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[T] New Ideas: Units, UI, Gameplay - Page 17

Forum Index > SC2 General
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Caller
Profile Blog Joined September 2007
Poland8075 Posts
June 12 2008 02:09 GMT
#321
NEW IDEA

Some Unit Can take This (I dunno which one) but it should be Terran

It's the Newly Revamped

DEFENSIVE MATRIX

Lets say you give it to a medic.

The medic gets 1 (one) defensive matrix emitter. What happens is its like a spider mine, except that a) they only get one per medic, and b) they act as a defense. It's like... a temporary portable bunker, except that it applies to more than just infantry.

Here's a Diagram:

M = Marine
C = Medic
E = Emitter

MMM
MCEM
MMM

in a small radius, the defensive matrix acts like a bunker. When a projectile or an attack tries to hit one of the units inside the matrix, but the source is outside. However, if a unit INSIDE the matrix, like a zergling, is attacking, the D-matrix won't affect its attacks.

Like this:
| MMM |
| MCEM |
| MMM |

This could work with siege tanks, jackals, w/e. it only lasts for 260 pts worth of damage, though, and splash damage is accounted for as if the units inside were in a bunker.

The only disadvantage is that it has a timed life (of 20 seconds) and it can also be targeted if a unit enters the defense matrix. (20 HP)

It is nonmobile, so it could be plopped down when the Terran gets flanked. After that, though, you're out of luck.
Watch me fail at Paradox: http://www.teamliquid.net/forum/viewmessage.php?topic_id=397564
Luddite
Profile Blog Joined April 2007
United States2315 Posts
June 12 2008 07:38 GMT
#322
I like the defensive matrix idea (assuming it's not imba) but I think it should be high tech, don't give it to a basic unit like the medic (which is gone anyway). Maybe give it to the battlecruiser?
Can't believe I'm still here playing this same game
Caller
Profile Blog Joined September 2007
Poland8075 Posts
June 12 2008 20:50 GMT
#323
bumpity bump

why would you give it to the bc

its a battleship not a support vessel

maybe the nombad
Watch me fail at Paradox: http://www.teamliquid.net/forum/viewmessage.php?topic_id=397564
antiq
Profile Joined June 2008
Slovakia191 Posts
Last Edited: 2008-06-14 14:30:05
June 14 2008 13:34 GMT
#324
I should have read this before I posted in the Thor discussion, sorry.
Anyway - I'd give something like this to Thor (high tech enough I think) as a usable ability - and allow him to take the extended D-matrix with him as a mobile bunker or a moving dark swarm. But I think it would be either too imba, or (if reduced in duration/capacity/radius) pointless to have it like this, my idea was that the units shouldn't be able to shoot from the inside either - not even friendly units.

edit(2x)::
Hilarious idea that goes with this - make the active D-matrix collapse violently upon Thor's destruction, destroying everything within - it would open a path for a strategy of offensive D-matrix contain and others I haven't thought of yet..
Ra.Xor.2
Profile Blog Joined May 2008
United States1784 Posts
June 15 2008 15:22 GMT
#325
I have an idea for MBS. The problem with multiple buildings in sc1 was u had to actually go back to the building screen to construct them. So every time you sacrifice micro for macro. So why not have the ability to selects multiple buildings, but each acts as their own subgroup. So instead of going 5z6d for making, say 6 zeals and 4 dragoons, you must go 5ztabztabz and so on. This would allow you to watch your armies at the same time while still benefitting the faster player. It would also give one greater control over creation of units as you don't have to remap hotkeys to incorporate, say high temps into your build.

As another idea make it so if you press delete, your camera will follow a unit while still allowing you to cycle hotkeys of other units or buildings. We all know how annoying it is to have spam 9 to watch your scout
#1 Flash Fan
maybenexttime
Profile Blog Joined November 2006
Poland5801 Posts
June 15 2008 15:46 GMT
#326
"The problem with multiple buildings in sc1 was u had to actually go back to the building screen to construct them."

This is exactly what anti-MBS people want. Decisions, multi-tasking, attention management, rhythm...
Talith
Profile Blog Joined December 2002
United States1102 Posts
Last Edited: 2008-06-16 17:21:08
June 16 2008 17:10 GMT
#327
I was thinking since many people were disappointed by the removal of drop pods that via upgrade you could grant it to the dropship.

