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[T] New Ideas: Units, UI, Gameplay - Page 18

Forum Index > SC2 General
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vand00r
Profile Joined June 2008
United States7 Posts
June 25 2008 06:00 GMT
#341
This could seriously imba Terran vs. melee units.
Enough of these rams (not expensive, you say?) could form an impenetrable wall that would be hell for lings and lots to circumvent, and since stalkers/hydras are by nature not good against rines...
Maybe if it was more expensive, or if it was like "Heavy" armor or something that could withstand ranged attacks (ie. fortifications) but got pwned by melee attacks?
Cheerio
Profile Blog Joined August 2007
Ukraine3178 Posts
Last Edited: 2008-06-25 08:56:21
June 25 2008 07:35 GMT
#342
On June 25 2008 15:00 vand00r wrote:

Maybe if it was more expensive, ?

I never said how cheap it should be.

Everything you point out can be balanced through minor tweaks like costs, build time, HP, armor type (I said nothing about that), movement speed with only size that can be set only once or twice.

One more thought. Obvious one but still (I'll delete it if has been already proposed)
So after watching the new AI pathfinding and all the clumping up one can't be disturbed that his forces will be utterly destroyed by AoE damage. Also the movement of a blob looks ugly to me. I would like the army to move as a hole monolite construction, yet it looks as if it's not an army at all. In tactical strategies like Total War series they have an option to make a "lose formation". Well such a choise could be most useful and implementing it would be not hard. Also some formation fixation could be useful. Like u press Alt+F and the units will not break the formation untill: 1) they die, 2) u tell them not to, 3) the battle starts. The downside is that the clumping up and formation thing requires the player to show his skill and a simple UI option would make the game even more easy.
Aerox
Profile Blog Joined September 2004
Malaysia1213 Posts
Last Edited: 2008-06-25 13:53:03
June 25 2008 13:32 GMT
#343
Just a thought:

Since reapers have jetpacks, give ghosts jetpacks too. They are of higher rank and are suppose to be able to afford more expensive equipment. I guess the only minor problem is "Not another C&C!". Heh. But there's no need for the jetpacks to behave exactly like the C&C's version, instead, they could probably contribute to the micro upkeep if they designed them smartly enough.
"Eyes in the sky."
maybenexttime
Profile Blog Joined November 2006
Poland5552 Posts
June 25 2008 14:12 GMT
#344
Yeah, stealth infiltration unit with jetpacks, lol.
dcttr66
Profile Joined October 2003
United States555 Posts
June 27 2008 14:40 GMT
#345
On June 25 2008 15:00 vand00r wrote:
This could seriously imba Terran vs. melee units.
Enough of these rams (not expensive, you say?) could form an impenetrable wall that would be hell for lings and lots to circumvent, and since stalkers/hydras are by nature not good against rines...
Maybe if it was more expensive, or if it was like "Heavy" armor or something that could withstand ranged attacks (ie. fortifications) but got pwned by melee attacks?

you guys are like wannabe programmers, it's funny.
Thrill
Profile Blog Joined May 2007
2599 Posts
June 27 2008 19:15 GMT
#346
SC2 will just be non-innovative CRAAAAP unless we see full terrain deformation.

Since terrain actually matters in the game, everything should be blastable to a point where it can only be traversed by flyers and skimmers.

If i want to turtle up, i should be able to nuke myself an island.

And that's my POV.
KaRnaGe[cF]
Profile Joined September 2007
United States355 Posts
June 29 2008 13:18 GMT
#347
I had an ability idea for one of the zerg units, although i haven't figured out to which unit the ability might best be suited. I thought the best way to go from here is to get some good input from the TL community.

The ability is a web (like a spiderweb or some other creepy zerglike web perhaps) that can be created within a chokepoint or a valley.

Features of the web:

- Web build time and energy cost needs to be balanced

- Ground units that run into the web will be stuck within it for a period of time, slowing their attack speed (or maybe making them totally unable to attack) before breaking the web.

- Only so many units (however many units it takes to stick the length of the web) can be stuck at one time.

- Web is easily destroyable by any unit that does damage (idk you may need range to destroy with ranged since melee might get stuck unless attack command nullifies the webs ability idk how to go about it plz help

Well i have to go but i will edit more in later maybe when i get back please feel freee to add on to the idea especially how visible it should be. (i thought maybe creatable by OL but not sure maybe ground unit) Thanks! sry so short
"We must remember that one man is much the same as another, and that he is best who is trained in the severest school." - Athenian General Thucydides Quantum Gaming
MrRammstein
Profile Joined May 2008
Poland339 Posts
July 02 2008 06:42 GMT
#348
2 ideas regarding Thor, no idea if were posted, taken from
Keep the Thor

