only one that hated the ghost and its rifle.
eugen1225
Profile Joined February 2008
Yugoslavia134 Posts
March 14 2008 19:19 GMT
#190
I would like some things incorporated in the game regarding the UI and customization options:

1) Customizable team colors. In WC3 when you switch this on your units are Blue and the Enemy is RED. In SC1 your units are Teal and Enemy is Red. I would love an option that lets me setup the preferred colors i.e. my units being Violet and the enemy Orange.

2) An option that lets you use the "classic" SC1 cursor. I'm not saying the SC2 cursor look bad, its just that i don't like it, and I'm not saying change it (I'm sure some like it), I just want an option to use the old one, i like it better.

3)I would love if in SC2 you can see a timer on top of the screen (i think this is already in, not sure), also i would love to see a APM tracker, like the ADV launcher provides. just a number under your supply count that shows your APM.

These are all UI suggestions, they do not affect gameplay, its just giving ppl customization options and let them setup the game according to their own preferences.

I would love to see feedback on these ideas, the most successfull games in eSport history were very customizable (except for SC1) and that made them great (especially Q3, you could setup everything to your own liking, without affecting gameplay, just your own perception).
Meh
Profile Joined January 2008
Sweden458 Posts
March 14 2008 22:39 GMT
#191
On March 15 2008 04:19 eugen1225 wrote:
I would like some things incorporated in the game regarding the UI and customization options:

1) Customizable team colors. In WC3 when you switch this on your units are Blue and the Enemy is RED. In SC1 your units are Teal and Enemy is Red. I would love an option that lets me setup the preferred colors i.e. my units being Violet and the enemy Orange.

2) An option that lets you use the "classic" SC1 cursor. I'm not saying the SC2 cursor look bad, its just that i don't like it, and I'm not saying change it (I'm sure some like it), I just want an option to use the old one, i like it better.

3)I would love if in SC2 you can see a timer on top of the screen (i think this is already in, not sure), also i would love to see a APM tracker, like the ADV launcher provides. just a number under your supply count that shows your APM.

These are all UI suggestions, they do not affect gameplay, its just giving ppl customization options and let them setup the game according to their own preferences.

I would love to see feedback on these ideas, the most successfull games in eSport history were very customizable (except for SC1) and that made them great (especially Q3, you could setup everything to your own liking, without affecting gameplay, just your own perception).


I approve of 1), I approve of 2) but I'm not so much onboard with 3). Knowing when to do what is part of the game sense, timing, and putting a timer up there would basically just be catering to noobs, making it easier for them to copy/paste some pro build they saw on TV, drawing out what might otherwise be a quick game. You could have a stopwatch at your computer of course, but I'd rather not see this implemented into the ui. I'd be fine with an in-game clock though, showing the current local time in hours and minutes.
"Difficult task balancing! So I will continue to gaebaljin gemhamyeo balancing. But we are exceptional talent!" - Blizzard
earl_xian
Profile Joined March 2008
Philippines2 Posts
March 14 2008 22:39 GMT
#192
This post is very much made of win! And I thought I was the only one that hated the ghost and its rifle.
[/QUOTE]

thank you so much for seeing my point of view on things.^_^

i wish the best for this game. blizzard is welcome to listen to my ideas and try to check it out in future builds. after all they said it themselves. "everything is not yet set in stone". i just gave my 50cents. if it works, then great. but if not, at least i tried.and i also hope that we also as a community would give a chance to some great ideas coming from the creators of the game. coz sometimes nasty comments about wanting "ALL" things to be like starcraft 1 could as well hinder the creativity coming from the creators minds.

we don't need a "broodwar 3D". let's stop living in the past and get ready to embrace the future that is starcraft 2.(: go blizzard dev team!!!^_^
i live for the swarm
eugen1225
Profile Joined February 2008
Yugoslavia134 Posts
March 14 2008 23:24 GMT
#193
At Meh sweeden

