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[T] New Ideas: Units, UI, Gameplay - Page 14

Forum Index > SC2 General
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Aerox
Profile Blog Joined September 2004
Malaysia1213 Posts
April 30 2008 03:35 GMT
#261
Yeah, I've expressed my disappointment in one of these threads after seeing the jackal. It's basically a lurker for the Terran. Also, for a bike to stop and fire flames does not sound smart. It should speed past dodging fire while attacking like interceptors. Otherwise, change it to something else. Like another robot. LOL.
"Eyes in the sky."
EmeraldSparks
Profile Blog Joined January 2008
United States1451 Posts
April 30 2008 05:44 GMT
#262
If the jackal is slow, that would suck. That would leave Terran with no fast units, no?

Although if it were too fast it looks like it would be disgusting on harass...

Random unrelated thought:

I've always like the idea of a "carrier tower." Anyone who's played a certain LoTR game knows about one of the two towers by the black gate was a carrier. The more I thought about it the more a appealing a Protoss defensive structure that launched interceptors started sounding.
But why?
ImgGartok
Profile Joined August 2007
United States216 Posts
April 30 2008 08:43 GMT
#263
I have an idea for an ability for the mothership instead of the phase prism power ability, because I think that two units having the same support ability becomes redundant and less interesting, and SC is all about every unit having unique strengths and weaknesses.

However, I understand what they're trying to achieve with the Mothership as a beacon of sorts for the Protoss forces, hence the name. So I propose this alternate ability:

Fleet Matrix (Mothership Ability)

The Mothership can store other Protoss flying units (besides other Motherships, because that would be ridiculous) as energy much like a Phase Prism can transport ground units. Each flying unit takes up one slot, and the Mothership has 16 slots. While stored, these units regain shields rapidly and can be redeployed at a moment's notice.

What Makes the Ability Useful

On the surface it doesn't sound like a very useful ability, after all flying units can already cross all terrain, so what is the point? Well, this is actually a unique way to bring back one of the functions of the Arbiter, which was concealing your fleet. Unless you had a detector, you had no idea the magnitude of the Protoss fleet you were facing.

Similarly, this ability allows you to conceal this information from your enemies and be more tactful in your attacks. Instead of a massive fleet moving about the map, you have an innocuous mothership. Also, the mothership allows you to save units from focus fire while at the same time replenishing shields.

Why the Ability Fits

It perfectly suits the Protoss, who seem to move in the direction of an overwhelming force stemming from nothing (ie Warpgates.) Unlike its current phase prism aura, however, its not just a copy/paste of another unit's ability. It fits the theme of the unit, as you can easily envision a mothership unleashing swarms of fighters and ships from its hull. Basically taking the carrier to a whole new level.

Anyhow, was just an idea I thought was neat and seeing what you guys think.
Spenguin
Profile Blog Joined November 2007
Australia3316 Posts
April 30 2008 10:51 GMT
#264
With game play how about lets say if there's a DT in your LOS, if your opponent clicks on it, you would here a faint DT speaking sound, if your above the DT. I think that can make sense if not I'll re post with a scenario.
< TeamLiquid CJ Entusman #46 > I came for the Brood War, I stayed for the people.
Tritanis
Profile Joined November 2007
Poland344 Posts
April 30 2008 15:22 GMT
#265
I've got one little idea for terrans.

Since terran infantry can no longer heal in the early game as the olny healing unit is available from starport, why not give bunkers small healing capability. Every organic unit in the bunker could regenerate small amount of lost hitpoints per seconds (1-4 hp/s sounds fair to me).

This way early bunker rushes become more efficient and you don't have to waste 1hp marines on the field of battle.

What do you think?
I live, I serve, I die for the Metal
d.arkive
Profile Blog Joined January 2007
United States843 Posts
April 30 2008 15:41 GMT
#266
I like Inraged's idea; terran buildings SHOULD get a late game upgrade that allows them to produce on the fly, and move faster. Not only does this fit with the overall flavor of Terran, as pointed out, but it can be another source for macro that will make up for MBS if floating, producing buildings cannot be hotkeyed together, much like warp gates cannot be now. The lazy macroer can merely rally all his stationary buildings to the front lines, increasing his time of travel and spreading his forces, while the pro macroer can float his production along with his army; while more risky and harder to manage, it allows for instant reinforcements and the ability to follow actions easier; perhaps even building micro?