The dropship could "shoot" the pod a limited distance away and itd unfold and allow units to deploy and attack (something sort of like escape pods). It'd force the player to fly a dropship as opposed to a cloaked ghost making it less stealthy while still satisfying the awesome sight of several pods dropping in and unloading. It could either be built per dropship (landing or in air to make it more 'realistic') restricting how often players could "spam" pods. Or even have the upgrade similiar to spider mines where the dropship gets 3 pods to load infantry into.

It'd allow the infantry to eliminate AA allowing medivac to safely enter fighting zone creating a buffer.

Pro's
----
-It could be used to keep dropship's at a safer distance.
-Eliminating the slower 1x1 unload rate although balanced by time spent pod deploying or opening up as well as dropping from ship. (though it'd still be possible to normal drop if desired)
-Allow Terran to "keep" up with the faster/bigger unit deployment.

Con's
----
-Risk having pods destroyed in transit
-Not as flexible in deciding which units unload faster (unable to micro units in and out once launched)
-Limited Use


A comical silly idea I had
---
"Not so dark swarm" - Exact opposite of dark swarm, only ranged units can fire within the field and melee units are deemed useless. No idea how this would even fit lore wise or logically, but still cute nonetheless :D. Probably be given to Terran since I bet they hate defilers a WHOLE lot. (Lol i'd love to see Z players franctically trying to retreat out of a 'swarm' for once)


Since Blizzard added Mothership due to the protoss warship destroying terran ship in the original sc cinematic, how about adding the open top missile launcher unit seen in the Following Cinematic. I know perhaps adding this would be too many 'mech' units but seeing as how viking are air/ground and would most likely primarily be used for AA and quickie "get in/get out" raids.

As far as uses, perhaps restricting it to mobile aa to combat strong toss air, dealing with corruptors more efficiently (infested dropship = T_T). I think this could fill in nicely for terrans mediocre AA power.
Smurfz
Profile Joined May 2008
United States327 Posts
June 17 2008 17:11 GMT
#328
Alright heres my idea.

Scrap the Thor. Its like the retard at Blizzard came up with the concept, and everyone felt sorry for him and let him have his Thor.

Instead...
Bring back the Cobra, but make it GtA. It would shoot in an AOE like the Thor, with less life, but could move while shooting. It has 5 range vs. ground. Zealots with intercept and Zerglings with speed upgrade shouldn't have a problem with retreating/attacking Cobras.. Banelings would get screwed over though.
lololol
Profile Joined February 2006
5198 Posts
June 17 2008 17:44 GMT
#329
On June 17 2008 02:10 Talith wrote:
Since Blizzard added Mothership due to the protoss warship destroying terran ship in the original sc cinematic, how about adding the open top missile launcher unit seen in the Following Cinematic. I know perhaps adding this would be too many 'mech' units but seeing as how viking are air/ground and would most likely primarily be used for AA and quickie "get in/get out" raids.


You mean the one that kills a dragoon from long range and has the same purpose as a sieged tank?
I'll call Nada.
eshlow
Profile Joined June 2008
United States5210 Posts
June 18 2008 05:48 GMT
#330
Well, read the excitement thread and kinda agree with some of the ideas. So basically trying to come up with some ideas for improving strategical depth in SCII.

Anyway, here we go with my two ideas (and yes, I did search for keywords instead of reading the whole thread so I hope I'm not repeating anything):


1. Have 2 different "levels" of air much like there's cliffs on the ground. For example, units that are lower to the ground may have improved attack power, but units that are in the "higher" air level that can shoot anti-air have an improved attack power on units in that lower air level. Units in a lower level that have anti-air capability may have reduced attack power shooting up at the units in the higher level. Also, this can be done with ground units attacking air if need be.

Obviously, so you can't switch right away there needs to be some mechanism by which you balance the levels. Therefore, there's two different ways you can approach this namely (1) having a clickable button that will transfer the unit to a different air level taking perhaps 5-10s or so (depending on balance) for the unit to move. Perhaps while it's doing this it may have reduced attack abilities or something.. I don't know. That can be sorted out.

