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[T] New Ideas: Units, UI, Gameplay - Page 16

Forum Index > SC2 General
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dat[fury]
Profile Blog Joined May 2008
Philippines129 Posts
May 20 2008 06:22 GMT
#301
What if the carrier has other guns or cannon on their ship because they cannot handle a battlecruiser 1v1?
What if the tanks have machinegun as added defense against melee units and they should be more expensive because in SC1 if they are in mass they are simply unstoppable.
What if the medivac dropship have its own gun or cannon for its defence?
En Taro Tassadar!!! Die you Terrans
MrRammstein
Profile Joined May 2008
Poland339 Posts
May 21 2008 13:00 GMT
#302
On May 20 2008 15:22 dat[fury] wrote:
What if the carrier has other guns or cannon on their ship because they cannot handle a battlecruiser 1v1?
What if the tanks have machinegun as added defense against melee units and they should be more expensive because in SC1 if they are in mass they are simply unstoppable.
What if the medivac dropship have its own gun or cannon for its defence?


That's why Marines and Warp Rays are in game. Just use different units = game is more fun not imba

Tanks unstoppable? Use air units counter opponent with better mix of units
account abandoned:P RIP
MrRammstein
Profile Joined May 2008
Poland339 Posts
May 21 2008 13:17 GMT
#303
I just thought of this while sitting on ICCUP channel (I can't cr8 games) btw someone could already post this:

being able to to check player stats and whisper to him by right-clicking on his nick on chat window (when he writes something), instead of typing his nick or looking for him among all other guys on the channel
account abandoned:P RIP
Polyphasic
Profile Blog Joined March 2008
United States841 Posts
May 25 2008 23:41 GMT
#304
Zerg shouldn't have a population limit.

different races could have different screens based on the way they are played. terran for example can be more micro intensive, so their screen size is normal.

zerg can be very very macro oriented, so their screen size is slightly larger, they have unlimited selection, and they don't have population limit.
can't making a relationship last longer than 2 weeks, since 1984 :thumbs:
Caller
Profile Blog Joined September 2007
Poland8075 Posts
May 26 2008 00:21 GMT
#305
On May 26 2008 08:41 Polyphasic wrote:
Zerg shouldn't have a population limit.

different races could have different screens based on the way they are played. terran for example can be more micro intensive, so their screen size is normal.

zerg can be very very macro oriented, so their screen size is slightly larger, they have unlimited selection, and they don't have population limit.


im not sure this is satire or serious
Watch me fail at Paradox: http://www.teamliquid.net/forum/viewmessage.php?topic_id=397564
8882
Profile Blog Joined December 2003
2720 Posts
May 26 2008 00:52 GMT
#306
Im not sure if this was mentioned or not (or fixed in WC3), but it would be cool if the critters had their own distinctive colour on the minimap (Im just watching Draco vs Nony and Draco's units are blue on the minimap, just like the critters - Nony killed a Kakaru).
I have returned
BleuNuit
Profile Joined April 2008
Canada44 Posts
May 27 2008 12:23 GMT
#307
I wonder if they could implement some kind of adaptive "mimic" AI after the game comes out. For example, after some progamers have had some time with it, Bisu, Boxer, NaDa, Savior etc. Blizz could program the AI (in a patch or something) to "mimic" the playstyles of some of them (prolly would have to pay them). Then you could load up a game and "feel like" (sorta) that your playing NaDa, etc. or perhaps they could have a one sided AI load, eg. after a progame the action/timing lists of all the players are converted into AI, so if you see someone''s build on TV and want to test your mettle against it, then you can. Setable by player? Random? still up in the air.
From what I ve tasted of desire, I hold with those who favor fire.
Nitrogen
Profile Blog Joined February 2008
United States5345 Posts
May 29 2008 05:14 GMT
#308
i just came up with an interesting idea (to me)

what if there was like an air version of the siege tank. ofc it wouldn't have as much health, armor, attack or range, but it would still be air. it also couldn't attack unless it was in it's siege mode, and it cannot attack air.

so it would be this little flying thing that cannot attack, but when you go into "siege mode" with it, it has decent range (maybe 3/4 that of a siege tank in siege), and it cannot attack air. for stats maybe like 100 health, 50 explosive damage. (values relative to bw) it also has a similar dead zone to that of a siege tank, but maybe a little smaller. you could send a bunch of them to strategic positions without having to use a dropship for normal tanks (only carrying 2 :[ ).
UNFUCK YOURSELF
Krohm
Profile Blog Joined May 2007
Canada1857 Posts
Last Edited: 2008-05-29 06:16:19
May 29 2008 06:15 GMT
#309
I'm not sure if this has been mentioned yet. But it's something is slightly implemented on Wc3. I'm sure it will be in Sc2 as well. But I'm just going to mention it, just in case...