As you said you can have a stop watch at you computer (I did untill i instaled the ADV loader), so why not implement it in game?
Local time is ok as well, you can still time things (the point of having a clock).
I think it will elevate the game more. Knowing the exact build times, when you see a building go up, you presume the reason he made it (what unit) and you can already in your mind know how much time it requires to make that unit and react acording to it, make precision attacks (calculating the exact sec a templar spawns and kill it with mutas i.e.).
This is no easy task, just like in Q3, when you have map control and know spawn timings you can have an egde over your enemy and can ambush your enemy knowing he is coming for the spawning armor etc. This made Q3 the amazing game it is, i don't think it will ruin SC2, i think it will deepen it, calculating small things on a digital clock isn't that easy, adding seconds to a minute:second clock, when you keep track of a lot of things, and micro/macro all the time its easy to get lost, so its not making the game simpler, it adds to it and opens new possibilities.
Meh
Profile Joined January 2008
Sweden458 Posts
Last Edited: 2008-03-15 01:01:07
March 15 2008 01:00 GMT
#194
I have a vague memory of this being suggested and shot down already, just remind me why:

Different genders for all units. When making any given unit, it has an equal chance of coming out as a male or a female. What was the problem with this again? The voices? Because if this is not doable then at least make all ghosts girlies, because they do better in spandex.
"Difficult task balancing! So I will continue to gaebaljin gemhamyeo balancing. But we are exceptional talent!" - Blizzard
Luddite
Profile Blog Joined April 2007
United States2315 Posts
March 15 2008 04:07 GMT
#195
So, there's been a lot of talk about MBS. Spefically how it leaves people with too little to do, macro-wise. That quote from Dustin Browder made it sound like they were looking for something else to do on macro, but hadn't found anything yet.

My idea is to make it so that buildings are cheaper, but units take longer to build. That way, in order to get an army of the size that you'd want, you'd have to make a TON of buildings to do so. And you'd have to constantly be going back to your base to do this.
Can't believe I'm still here playing this same game
Meh
Profile Joined January 2008
Sweden458 Posts
March 15 2008 05:40 GMT
#196
That would adversely affect mapmaking, as you'd have to make tons of room for those buildings.
"Difficult task balancing! So I will continue to gaebaljin gemhamyeo balancing. But we are exceptional talent!" - Blizzard
caution.slip
Profile Blog Joined June 2007
United States775 Posts
March 15 2008 09:33 GMT
#197
On March 14 2008 13:10 Zelniq wrote:
Show nested quote +
On March 14 2008 08:19 Zuan19 wrote:
one thing i hope they dont do is auto split, where you click on the minerals and your workers auto split for you. I liked how skill was involved in bw.

Autosplit is slower than manually splitting in SC2.

(how it actually works is if you select all 6 workers and right click 1 mineral at start, they all try to mine that mineral but then split up after they realize it's being mined)

Which is actually how SC1 works with the additional case where sometimes workers just wait at the mineral to mine it rather than trying to find a new one



really? From the terran gameplay video (official from blizzard) it looked as though they all just went straight for their own patches
Live, laugh, love
Zanric
Profile Joined July 2007
United States66 Posts
March 15 2008 09:39 GMT
#198
Zerglings make to much noise. After watching the highdef quality of the zerg gameplay I noticed the drowned out all other noises.
Luddite
Profile Blog Joined April 2007
United States2315 Posts
March 15 2008 18:07 GMT
#199
On March 15 2008 14:40 Meh wrote:
That would adversely affect mapmaking, as you'd have to make tons of room for those buildings.

Hmm... what if you made the buildings smaller, too?
Can't believe I'm still here playing this same game
CuddlyCuteKitten
Profile Joined January 2004
Sweden2638 Posts
March 16 2008 03:03 GMT
#200
On March 15 2008 18:33 caution.slip wrote:
Show nested quote +
On March 14 2008 13:10 Zelniq wrote:
On March 14 2008 08:19 Zuan19 wrote:
one thing i hope they dont do is auto split, where you click on the minerals and your workers auto split for you. I liked how skill was involved in bw.

Autosplit is slower than manually splitting in SC2.

(how it actually works is if you select all 6 workers and right click 1 mineral at start, they all try to mine that mineral but then split up after they realize it's being mined)

Which is actually how SC1 works with the additional case where sometimes workers just wait at the mineral to mine it rather than trying to find a new one



really? From the terran gameplay video (official from blizzard) it looked as though they all just went straight for their own patches


In newer gameplay videos they all head to the same block first tho.
waaaaaaaaaaaooooow - Felicia, SPF2:T
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