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[T] New Ideas: Units, UI, Gameplay - Page 12

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crazie-penguin
Profile Blog Joined June 2006
United States1253 Posts
March 25 2008 23:42 GMT
#221
On March 26 2008 08:38 Polyphasic wrote:
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.



Ummm, this idea doesn't seem good at all. It just adds some nuisance and superficial way to somehow "add" more micro. You kind of remove micro if you cant control more than 6 guys at once, it takes away control from the player if you ask me.

From the sound of the reports we got, I think micro is going in the right direction
VIB
Profile Blog Joined November 2007
Brazil3567 Posts
March 27 2008 21:04 GMT
#222
I think there could be periodical Map contests. Blizzard staff would choose one map say every week from the community, to take part in the official ladder map list.

I know thousands of people would love this
Great people talk about ideas. Average people talk about things. Small people talk about other people.
VIB
Profile Blog Joined November 2007
Brazil3567 Posts
Last Edited: 2008-03-27 21:51:47
March 27 2008 21:51 GMT
#223
I posted this one on a thread about how to make the game more strategical for new players. Which I concluded would be done by teaching them how to play by showing them, on an easy to digest way, how top players do it. Figured it should be posted here as well:

Make replays from top players more readily available to any random guy standing on battle.net, who never bothered to read some starcraft forums about what "progaming" is, give these guys an easy way to watch how pro players do it.
- Save the replay from the last 20 or so games from top ladder players in the battle.net server
- Put a button labeled "Watch top ladder game" on bnet. When clicked would show a list of 20+ games.
- Those replays would be hosted by the server and would only playing after a number of players are watching it.
- This would be done, instead of simply downloading the replays and watching them individually client-side, just to force player interection. Just to make that guy who never bothered to look after "pro gaming" on googgle to ask on observer chat:
"hey guyz what is that zerg doing??"
"dunno I never saw that in dota"
"lol noobs that's called an expansion"
and so on they would start learning how the game actually works.
- After the match he would be able to save the replay and watch it again later.

If any of you ever played GuildWars. It had a very similar system where anywhere in game, the most careless about progaming newbie ever could just press "B" in his interface, that would put him in oBserver mode for a tournament match between the top players in the world. Usually sharing comments with those same guys who just finished playing that match and now want to watch it together. That is a HUGE learning exercise for any new player.
Great people talk about ideas. Average people talk about things. Small people talk about other people.
Patrio
Profile Joined September 2007
Norway706 Posts
Last Edited: 2008-03-28 23:59:22
March 28 2008 23:58 GMT
#224
An Ideal for carries.

You should be able to build different kind of "interceptors"

I was thinking either one choise is standard interceptor, and the other is a bomber type who deploys plasma bombs in a straight line and would have to dock each time to reload or w/e

or choise to: the bomber (who can only attack land) and some type of interceptor that only attacks air.

This can be balanced with numbers of plains and cost

edit: and if u start to build bombers, you cant mix in with interceptor
Zerg Bunker
Umbrella
Profile Blog Joined September 2007
Taiwan936 Posts
Last Edited: 2008-03-29 05:34:10
March 29 2008 05:33 GMT
#225
A suggestion to help out the needed macro for protoss:
What if instead of gateways you could only build warpgates. That way mbs would allow you to select all warpgates, but you'd still have to click each spot where you want to create each unit. But the problem is I don't know how they could balance out in early game if the protoss just decides to proxy a pylon and own early game. =[
dragonic2020
Profile Joined March 2008
Canada1 Post
March 30 2008 04:03 GMT
#226
"Ultimate/HERO" units?

Ok.

Zerg has their Queen unit which in a way plays like a hero. From a gameplay video, the queen can be seen coming up out of burrowing and easily picking off 6-7 marines. I'm not sure if you can create multiple Queens though... Can anyone confirm?

Protoss has their Mothership of which they can have only 1 on the field at any given time. It's ultra powerful and has the amazing "Time Bomb" ability allowing it to slow down all incoming projectiles. Also, it can create a "warphole" that can suck in all flying units. And "Planet Cracker" just looks devasting...

But how about the Terrans? I'd say the Thor is their ultimate unit, but since you can create multiple Thor's, its then not considered a "Hero" unit. Do the Terrans have a Queen/Mothership equivalent?

Now don't jump on me and say that Starcraft II is not about heros, but massive armies battling massive armies. But from what I've seen in the videos, the Zerg Queen and the Protoss Mothership seem like "Hero" units to me...
Xanrae
Profile Joined March 2008
Belgium53 Posts
March 30 2008 13:35 GMT
#227
You can build more than one mothership and Blizzard has no idea what kind of spells to put on it...