This for the UI.

In Wc3, when you have a mix of units together. The higher Tier units take priority for there spells to appear on the command box. This doesn't happen On Sc, example; If you have 1 Ht, and 3 zealots in a single group. You can't cast storm with the HT, unless you select it.

I'm really sure this is already implemented into Sc2.

Also make sure you reverse how burrow works, when unburrowed units are mixed in with the burrowed units... The burrowed units unburrow instead of burrowing the unburrowed units. That is just something that annoys the hell out of me when it comes to Sc1. Ruined so many early games for me.
Not bad for a cat toy.
ScarFace
Profile Blog Joined March 2008
United States1175 Posts
May 30 2008 23:44 GMT
#310
New idea: Remove the Thor, the mothership, medivac, and bring back medic. Don't ruin StarCraft.
Can you dig it?
Smurfz
Profile Joined May 2008
United States327 Posts
June 02 2008 23:10 GMT
#311
In SC1, Protoss and Terran ground units always spawned at the bottom end of Gateway/Barracks, etc... Units spawning here could lead them to get stuck within their own base. Since units always spawned at the southern side of Barracks/Gateways, it really cut back on some building placement ideas.

Well what if, when units are created, they spawn in the direction in which the building's rally point is. This would mean, if you had a rally point to the north of your Gateway, your Immortal would spawn on the north side of your Gateway. This way, you could set up more strategic base setups, without the fear of trapping your own units.0
TypicalTLer
Profile Joined June 2008
Canada3 Posts
June 03 2008 00:19 GMT
#312
Thor should be anti-air artillary (Siege Tank of the Sky).
It should be built as a building, but can't move unless lifted off, sort of like that star base which was scrapped..(sadly.) However, when attacking, it must be on the ground.
So....
Normal Mode = flying base
Siege(?) Mode = immobile ground unit with aerial splash attack!
I don't understand why some people hate the thor..
I think it's just awesome.
스타 한판?
Dr.Kill-Joy
Profile Blog Joined June 2007
United States627 Posts
June 03 2008 05:40 GMT
#313
The Overlord should have an upgrade where it can be an object to the ground. (A stationary object) Creating a wall so you can micro away from the zerg. Also it would help protect against those corsairs / wraith harassments.

Those tenticle hanging things would just burrow it self into the ground. Its Perfect!
About To Ass Rape That Face Wit Some Words
ySoLaMe
Profile Joined June 2008
United States51 Posts
June 04 2008 01:28 GMT
#314
I've seen some videos, and the gameplay looks a bit too fast. What I mean by "too fast" is that the speed of the units, coupled with their fast attacks and better AI makes micro a lot harder to time. Maybe this will be resolved after getting a feel by playing the game, but based on observations, I think micro will be nearly obsolete in SC2 as it is.

Another thing, I know a lot of things in SC2 are meant to be visually pleasing as well as functional, but why do most things look rounded, like a child's toy? (Especially cannons.) My friend and I agree that a lot of Terran metal look like Tonka Trucks. For as much violence as the game will include, I don't think a childish look is the way to go.

Also, is it just me, or does SC2 look exactly like WC3 in regards to the grass and general landscape?
EmeraldSparks
Profile Blog Joined January 2008
United States1451 Posts
Last Edited: 2008-06-07 01:33:25
June 07 2008 00:56 GMT
#315
Okay since this thread is full of them I'm just going to fill it with bad ideas and units that I've randomly thought up.

I think there should be a "shield bomb" somewhere; heals everything in range to full shield and gives them a temporary +40 shield or something. Cast at range or radiates from unit, either. Or maybe you could have certain or all protoss buildings expend their shield in order to do the same (with perhaps smaller effect.) Half of this is only because the phrase "he overshields his dragoons and sends them in" sounds so awesome.