Regardless, this could add some interesting strategies if say someone was using mutalisks for harrassment and the other player could come in with his mutalisks at the higher air level to counter the opponents mutalisks. Even though they might have even numbers, the player at the higher air level would be superior and thus able to win the battle. On the other hand, the player at the lower air level would be able to do more damage to the economy or ground buildings. So this will create an interesting dynamic hit-and-run scenarios balanced with avoiding being strategically countered by perhaps an inferior force of units.


2. I went through the thread searching resource sharing and that is definitely an interesting dynamic that should be investigated.

However, my "idea" is adding in a resource upgrade (or rather capacity carry for SCV/drone/probe) at various levels. Well, not really my idea because it is a dynamic of games like AOEII and the like.. but it's a good idea regardless IMO.

Since currently I believe the ability to carry resources has been dropped from 8 to 6 (or last time I heard), this obviously makes for a quicker game in the beginning as you start with more workers, but as the game goes on the resources gathered are slower as compared to the same amount of workers in BW. Thus, for example as you move through the tech you have an option just like upgrades for units that you can upgrade working capacity for +1 resource per carry at possibly even 2 or 3 upgrades as you advance far enough in the tech tree if wanted (much like upgrades).

Clearly, looking at cost-benefit ratio there has to be a balance for the cost especially for +1 in the "early" or even "mid" game as it can lead to a significant advantage; however, I strongly believe this will add to strategical depth of the game. For example, if someone decides to get early +1 resource the longer the game goes on the stronger their economy will be compared to the opponent. This will function like FE builds except it won't actually be a FE build and rather an alternate option that a player can invest in to bolster his economy. This actually creates a very interesting dynamic because unlike a FE build, a player does not have 2 bases to defend (or rather may only have 2 bases to defend instead of 3 and so on). Unlike a FE build though it won't bolster an economy as strongly as an extra expansion, but the results will be tangible after it gets up and running for a bit.

I'd consider +2 but that's a 33% increase (from 6 to 8) which seems like a huge difference... but if it can be balanced it might make the game even more interesting.


Anyway, that's about it. Constructive criticism?

Now back to applications, lol.
Overcoming Gravity: A Systematic Approach to Gymnastics and Bodyweight Strength
Ozarugold
Profile Blog Joined February 2008
2716 Posts
June 18 2008 06:02 GMT
#331
Jackal getting like an nitro-overdrive-red bull mode where it goe super fast, unable to shoot, and lays down a fiery trail like the sorc in Diablo 2, which damages units that walk on its path...

High templar storm becomes a charging shot like the yamato and regains its awesome damage.

A ground Zerg unit that can 'load' units and/or spells. This unit runs in and when it dies half a dozen zerglings pop out. Or a dark swarm. Or a dark swarm AND zerglings. Or I think this over and realize that it's awesome but completely imbalanced. Crap.

Have a special terrain that damages unit who walk over it. Or slow it down. Or insta-kill a unit.

Just throwing random ideas out there...

this is my quote.
Cheerio
Profile Blog Joined August 2007
Ukraine3178 Posts
June 18 2008 17:09 GMT
#332
http://www.wegame.com/watch/Enough_Zerg_More_SC2_Protoss_video/

Watch the video and think: are we losing photon micro? I mean at the end of the vid the guy is pulling his cannons back to stop it being hit (when the cannon is in "move" mode it is not considered a threat anymore and enemy units let it go, after losing focus the cannon redeploys itself and continues firing). Looks like a way to add "things to do" to make up for the mbs and co, but since photons dont move anymore, the thing is lost.
shimmy
Profile Blog Joined May 2003
Poland997 Posts
June 23 2008 11:28 GMT
#333
On May 31 2008 08:44 ScarFace wrote:
New idea: Remove the Thor, the mothership, medivac, and bring back medic. Don't ruin StarCraft.