If this were my game, I'd revert the MS all the way to its original state, only make Black Hole take a few seconds to emerge, allowing you to micro out of the way. That would make it completely balanced. I've no idea why Blizzard removed BH and then kept changing around the spells because they didn't know what to do with it.

As for queens, I'd force them to stay on the creep where they were spawned, and allow one queen per hatchery. The unit in its current state makes no sense.
VIB
Profile Blog Joined November 2007
Brazil3567 Posts
March 31 2008 12:08 GMT
#228
One simple suggestion: add a "Classic cursor" interface option check button that would just change the in-game mouse cursor graphic to the SC1 classic one. Easy to implement and I'm sure many people would love it ^^

As for queens, I'd force them to stay on the creep where they were spawned, and allow one queen per hatchery. The unit in its current state makes no sense.
The Queen is FAR from a hero. From what I've gathered watching the vods and reading feedback, she is much more like a second worker than an actual hero. She's just a worker specified for base defense, who can eventually be morphed into a powerful warrior to help in defense even further. Really, she costs 150 mineral, builds faster than a zealot and dies about as fast as one. That is far from a super powerhouse that would overpower your army.

I like been able to use her offensively. The more offensive harass we can = more multi-tasking = more speed = more skill needed = good. She would work well with the overlord creep ability for proxy towers / toxic creep on workers / deep tunnel harassing.

But I do like the idea of been able to make 1 per hatchery. Would need to tone down her abilities a bit. But I surely would prefer 1 per hatchery approach over 1 unit ever, which would greatly value macroing for zergs.
Great people talk about ideas. Average people talk about things. Small people talk about other people.
MultiMarine
Profile Joined August 2007
Sweden39 Posts
March 31 2008 17:34 GMT
#229
I would like a zerg unit that walks like a lurker but instead of burrowing and attacking it can morph into a slimy ramp or a bridge. It would be fun to morph 5 ramps into the enemies base and just swarm the place from all directions.

I also would like to see a command to unselect a unit from a control group. If you have 12 marines on hotkey 1 and you want to send 3 of them out in different directions to scout.. It would be nice to be able to unselect them from hotkey 1 directly.
VIB
Profile Blog Joined November 2007
Brazil3567 Posts
March 31 2008 17:56 GMT
#230
On April 01 2008 02:34 MultiMarine wrote:
I also would like to see a command to unselect a unit from a control group. If you have 12 marines on hotkey 1 and you want to send 3 of them out in different directions to scout.. It would be nice to be able to unselect them from hotkey 1 directly.
Press 1 hotkey, then Shift + click 3 guys out of group, then Ctrl + 1? Or is it not what you mean?
Great people talk about ideas. Average people talk about things. Small people talk about other people.
MultiMarine
Profile Joined August 2007
Sweden39 Posts
March 31 2008 18:01 GMT
#231
I know it can be done. But i want a better way of doing it. You get 3 random units doing it your way for example. And if the units are in 3 different control groups it becomes a total mess.
freelander
Profile Blog Joined December 2004
Hungary4707 Posts
March 31 2008 20:33 GMT
#232
On April 01 2008 02:56 VIB wrote:
Show nested quote +
On April 01 2008 02:34 MultiMarine wrote:
I also would like to see a command to unselect a unit from a control group. If you have 12 marines on hotkey 1 and you want to send 3 of them out in different directions to scout.. It would be nice to be able to unselect them from hotkey 1 directly.
Press 1 hotkey, then Shift + click 3 guys out of group, then Ctrl + 1? Or is it not what you mean?


select a unit, and shift + controlgroup number unselects them imo ~~
it's already in starcraft!
And all is illuminated.
perisie xx
Profile Blog Joined February 2008
429 Posts
April 04 2008 00:07 GMT
#233
i had an idea

the scv disassemble command

once the building is disassembled, the scv changes appearance to look like it´s carrying something

it must bring its load to a command centre for the salvaged materials to be delivered

if it is killed along the way, the materials are lost
Caller
Profile Blog Joined September 2007
Poland8075 Posts
April 08 2008 11:13 GMT
#234
New Unit Idea:

Upgrade from Dropship (purchasable for each dropship)

Dropship
100 Minerals/100 Gas
Carrying Capacity: 8
160 HP
2 Armor

Upgrade for the Dropship:
Gunship Upgrade
Requires the dropship to "land" for a time, about 10 seconds, in order to add the extra armor/capabilities/engines. During this time it cannot move and is vulnurable to ground attack, but not air. After this time, it turns into a fully operationable gunship.
(+100 Minerals, 25 Gas)
The Gunship gains +50 HP and + 2 Armor, but it can now only carry infantry units and it's capacity is reduced to 4. However, the infantry onboard the gunship can now shoot outside of it using the firing slits. Due to the high altitude and velocity of the Gunship, all weapons range are reduced by 1 instead of increased.