I think the Thor should be like a landborne Valkyrie that can hit both air and ground with its missiles. Missile missile missile missile missile missile missile missile * stands around *. It's still able to blow up bulidings with ease because all the missiles will land somewhere on the building (if it's not too small) but against an army the missiles will fall haphazardly, maybe hitting ultralisks or colossi with more than one missile while missing some zerglings entirely. I think it seems very terran to have a unit that can just spray and pray missiles over a third of the battlefield.

I still like the idea of the toss ability to warp spacetime and I think there should be more plays with it. Examples -

I also think the construction of Warp Gates would be hilarious; not the current warpgates that allow you to warp units everywhere, but like the Starcraft I Warp Gate that allows units of any player to warp through them. Sure, you can have your army everywhere at once... but so will the opponent, if you don't destroy them in time.

I also like the idea of "temporary recall" - send your units somewhere, but after fifteen seconds they'll go home again. They can look blue and ghostly, like stretching spacetime enough for the units to temporarily look like they're somewhere else, but eventually it will snap back.

I actually like these ideas, so feedback would be appreciated.

[[EDIT]] I suppose I should comment on things from other people if I want people to look at mine. Random thoughts:

The thing about a bomber unit is will be completely useless against AA units or they will be completely ridiculous against units that don't have AA - choose one; I don't think it's a great idea. I don't really like messing with the UI. The concept of upgrading the Thor with SCVs seems terran enough, but I think any modifications should be at least conceptually minor (plus I think mine is better.) Things I do like on the last page are the concept of directional shielding; if it doesn't make it in full, maybe even just making the Immortal's current shield directional (maybe to 180 degrees, so if you set up some ridiculous tank flank you can reap the rewards)

And as a last side note I think banelings should have an acid spore effect, so even if you only get one of them off they're not all useless (and so you don't have to get them en masse to be useful at all.)
But why?
GeneralStan
Profile Blog Joined August 2007
United States4789 Posts
Last Edited: 2008-06-08 06:41:33
June 08 2008 06:40 GMT
#316
Small request. When playing as Protoss, holding shift while constructing a structure should allow you to continue placing the same structure without having to hit "B C" again (for instance)

So basically "B C shift + click, shift + click . . ." continue until you don't want more cannons
¯\_(ツ)_/¯
arctangent
Profile Joined June 2008
United States4 Posts
Last Edited: 2008-06-08 15:43:49
June 08 2008 15:42 GMT
#317
I think the Thor should be giant SCV (seriously) with better utility skills, like grabbing a whole patch of minerals to drop in your base so your normal SCVs can keep gathering, and sniffing in a bunch of gas to fill one in your base. I think it fits with the style of the Terrans - that's basically the same strat we use in the middle east today.

Also, it could have an upgrade to produce some units on the front lines for you (more expensive/slower build times to balance it). Zerg and Protoss seem to have cool new ways to transport their units, but what about Terrans?

I admit I'm not very good at this game, so sorry if this is a terrible idea.
ZenDeX
Profile Blog Joined May 2008
Philippines2916 Posts
June 08 2008 15:46 GMT
#318
@GeneralStan: I think it is considered an issue with "skill" or "macro/micro". But that feat was in Warcraft III, yes?
Ozarugold
Profile Blog Joined February 2008
2716 Posts
June 08 2008 22:51 GMT
#319
I said this on another thread (forgot which and too lazy to check) but I think if they want to keep the medivac, they should make it Viking-esque. I was hoping people of the internet could fine tune this idea.
this is my quote.
ImgGartok
Profile Joined August 2007
United States216 Posts
June 10 2008 05:25 GMT
#320
The Thors as the new terran meat shield should have an ability to actually redirect damage to them. Something like Grounding Reactor that when activated will redirect ranged attacks against nearby friendly units to the Thor. To balance this, put it on a seperate cooldown from its auto repair ability (which it already has.)

If this was confusing, here's a scenario. Thor activates Grounding Reactor, it lasts something like 6 seconds. During the 6 seconds, if say a laser or a missile is fired at a marine near the Thor, the projectile will be redirected to the Thor. Now, I don't know how lore wise that would be incorporated, something to do with gravity I imagine. But would add a little micro to these cumbersome, slow units and some more dynamic strategy to them as well.
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