Late-game harrass also becomes a lot more fun for terran, I would think; imagine dropping a whole base into an enemy's main.
"Refrigerator. Refrigerator, damn you. Refrigerator."~Spiritofthetuna, speaking in Haiku after losing
LeafHouse
Profile Joined June 2007
United States185 Posts
Last Edited: 2008-04-30 23:15:44
April 30 2008 23:14 GMT
#267
Seriously, I love the gunship/gunboat idea. Same with the mothership carrying ability, both just seem like solid-cool-down-to-earth ideas.

yeah!
EmeraldSparks
Profile Blog Joined January 2008
United States1451 Posts
May 01 2008 00:38 GMT
#268
Carrying seems kinda weird; it's only useful when you have a giant air fleet... and if you have one of those, the game really should be over. I think having a cloaking field a la arbiter is just more useful all around. Although being a floating shield battery would be rather cool.
But why?
Umbrella
Profile Blog Joined September 2007
Taiwan936 Posts
Last Edited: 2008-05-01 02:18:24
May 01 2008 02:12 GMT
#269
Hey guys, here's some random terran ideas ^^b

What do you think if the nomad/science vessel had this AoE thing (like ensnare, etc.) that would lower armor. Instead of just irradiating and running away (which is annoying for zerg), marines would be able to cope with ultralisks and other things much better, making them attack more. I'm not sure what this AoE thing would be, but I would think some chemical related thing would do.

I agree that buildings should do more when they are floating around. I suggest that each building could build stuff on the fly, but when the units are built they should just stay inside the building, and all come out when the buildings land. Only for ground units though, air units should pop out of the starport when the starport is floating regardless.

I've always thought that ghosts could look like something that could detect, so why not?

Are drop pods still in?

Why take out splash for banshees? Overpowered? Splash + cloak would've been awesome and the banshee now just looks like a stronger wraith, which imo, weren't that exciting in most situations.

Make the ground vikings a massable unit from factories (minerals only) and also air vikings at the starport. It's just an interesting idea but I would understand if it would be too weird xD.

This is kind of random but have a guy similiar to L from death note operate the nomad. That would be awesome xD.

Oh and I've always thought these things looked cool. If blizzard could somehow implement them that would be awesome, but siege tanks look like they fill the role already . They look cool though.

edit: fixed some grammar
Ozarugold
Profile Blog Joined February 2008
2716 Posts
May 01 2008 03:49 GMT
#270
What if the Jackal did aoe damage around it for every time it was ordered turned or something instead of the linear splash thingy...it would be micro intensive but it could cover the guerilla tactics that the Vulture had while still not straying to far from the formula...
this is my quote.
alphafuzard
Profile Blog Joined June 2007
United States1610 Posts
Last Edited: 2008-05-05 04:46:42
May 04 2008 22:51 GMT
#271
Not sure if this is a great idea, but i feel like nomads do so little...

I was wondering if it would be a good idea to have them make spider mines?
instead of having a limited 3 spidermines, maybe they could pay 15 mins per mine and have a short build time, much like scarabs, except they dont build up a store of them
The placement would be exactly like the auto turrets, click the spider mine icon and then click on the ground, the nomad lands a builds a mine for that spot.

I don't know if the specific funtions of the spider mine should be the same, or maybe something else, like manual trigger (dont like that idea but something along those lines)
more weight
Polyphasic
Profile Blog Joined March 2008
United States841 Posts
May 06 2008 09:46 GMT
#272
dunno about you guys, but zerg really needs to have big armies. that's the feeling of the zerg. instead of 2 zerglings per egg, i'd like 4, and instead of 1 hydra per egg, i'd like 2. everything should come in pairs of 2 or 4.

unit selection should be uncapped for zerg so a zerg player can select more per control group than a protoss or a terran can, reflecting the difference in playing style.

zerg units should also have hp and damage reduced to compensate for having more numbers. that is just how zerg should be played.
can't making a relationship last longer than 2 weeks, since 1984 :thumbs:
DeifyME
Profile Joined March 2008
Hungary47 Posts
May 06 2008 13:22 GMT
#273
Well this Jackal or what seemz to be very... weird for me. at least its graphics . A fast moving fragile firebat sounds useful, but than what do terrans have against f.e. zealots early game? Rines are freekill for these charging bastardz.... < /idiot thoughts >

If a building can still train unitz while flying... it should be slowed down imo... and exactly shouldnt keep the units inside of it. I dont like the idea of 5 buildings breaking into my main with shitloadz of units after sniping out my anti - air... those buildingz flying quite fast, and have many hp.