Essentially, you're paying 200 minerals and 125 gas, or 3/4ths of an ultralisk, to get a 250 HP flying thing that can do about 24 damage/second at a smaller range. It's essentially a flying ultralisk, as an ultralisk's attack speed is equal to that of the marines. Not to mention the 4 marines that should be put inside, and you're looking at a 300/125 expensive unit that can easily be sniped by a few immortals or hydras. However, against light air units, such as mutalisks, the Terrans now have an option to attack without using vikings. I'm not too sure about the possibility of launching nukes out of it, but it'd be like dmatrixing a ghost... and making it fly.

Although the thought of a trio of fully loaded gunships running past and shreddnig a force of zerglings is entertaining.
Watch me fail at Paradox: http://www.teamliquid.net/forum/viewmessage.php?topic_id=397564
Konni
Profile Blog Joined February 2003
Germany3044 Posts
April 08 2008 11:23 GMT
#235
On April 08 2008 20:13 Caller wrote:
New Unit Idea:

Upgrade from Dropship (purchasable for each dropship)

Dropship
100 Minerals/100 Gas
Carrying Capacity: 8
160 HP
2 Armor

Upgrade for the Dropship:
Gunship Upgrade
Requires the dropship to "land" for a time, about 10 seconds, in order to add the extra armor/capabilities/engines. During this time it cannot move and is vulnurable to ground attack, but not air. After this time, it turns into a fully operationable gunship.
(+100 Minerals, 25 Gas)
The Gunship gains +50 HP and + 2 Armor, but it can now only carry infantry units and it's capacity is reduced to 4. However, the infantry onboard the gunship can now shoot outside of it using the firing slits. Due to the high altitude and velocity of the Gunship, all weapons range are reduced by 1 instead of increased.

Essentially, you're paying 200 minerals and 125 gas, or 3/4ths of an ultralisk, to get a 250 HP flying thing that can do about 24 damage/second at a smaller range. It's essentially a flying ultralisk, as an ultralisk's attack speed is equal to that of the marines. Not to mention the 4 marines that should be put inside, and you're looking at a 300/125 expensive unit that can easily be sniped by a few immortals or hydras. However, against light air units, such as mutalisks, the Terrans now have an option to attack without using vikings. I'm not too sure about the possibility of launching nukes out of it, but it'd be like dmatrixing a ghost... and making it fly.

Although the thought of a trio of fully loaded gunships running past and shreddnig a force of zerglings is entertaining.

I really like this. Gunship rush gogogo Would also be a counter to Immortals and their shields! And storm!
Luhh
Profile Joined October 2003
Sweden2974 Posts
April 10 2008 16:21 GMT
#236
On April 01 2008 02:56 VIB wrote:
Show nested quote +
On April 01 2008 02:34 MultiMarine wrote:
I also would like to see a command to unselect a unit from a control group. If you have 12 marines on hotkey 1 and you want to send 3 of them out in different directions to scout.. It would be nice to be able to unselect them from hotkey 1 directly.
Press 1 hotkey, then Shift + click 3 guys out of group, then Ctrl + 1? Or is it not what you mean?

I think he means that when you shift de-select them they would be removed from the "1" control group. It's faster and more convinient than how it's handled in broodwar.

There isn't much of a downside to this, since units you deselected you usually deselected for a reason (splitting and sending to another location, too damaged etc) and you wouldn't want them in the control group anyway. *shrugs*

No biggie, but could be useful.
I wouldn´t call him stupid, but let´s just say he´s unlucky when thinking...
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
Last Edited: 2008-04-10 17:28:40
April 10 2008 17:28 GMT
#237
I just realized I haven't read this thread in a long long long long long time, I'm not sure how to include it in the monthly blizzard reports either (although they do read the forum) :C I like the gunship idea.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
HyoSang
Profile Blog Joined March 2008
United States194 Posts
Last Edited: 2008-04-10 18:08:28
April 10 2008 18:07 GMT
#238
+ Show Spoiler +
On April 08 2008 20:13 Caller wrote:
New Unit Idea:

Upgrade from Dropship (purchasable for each dropship)

Dropship
100 Minerals/100 Gas
Carrying Capacity: 8
160 HP
2 Armor

Upgrade for the Dropship:
Gunship Upgrade
Requires the dropship to "land" for a time, about 10 seconds, in order to add the extra armor/capabilities/engines. During this time it cannot move and is vulnurable to ground attack, but not air. After this time, it turns into a fully operationable gunship.
(+100 Minerals, 25 Gas)
The Gunship gains +50 HP and + 2 Armor, but it can now only carry infantry units and it's capacity is reduced to 4. However, the infantry onboard the gunship can now shoot outside of it using the firing slits. Due to the high altitude and velocity of the Gunship, all weapons range are reduced by 1 instead of increased.