Hell hath no fury like the vast robot armies of a woman scorned.
dcttr66
Profile Joined October 2003
United States555 Posts
June 23 2008 14:02 GMT
#334
On June 16 2008 00:22 Ra.Xor.2 wrote:As another idea make it so if you press delete, your camera will follow a unit while still allowing you to cycle hotkeys of other units or buildings. We all know how annoying it is to have spam 9 to watch your scout


yeah that sounds good. in warcraft you could click on the unit photo and get that effect but being able to toggle the camera following it instead of holding down your mouse would be great...
XCetron
Profile Joined November 2006
5226 Posts
June 23 2008 16:00 GMT
#335
On June 18 2008 02:44 lololol wrote:
Show nested quote +
On June 17 2008 02:10 Talith wrote:
Since Blizzard added Mothership due to the protoss warship destroying terran ship in the original sc cinematic, how about adding the open top missile launcher unit seen in the Following Cinematic. I know perhaps adding this would be too many 'mech' units but seeing as how viking are air/ground and would most likely primarily be used for AA and quickie "get in/get out" raids.


You mean the one that kills a dragoon from long range and has the same purpose as a sieged tank?


Why would we need this? It appearing in the cinematic is not a good enough reason to add it in the game. In one of the cinematic there were some Terran sitting in a jeep or vehicle of sort when they got ambushed by some Zerg, lets add that vehicle in the game too? Obviously in the future human would have multitude of weaponry at their disposal, cant just add all of them in.
VIB
Profile Blog Joined November 2007
Brazil3567 Posts
June 23 2008 22:40 GMT
#336
hmm I post this in the questions thread but then figured it may should have been here instead:

Nowadays it's very common to watch recorded games on youtube videos instead of starcraft replays. Which, among other advantages, is much more practical and easier for the viewer to watch (no need to install/run starcraft). Can we expect some tool to allow starcraft 2 spectators to watch games without installing/running the whole big and heavy game? Maybe a small replay-only application or even a browser plug-in?
Great people talk about ideas. Average people talk about things. Small people talk about other people.
maybenexttime
Profile Blog Joined November 2006
Poland5801 Posts
June 24 2008 00:00 GMT
#337
You can't watch the replays without the game engine installed. ;;
VIB
Profile Blog Joined November 2007
Brazil3567 Posts
Last Edited: 2008-06-24 08:57:17
June 24 2008 08:55 GMT
#338
On June 24 2008 09:00 maybenexttime wrote:
You can't watch the replays without the game engine installed. ;;
Which is why I am suggesting something... new...

It could have only the simplest parts of the engine necessary for watching replays (ex. no campaigns, videos, menus, bnet support etc)
Great people talk about ideas. Average people talk about things. Small people talk about other people.
maybenexttime
Profile Blog Joined November 2006
Poland5801 Posts
June 24 2008 09:21 GMT
#339
Yeah, a 'small replay-only application' which is an oxymoron.
Cheerio
Profile Blog Joined August 2007
Ukraine3178 Posts
Last Edited: 2008-06-24 14:29:50
June 24 2008 14:03 GMT
#340
Idea for terrans.
Terrans lack a unit which could act like battering ram. It's one of the reasons tvt is so inispiring. While adding a melee unit would be un-terran, there is another way: something that's tough, doesnt atack but draws enemy fire and could buy time for the army to close in. Simple tractor would be not fun, but heavily armoured APC would be. So some characteristics:
-slow
-has no attack (well maybe it could deal some damage on collision with object at full speed, and in order to deal it again it should move back and charge again. Or make him a charge ability, which after being activated makes damage upon impact but the vehicle can't change course - so enemies should just walk away from it's way).
-massive hp (like bunker)
-can be stacked with infantry (up to 4) but infantry cannot shoot from inside. After being destroyed infantry is released.
-constructed in factory
-not expensive
-by default is attacked by enemy units just as being attack-type.

In short: a slow mobile bunker from which infantry cannot shoot.
The role:
-draws enemy fire from weak terran units to itself
-adds terrans some "breaking" power.
-adds micro: the terran opponent has to unfocus his units from
attacking this one to other units that actually deal damage. And in case of "charge ability"...
-can be used for barricading narrow passeges (u can't build supply depos everywhere)

+feels very terranish

Well I think after some polishing up, it could be a nice addition to terran army. After all it has it's role and things like costs, ability to attack, speed, size can be balanced out.

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