I think doesnt matter if Reactor makes production faster, or double it - but this way units should be abit more expensive... or give something lategame to zerg, to double their larva production.

The fleet matrix wouldnt make sense in to many cases, but why not? After surviving some anti air the mothership could call in some warp prism, and those planes with the big guns ^^. the prisms deploy, and u can call in ur forces - or am i wrong?
arb
Profile Blog Joined April 2008
Noobville17922 Posts
May 07 2008 04:09 GMT
#274
On May 06 2008 18:46 Polyphasic wrote:
dunno about you guys, but zerg really needs to have big armies. that's the feeling of the zerg. instead of 2 zerglings per egg, i'd like 4, and instead of 1 hydra per egg, i'd like 2. everything should come in pairs of 2 or 4.

unit selection should be uncapped for zerg so a zerg player can select more per control group than a protoss or a terran can, reflecting the difference in playing style.

zerg units should also have hp and damage reduced to compensate for having more numbers. that is just how zerg should be played.


I can hear the others screaming as 6 ultralisks pop out of 3 larvae instead of three
Artillery spawned from the forges of Hell
Polyphasic
Profile Blog Joined March 2008
United States841 Posts
Last Edited: 2008-05-07 10:51:02
May 07 2008 10:49 GMT
#275
On May 07 2008 13:09 arb wrote:
Show nested quote +
On May 06 2008 18:46 Polyphasic wrote:
dunno about you guys, but zerg really needs to have big armies. that's the feeling of the zerg. instead of 2 zerglings per egg, i'd like 4, and instead of 1 hydra per egg, i'd like 2. everything should come in pairs of 2 or 4.

unit selection should be uncapped for zerg so a zerg player can select more per control group than a protoss or a terran can, reflecting the difference in playing style.

zerg units should also have hp and damage reduced to compensate for having more numbers. that is just how zerg should be played.


I can hear the others screaming as 6 ultralisks pop out of 3 larvae instead of three


for zerg magic units and special units, i can imagine one popping out per larvae, like ultralisks and defilers and what not. but really, the zerg basic units need to create the swarm feeling. 4 lings per egg and 2 hydras per egg, and 2 mutas per egg plz. really need the swarm feeling.

also, when u have a lot more swarm units, when a special unit comes along like ultra or defiler or whatever, it feels more like it's part of a swarm rather than just another unit, because it's outnumbered so much by smaller minions.

at the very least, make zerglings free. we all know that larvae is a limiting resource until endgame, and in the endgame, zerglings suck anyways, but man, having huge amounts of small minions die is just what zerg needs. free zerglings fyi, and 4 per egg! but nerf the hp and attack damage plz. also, allow zerg players to control more units per control group than toss and terran players.
can't making a relationship last longer than 2 weeks, since 1984 :thumbs:
Caller
Profile Blog Joined September 2007
Poland8075 Posts
May 07 2008 17:09 GMT
#276
On May 07 2008 19:49 Polyphasic wrote:
Show nested quote +
On May 07 2008 13:09 arb wrote:
On May 06 2008 18:46 Polyphasic wrote:
dunno about you guys, but zerg really needs to have big armies. that's the feeling of the zerg. instead of 2 zerglings per egg, i'd like 4, and instead of 1 hydra per egg, i'd like 2. everything should come in pairs of 2 or 4.

unit selection should be uncapped for zerg so a zerg player can select more per control group than a protoss or a terran can, reflecting the difference in playing style.

zerg units should also have hp and damage reduced to compensate for having more numbers. that is just how zerg should be played.