Idea no 1
+ Show Spoiler +
SCV would be able to salvage Thor or it's wreckage and build it for example somewhere where normally Thor wouldn't be able to reach.
just realized:
1) In that way Thor could be transported in Medivacs too - it would 2-3 Medivacs and group them together. Killing one wouldn't kill Thor but take out some of it's HP.
The less HP Thor's wreckage would have, the less Medivacs would be needed to transport it after salvaging (possibly only 1?)
2) Transporting Thor could not need whole for example 14/21 slots of 2-3 Medivacs but like 16-18


Idea no 2
+ Show Spoiler +
For to Thor to gain Self-Repair it would need SCV to enter it and stay inside when it's wreckage on the battlefield.
In that way self-repair would be explained better and Thor be very safe carrier for SCV with ability to unload it so SCV would be able to repair / build something else.
account abandoned:P RIP
MrRammstein
Profile Joined May 2008
Poland339 Posts
July 02 2008 06:53 GMT
#349
Different colored Archon (purely aesthetics)
As written in the thread, Archon would get darker when 1 or 2 Dark Templars were used to merge into it but would stay normal Archon
account abandoned:P RIP
MrRammstein
Profile Joined May 2008
Poland339 Posts
July 02 2008 07:56 GMT
#350
Nydus Worm Aesthetic Suggestion
Just read OP

btw about me posting ideas from BN forums: I do it because even if someone from Blizz reads those forums to find ideas like this (not to mention Devs already may want to do exactly the same thing)
I don't like the fact that they look like fucking mess and are flooded; they need to change and sending ideas they probably already read, may I hope be the factor to at least do it if not fasten
account abandoned:P RIP
MrRammstein
Profile Joined May 2008
Poland339 Posts
July 02 2008 11:52 GMT
#351
After I read Nyovne's feelings about Banelings I fear they may be overpowered and scare any attempt to move out of base at some point in time, in early game so... here is idea:

Leave temporary (30-90secs) holes whenever unit burrows. If Nomad isn't going to have detection this could make for it and even if Observes still will do, it shouldn't be so easy to say which hole has a unit within and witch not, forcing at least manual check on each to be sure.
BUT detection would still be needed to actually check the holes and be able to click and attack burrowed units.

TBH it wouldn't be anything so new as for example Lurkers can burrow and 'disappear' under debris left by destroyed buildings, especially Zerg ones (as far as I can remember from SC, I haven't seen it in a long time).

It would add a nice factor of threat, something like "oh shit some Banelings were here" but on the other hand if holes with Banelings inside would disappear over time too (longer period?) there still would be that feeling 'I can't see them but they can be there'.


The same thing would go for Ghosts/etc, it would be nice if cloaked units could be spotted by opponent's units bypassing them in very close distance; not detect but more like trace...
maybe by less units if cloaked one would be on the move and more if it would stand still.
account abandoned:P RIP
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
July 02 2008 12:36 GMT
#352
Unless they are going with the WC3 system for cloak, you will be able to see a distortion when cloaked units walk by :0

Nomads did have detection in the WWI build at least so I guess they changed that.

Holes leaving marks is, hm, interesting at least.
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
MrRammstein
Profile Joined May 2008
Poland339 Posts
July 02 2008 16:48 GMT
#353
On July 02 2008 21:36 FrozenArbiter wrote:
Unless they are going with the WC3 system for cloak, you will be able to see a distortion when cloaked units walk by :0

Nomads did have detection in the WWI build at least so I guess they changed that.

Holes leaving marks is, hm, interesting at least.


Thanks for saying it's interesting about cloak tho I mean I know it won't be much different from SC1, maybe look somehow cooler but sometimes when I can spot few DTs and there are no Overlords around, all I can say is shit DTs + there is no distortion when unit stays still, unless attacks but that's rather small one...
account abandoned:P RIP
MrRammstein
Profile Joined May 2008
Poland339 Posts
Last Edited: 2008-07-04 00:00:02
July 02 2008 23:22 GMT
#354
edit: make Thor do AoE damage to closest units around it when it's wreckaged
account abandoned:P RIP
happY11
Profile Joined January 2008
Sweden19 Posts
Last Edited: 2008-07-03 09:04:34
July 03 2008 09:02 GMT
#355
Hello. Ive been thinking of a new upgrade system for zerg.

Its like this: Instead of upgrading armor and attack, the upgrade makes the unit cheaper.
So for example, when up 1 is finish the zergling cost 40 minerals instead of 50 and muta cost maybe 80/80. But why is this system good: Well I think its great if the races is as different as possible and this way of ups suits the zerg with mass swarm-like rather than strong but few. However there´s some problems, when both players are maxed its hard for the zerg, i mean 200supply non upgraded zerg against 200 upgraded toss... so i thought there is to ways to solve this. either give zerg higher supply limit when ups are done, maybe 300? (bad solution), or lower what each units supply count, this is also bad, or rather hard when its comes for lings, how lower the count for them?

