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On March 14 2008 12:35 ._. wrote: 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.
That is such a good idea. Wow, someone get this guy over to Blizzard. I would implement this idea for the Immortals though. It might be too Star Wars though. Don't remember what they are called but they pretty much roll into battle and have similar shields to the Immortals. Of course you would have to redesign them a bit, but that would be sick.
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Is it just me, or does anyone not have a problem with the new ghost 'nuclear launch detected' MASSIVE ground spraypaint. Will enemies beable to see this, or just the red dot?!
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On March 16 2008 19:27 shublar wrote: Is it just me, or does anyone not have a problem with the new ghost 'nuclear launch detected' MASSIVE ground spraypaint. Will enemies beable to see this, or just the red dot?!
The enemy wil just see a small read dot
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I would like to see the Jackal have an attack similar to that of the mutalisk, except that:
A) They shoot what the vulture shoots, i.e. the fragmentary grenade for 20 damage. B) The fragmentary grenade does a small amount of splash and splits off into two more small grenades that head for nearby targets. C) The small grenades do half the damage of the fragmentary grenade and do splash as well.
This would make the Jackal different from the Lurker and the Mutalisk, and make them much more effective against mass zerglings, and even act as a slight counter for Immortals. The 3 sources of damage will increase the effectiveness of the Jackal against the Immortals, otherwise Terran pushes will be utterly crushed by Immortal-Lot. This would force the protoss to add Stalkers to the mix, which lets Terran use siege tanks again.
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- Link a replay file to a mp3 file in the load replay dialog. So we can watch a replay with commentary without having to "pause at 15sec... go!"
- The map editor should allow us to write scripts that can change the map terrain (tileset, add/remove water, mountains, ramps etc) before terrain is loaded. This way we can either write random maps, or write campaign maps that change it's form depending on what the user is doing.
- In the current build, zerg got only nydus worm/canal as transport so they have no air transport for island maps. I suggest Drones gets to mutate into a flying unit that can fly/land similar to the viking. Thus allowing zerg to either use it expand or to build on overlord made creep and then offensively use the Queen's Deep Tunnel. These flying drones could be expensive and slow, for the sake of balance.
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Concept: Terran reactor v 2.0 (maximizing macro play for experienced players).
Just something I was thinking about when I saw a post somewhere that mentioned that the terran building upgrade called reactors would no longer allow production of 2 units at once but rather increased the production queue (wich is completely useless if you ask me, even counter productive).
The way I was thinking the reactor could work is, it would give a boost in the unit building time but in order to do so , a SCV would have to be moved inside the reactor (make a small animation with a door that lets the SCV inside). Once the SCV enters the reactor, the production speed of the next unit from that facility is increased.
Once the unit is finished being produced, the SCV is ejected from the reactor, requiring the players attention to send it back inside another time if he wants to speed up the production for the next unit in queue. This would add an element of skill, as micromanagement of the SCV would require the players attention everytime he wants to "boost" the production of units.
This is also a nice way of optimizing macro play for experienced players and takes no advantage of the MBS feature, rather requiring the player to actually perform mechanical manoeuvres with the mouse (by sending the scv inside the reactor) in order to boost unit production.
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On March 19 2008 07:51 Famehunter wrote: Concept: Terran reactor v 2.0 (maximizing macro play for experienced players).
Just something I was thinking about when I saw a post somewhere that mentioned that the terran building upgrade called reactors would no longer allow production of 2 units at once but rather increased the production queue (wich is completely useless if you ask me, even counter productive).
The way I was thinking the reactor could work is, it would give a boost in the unit building time but in order to do so , a SCV would have to be moved inside the reactor (make a small animation with a door that lets the SCV inside). Once the SCV enters the reactor, the production speed of the next unit from that facility is increased.
Once the unit is finished being produced, the SCV is ejected from the reactor, requiring the players attention to send it back inside another time if he wants to speed up the production for the next unit in queue. This would add an element of skill, as micromanagement of the SCV would require the players attention everytime he wants to "boost" the production of units.
This is also a nice way of optimizing macro play for experienced players and takes no advantage of the MBS feature, rather requiring the player to actually perform mechanical manoeuvres with the mouse (by sending the scv inside the reactor) in order to boost unit production.
I like this idea! If blizzard wants to have MBS in their games, but looking for ways to keep macro up, they need to implement ideas like this
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I had this random idea.... for race selection...
T Z P Random
Not P Not Z Not T
What do you think? It would allow for users for play two races to still get that degree of randomness...
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Does anyone think that if a unit steps on a reaper's mine it should just explode right away? Right now it just looks like units can run away with ease and it would make it more interesting imo.
Edit: Of course this won't work on units that float.
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On March 19 2008 15:41 Umbrella wrote: Does anyone think that if a unit steps on a reaper's mine it should just explode right away? Right now it just looks like units can run away with ease and it would make it more interesting imo.
Edit: Of course this won't work on units that float.