Essentially, you're paying 200 minerals and 125 gas, or 3/4ths of an ultralisk, to get a 250 HP flying thing that can do about 24 damage/second at a smaller range. It's essentially a flying ultralisk, as an ultralisk's attack speed is equal to that of the marines. Not to mention the 4 marines that should be put inside, and you're looking at a 300/125 expensive unit that can easily be sniped by a few immortals or hydras. However, against light air units, such as mutalisks, the Terrans now have an option to attack without using vikings. I'm not too sure about the possibility of launching nukes out of it, but it'd be like dmatrixing a ghost... and making it fly.

Although the thought of a trio of fully loaded gunships running past and shreddnig a force of zerglings is entertaining.


Wow.. this sounds amazing. It would have to at LEAST be second tier if not third for the balancing to work out tho.

Maybe if they keep the medivac they could make the gunship upgrade an optional shift, like muta to guardian, where the medivac loses its healing ability for the gunship ability?
EE HAN TIMING!!
Luhh
Profile Joined October 2003
Sweden2974 Posts
April 10 2008 19:46 GMT
#239
Gunship is interesting and shouldn't be too overpowered since it semms like it would require a bit of micromanagement with marines and all. The only thing is that it's pretty close to the banshee which already is.. a gunship.

I had the similar take on terran anyway, and would like to see some assault transport functionality. So I support something along those lines.
I wouldn´t call him stupid, but let´s just say he´s unlucky when thinking...
Cascade
Profile Blog Joined March 2006
Australia5405 Posts
April 16 2008 22:02 GMT
#240
Solution to the macro problem.
Inspired from the QnA batch 35 with the new mothership that lets warp gates build units directly to the mothership FASTER. This is supposed to solve the MBS uproar once and for all by introducing new macro tasks.

Idea
The basic idea is to have abilities for units/buildings that is NOT queable and NOT multishootable which improves macro rather than direct fighting ability.


Protoss:
Copy paste from QnA 35:
The Mothership now allows Protoss Gateways that have converted to Warp Gates to be able to warp units straight to the Mothership. The warp-in mechanic (which cannot be queued) has also been tweaked to allow Protoss players who use it to get a slight time decrease in unit production as opposed to queuing units traditionally at the Gateways. In other words, the cooldown timer on warp-in doesnt take as long as the build time for units at a Gateway.

So use the mothership to build things faster. Then the mothership should be fairly early in tech, or the ability should be moved to another unit. This to allow for more intense macroing at least from midgame.

Terran:
A building called "administration centre" or something similar (preferably less lame) which has an ability that can be used on unit producing building with about a siege tanks range. No mana, no cooldown. spammable, not queable. This ability will refund a percentage of the units cost (10%? 20%? has to be tuned) once on each unit WHILE IT IS BUILDING. So you will have to build this building central in yuor base, and each time you build units, you will have to select this building afterwards and go on a refunding round for optimal macro. (and you may be able to build more units after that, that you can refund!) Alternatively it can be put on one of the existing buildings (ebay? academy?).

So building placement will be even more importnat for terran, and it may not always be a good idea to proxy too agressively. Also, this building will be target for raids i guess.

Zerg:
Give one of the zerg units (overlord comes to mind, or maybe queen) an ability "create larva". This should have fairly large range and target a hatchery that will create an extra larva, up to a maximum of 3 larva. With cooldown or mana.

This is probably the coolest idea imo. Building will be 1) use all existing larvae 2) select a group of overlords close to your hatcheries 3) c-click-c-click-c-click until you have 3 larvae on all hatcheries. 4) repeat until all overlords have used their cooldown. Also, you will have to chose if you want to scout with your overlords, or macro with them, which could make for more strategic play in some way probably. Similarly, if the queen has the ability, you will have to chose if you need to mana for fighting, or for macro.

flameguard
I fled this subforum long before the supermods cleaned up here, and ive just been reading the occasional QnA. So im sorry if this idea has been proposed before, or if this is wrong place to post.
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