Anyway maybe zerg could keep either armor ups or attack ups together with my system.
I havent decided whether it should be universual (and expensive maybe 400/400?) or as with zerg now one for melee, one for range and one for air but at a lower cost(this one i prefer).
Two ups will do (one hor lair, one for hive). zergling 50 - 40 -30

And by the may, the other ups is of course still there (ling speed, ultra armor +2 etc...).

What do u think?

Klockan3
Profile Blog Joined July 2007
Sweden2866 Posts
Last Edited: 2008-07-03 11:08:17
July 03 2008 11:06 GMT
#356
On July 03 2008 18:02 happY wrote:
What do u think?

That zerg would be totally useless vs 3/3 armies with their already low damage since 3 less on every attack would be extremely devastating.

I mean, imagine zerglings vs siegetanks if they did 1 dmg per hit, the only way you could kill them then is with friendly fire.

So they would atleast need the damage ups, and ultras are bad without armor ups so they need that too.
happY11
Profile Joined January 2008
Sweden19 Posts
Last Edited: 2008-07-03 12:55:13
July 03 2008 12:52 GMT
#357
On July 03 2008 20:06 Klockan3 wrote:
Show nested quote +
On July 03 2008 18:02 happY wrote:
What do u think?

That zerg would be totally useless vs 3/3 armies with their already low damage since 3 less on every attack would be extremely devastating.

I mean, imagine zerglings vs siegetanks if they did 1 dmg per hit, the only way you could kill them then is with friendly fire.

So they would atleast need the damage ups, and ultras are bad without armor ups so they need that too.


Not if the zergs are almost twice as many as they would with the current up system. Of course they have to balance this, AND as i wrote in my post this maybe should be combined with an attack up.

I dont understand ur critizism.
KiN2
Profile Joined July 2008
Sweden18 Posts
July 03 2008 13:19 GMT
#358
Hmm, i got a couple of ideas so i better spit em out (might miss some):

- the ability to give your teammates minerals/gas would be nice (Clicking a button located over the mini-map)

- A spellcaster for the Terran-player that can cast a spell (named for example Gas Grenade or just Grenade) that a unit throws and does area damage (almost like the High Templar's Psionic Storm).

- i want a unit that can shoot missile's at ground units!! FFS, like a Anti-Air Tank that can attack BOTH air and ground units with its rockets (doing like half damage at ground and full damage at air units).

- Stronger Vultures cause i hate Explosive damage, and i would love it if Vultures could place Explosive Charges at certain places doing big area damage but they can't move like the Spider Mine.

- a huge mechanical Marine that does area damage with its machine gun bursts.

- Ability to change your online ID? i can never make up my mind about that!
Ozarugold
Profile Blog Joined February 2008
2716 Posts
Last Edited: 2008-07-04 07:49:40
July 04 2008 04:26 GMT
#359
Terran Engineer - Goes inside buildings or vehicles and increases its efficiency, ie. faster rate of fire, more damage, etc. etc. Only one Engineer per building or vehicle. When the building or vehicle is destroyed, so is the Engineer.

Some Zerg unit - Burrows underground, and all nearby units slowly gets pulled towards it. Units can attack from inside it, closer they get towards the epicenter, the harder it is to escape from. It does no damage, but I thought that since Zerg has no devastating AOE moves (they got rid of plague, right?) thought they should do some more damage with splash damages.

Protoss Bionic Chamber - A building. Put a Protoss unit inside it, wait a couple seconds and it changes into a "hero" version. I thought this would have been an acceptable way to intergrate some Warcraft into Starcraft, without the "one unit to rule them all" thingy.

Critter - Charizard critter, I dunno I felt like I should add a fourth thing.

EDIT: Okay, Zerg Grudgling - It infests a unit and after it dies it comes back to life, albiet a bit mindless and with a timed life.
this is my quote.
404.Nintu
Profile Blog Joined May 2007
Canada1723 Posts
Last Edited: 2008-07-04 08:13:12
July 04 2008 08:10 GMT
#360
On July 03 2008 22:19 KiN2 wrote:
Hmm, i got a couple of ideas so i better spit em out (might miss some):

- the ability to give your teammates minerals/gas would be nice (Clicking a button located over the mini-map)

- A spellcaster for the Terran-player that can cast a spell (named for example Gas Grenade or just Grenade) that a unit throws and does area damage (almost like the High Templar's Psionic Storm).

- i want a unit that can shoot missile's at ground units!! FFS, like a Anti-Air Tank that can attack BOTH air and ground units with its rockets (doing like half damage at ground and full damage at air units).

- Stronger Vultures cause i hate Explosive damage, and i would love it if Vultures could place Explosive Charges at certain places doing big area damage but they can't move like the Spider Mine.

- a huge mechanical Marine that does area damage with its machine gun bursts.

- Ability to change your online ID? i can never make up my mind about that!


I don't think that every Terran unit should have explosive, targetable AOE Damage.
"So, then did the American yum-yum clown monkey also represent the FCC?"
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