Disagree. Its interesting when you put mines on someone and then watching if the other player reacts accordingly or gets owned. Its interesting (and requires skill) to time putting bombs down on an opponent's advance path (or retreat path) and then having the bombs go boom right when they're over them
actually this depends on whether or not the bombs are visible, but making them explode on contact turns them into nothing more than nukes
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On March 19 2008 13:35 Liquid_Turbo wrote: I had this random idea.... for race selection...
T Z P Random
Not P Not Z Not T
What do you think? It would allow for users for play two races to still get that degree of randomness...
Just what i have thought about to! Plz blizzard, include that feature!!!
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my2cents:
I was trawling through a few sites with details about all the current "new" units in the most recent build, and I was concerned to find High Templars with no new abilities. I thought they might need a new spell to jazz them up a bit, I was hoping they could have either
Psi-Blast This ability would cost a lot of energy but hitting one target for a reasonable amount of hitpoints. This might make them a good counter to capital ships, or large massive ground units.
Psi-Shield This ability would make the templar project a field infront of the templar, (in close proximity), and is also a channeled spell. This shield would be impassable by enemy units, and is active for 15 seconds, but will terminate earlier if the templar is killed. The idea behind this ability is to stop the progression of an enemy attack or to create some kind of distraction whilst making an assault. Bear in mind the high templar is very slow so is most likely to be killed when the shield goes down anyway.
I know originally they did have Forcefield and Anti-gravity, but in the current build, it is moved to the new nullifier unit. I know many units are staying the same but I just hope they add something to give it more potential.
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Something kinda usefull for the zerg ui would be to be able to have an icon somewhere on the screen that displays the number of idle larvas. Maybe also a counter or some sort of progression bar on the hatcheries that tells you the time until another larvae will spawn. Maybe the queen could also have an ability that makes her lay eggs that eventually pop into additional larvas.
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My sole wish would be to have a real 3D game and not a 2D RTS build in a 3D engine.
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On March 24 2008 05:16 Boonbag wrote: My sole wish would be to have a real 3D game and not a 2D RTS build in a 3D engine.
Have you tried the homeworld series. There are other 3d games. Another concept with potential is the old Dungeonkeeper series extended in 3d tunnesystems and surfaceworld/air/oceans. Unfortunately all these games didn't have much strategical depth.
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I know what you mean. What I meant is a little different than that. Let's pick starcraft. Name the total of all the game rules the rule engine. In starcraft, as in warcraft 2, the rule engine will process in a 2d environement, with and with only rules designed to process in this given 2d environement. Anything determined in the course of actions by the overall process of the rule engine will match and meet it's result until the extreme boundaries of the environement engine. If i were to use an image it would turn like this :
Imagine a two blank sheets of paper of exact same size, each sheet having displayed in the exact same way ranks of glue plots. Match & meet would mean then having these two sheets falling exactly on top of each other and having every single glue plot sticking with its mirored plot.
Let's pick warcraft 3 now.
You basically have here, a 2d Rule Engine, more or less, exactly designed in the same fashion than the likes of its 2D anscestors. But then, you now get a 3d environement, where the 2d rule engine is supposed to apply.
So what you get is that sort of feeling of unacuracy, and global mess, in fights, in the unit's movement to a designed place. These feeling are not a matter of taste at all, but a direct perception of that unused 3rd dimension by the overall course of things.
I'm afraid they just repeat this shit again in Starcraft 2 and make again, yet a fun and cool game, but where the global randomness unables it to access that accurate and "kind of perfect" scale stracraft was on.
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1) ability to select more than one enemy/allied unit for information purposes. you can only clikc one enemy unit at a time, which means you can't get a good feel for a pack of enemy units. why not allow multiple enemy unit selection for visual only?
2) B.net - when friend joins a game, and it pops up " your firend has joined _____" create a hyperlink for the game name so ou can join instantly. everyone knows how much of a headache it is to get 5+ people into a game someone else created.
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On March 25 2008 10:51 gwho wrote: 1) ability to select more than one enemy/allied unit for information purposes. you can only clikc one enemy unit at a time, which means you can't get a good feel for a pack of enemy units. why not allow multiple enemy unit selection for visual only?
2) B.net - when friend joins a game, and it pops up " your firend has joined _____" create a hyperlink for the game name so ou can join instantly. everyone knows how much of a headache it is to get 5+ people into a game someone else created.
1. There's something I dislike about that idea but I have no idea how to put it into words. Hmm.
2. That would be an interesting idea. I hate it when I miss a "!" or something while trying to join a friend's game. I also wouldn't see this as obstructive in any way either seeing as it can just say something like, "Your friend Equinox_kr has joined a Starcraft 2 game called 'Die noob die'." (Follow) And clicking on the button would immediately send you into the game as well.
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to create more room for unit micro, it would be nice if different size of control group would be controlled by different unit behavior. for example, if you have 6 or less mutas, they will clump up. but if you have 7 or more mutas, they wont clump up, and will instead display swarm behavior.
similarly, having 6 or less vultures causes them to maintain formation and can be microed like normal. but when you have more than 6 vultures, they will break formation and can't be microed.
same can be done for all units: dragoons, wraiths, tanks, etc.
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