I can hear the others screaming as 6 ultralisks pop out of 3 larvae instead of three


for zerg magic units and special units, i can imagine one popping out per larvae, like ultralisks and defilers and what not. but really, the zerg basic units need to create the swarm feeling. 4 lings per egg and 2 hydras per egg, and 2 mutas per egg plz. really need the swarm feeling.

also, when u have a lot more swarm units, when a special unit comes along like ultra or defiler or whatever, it feels more like it's part of a swarm rather than just another unit, because it's outnumbered so much by smaller minions.

at the very least, make zerglings free. we all know that larvae is a limiting resource until endgame, and in the endgame, zerglings suck anyways, but man, having huge amounts of small minions die is just what zerg needs. free zerglings fyi, and 4 per egg! but nerf the hp and attack damage plz. also, allow zerg players to control more units per control group than toss and terran players.


the feel of the swarm shouldn't be over powered. You're basically asking for a free 3 pool. Zerglings are really, really good, and even if they're slightly nerfed they can still rape large forces, and especially with all these new zerg units and such and the lack of terran medics. You saw that video where like 100 lings annihlated some poor Terran outpost. Free units are just a bad idea.

If you want zerglings to be free, then marines and zealots better be free too.
Watch me fail at Paradox: http://www.teamliquid.net/forum/viewmessage.php?topic_id=397564
HyoSang
Profile Blog Joined March 2008
United States194 Posts
May 08 2008 00:41 GMT
#277
I know that for the original port of sc2 they dont have a fourth race. But what if they added a fourth race in an expansion pack?
EE HAN TIMING!!
MultiMarine
Profile Joined August 2007
Sweden39 Posts
May 08 2008 21:11 GMT
#278
I think terran supply depots should be upgradable. It's annoying playing terran on a map with very limited space to build on. You would save so much space if you didn't have to build so many supply depots but could instead upgrade them for more supply.

I think the supply should be upgraded but the hp should always remain the same. So you could go for only ONE supply depot the entire game but if someone destroyed it you would be totally fucked going down to 0 supply in an instance. Deciding how many supply's to build and how many to upgrade becomes a strategic decision.
ArvickHero
Profile Blog Joined October 2007
10387 Posts
May 09 2008 00:34 GMT
#279
On May 07 2008 19:49 Polyphasic wrote:
Show nested quote +
On May 07 2008 13:09 arb wrote:
On May 06 2008 18:46 Polyphasic wrote:
dunno about you guys, but zerg really needs to have big armies. that's the feeling of the zerg. instead of 2 zerglings per egg, i'd like 4, and instead of 1 hydra per egg, i'd like 2. everything should come in pairs of 2 or 4.

unit selection should be uncapped for zerg so a zerg player can select more per control group than a protoss or a terran can, reflecting the difference in playing style.

zerg units should also have hp and damage reduced to compensate for having more numbers. that is just how zerg should be played.


I can hear the others screaming as 6 ultralisks pop out of 3 larvae instead of three


for zerg magic units and special units, i can imagine one popping out per larvae, like ultralisks and defilers and what not. but really, the zerg basic units need to create the swarm feeling. 4 lings per egg and 2 hydras per egg, and 2 mutas per egg plz. really need the swarm feeling.

also, when u have a lot more swarm units, when a special unit comes along like ultra or defiler or whatever, it feels more like it's part of a swarm rather than just another unit, because it's outnumbered so much by smaller minions.

at the very least, make zerglings free. we all know that larvae is a limiting resource until endgame, and in the endgame, zerglings suck anyways, but man, having huge amounts of small minions die is just what zerg needs. free zerglings fyi, and 4 per egg! but nerf the hp and attack damage plz. also, allow zerg players to control more units per control group than toss and terran players.


You don't know what you're talking about. What you suggest would make the zerg race so horribly imbalanced that SC2 becomes just another imba rts out there. Zerglings, are in fact, highly useful. Have you even looked at any of the modern strats?
Writerptrk
boredcouch
Profile Joined May 2008
United States110 Posts
May 10 2008 02:30 GMT
#280
Here's an idea:
One thing that I hate about casting spells is that when I am trying to use an area spell in a specific area such as disruption web, plague, or storm, I sometimes click on an enemy unit and it places the spell in the wrong location. Maybe in SC2 we can hold a certain button to avoid targeting a unit while casting spells (Or maybe I'm just a major noob and know of no way to do this. If so please tell me how, thanks).

So here's how it would work. I see 6 ultras coming in to kill my 6 goons and 2 corsairs. I immediately back into a corner and hold control to make perfect webs around the goons. They pick off the ultras because I don't mis-click on an ultra and web my own units. It's so simple yet so powerful.
starcraft is the greatest game ever
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