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[T] New Ideas: Units, UI, Gameplay - Page 19

Forum Index > SC2 General
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Guthrek
Profile Joined September 2007
Canada31 Posts
Last Edited: 2008-07-04 08:13:41
July 04 2008 08:10 GMT
#361
yeah, sometimes I wish flaming was encouraged in this thread.
in this kinda situation, between a man and a woman, theres this old folk custom. to just. get. naked.
MidnightGladius
Profile Blog Joined August 2007
China1214 Posts
July 10 2008 06:52 GMT
#362
To my understanding, Maelstrom, Ensnare, Mind Control, and Stasis are all out in the current build (though Force Field/Antigrav have a similar effect. Here's something along related lines:

Give the Overseer a long-range channeling spell that causes targeted units to go berserk, moving and attacking randomly. This would require direct line-of-sight (from the casting Overseer, which should factor into its vision mechanism) and drain energy proportional to the HP of the unit its targeting for balance purposes (you could berserk a Marine for a few minutes, but a Battlecruiser for no more than a few seconds).

Additionally, though this might be overdoing it, the Overseer's <control provided> would vary based on its energy (e.g. base of 8, +1 for every 50 energy), and while it's channeling, it provides no control at all.

Conceptually, it's the Overseer pumping massive amounts of psionic energy at the target, causing the loss of all higher brain function. Similar to the Dark Archon's "transfer of will," this just isn't quite as refined.

I imagine that this would be used mostly in delaying attacks and actual defending, since you'd need to have the Overseers in place long enough before-hand so that they have enough sight range. Additionally, it gives the Zerg player a lot of flexibility in dealing with harass, which it seems that they're currently lacking. See a Dropship heading for a cliff? Just Berserk it, and buy the time to handle it properly. Late-game, you could even build up a group of Overseers and use this to break stalemates.

I think that it's a neat mechanism that adds a distinct personality to the Overseer, one that fits its description and role in the game rather well. What do you think about it?
Trust in Bayes.
caution.slip
Profile Blog Joined June 2007
United States775 Posts
July 10 2008 10:48 GMT
#363
just realized with that with creep drop zergs can hide tech, nice
Live, laugh, love
lololol
Profile Joined February 2006
5198 Posts
July 13 2008 08:54 GMT
#364
Lurkers should move underground and deploy, so they are visible when firing.
This will make them a lot more interesting(and useful), since they would be able to sneak or advance against an enemy without detection(like DTs). He won't need detection to fight them, so they still have a fairly unique invisbility, but they would be able to observe the enemy and deploy in very advantegious positions(like right next to a group of marines - no need for hold lurker).
I'll call Nada.
caution.slip
Profile Blog Joined June 2007
United States775 Posts
July 13 2008 09:31 GMT
#365
like a reverse lurker...a rekrul!

and finally blance is restored in the universe. It'd be an interesting change up for sure. But in SC1 you see a lot of toss just running over lurkers and the only thing that prevents them from doing so is the vision, so lurkers would need more HP or more damage or something. depending on how fast it deploys
Live, laugh, love
evanthebouncy!
Profile Blog Joined June 2006
United States12796 Posts
July 16 2008 09:09 GMT
#366
On July 13 2008 17:54 lololol wrote:
Lurkers should move underground and deploy, so they are visible when firing.
This will make them a lot more interesting(and useful), since they would be able to sneak or advance against an enemy without detection(like DTs). He won't need detection to fight them, so they still have a fairly unique invisbility, but they would be able to observe the enemy and deploy in very advantegious positions(like right next to a group of marines - no need for hold lurker).

omfg agreed!

And I'd want some kind of range reducing spell, like queen's ensnare reduce speed, maybe something like dark swarm for a new range reducing purpose? Optical bombardment might be good too for range reduction.
Life is run, it is dance, it is fast, passionate and BAM!, you dance and sing and booze while you can for now is the time and time is mine. Smile and laugh when still can for now is the time and soon you die!
Blacklizard
Profile Joined May 2007
United States1194 Posts
Last Edited: 2008-07-16 14:52:10
July 16 2008 14:46 GMT
#367
For the record I still like the reverse lurker idea, but I agree there is a balance to be had vs a regular toss army. Are burrowed banelings going to fill the gap there?

Points that need great attention IMO are
- how fast it can go into attack mode (can it snipe units and run well enough to be effective early game)

- should it be detectable with a "blur" like a DT while moving burrowed? They will want this to be consistent with the official burrow-moving defiler replacement. Does this screw over one unit or the other?

- did I hear some talk about burrow-moving units going through cliffs? Likely too powerful.

- the obvious question, would this somehow make lurkers too good? From a BW perspective, I mostly see it as a balancing act that would probably make them perform their role better in many situations, while probably watering down the potential to end a match with 2 lurkers rushing a worker line.

- if they go into attack mode too slowly, would ranged enemies just be able to run out of the way each time you tried to engage? Would a flank/ambush make up for this?

[EDIT]
- hmm, considering the lurkers only do 10 dmg to marines right now, and more likely 9 damage due to armor upgrades early on, would being visible to marines make them too weak? 5 to 6 shots (hp upgrade) to kill a marine? If healing is there, this could be big.

other thoughts here:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=74932&currentpage=2#37

Blacklizard
Profile Joined May 2007
United States1194 Posts
July 16 2008 14:49 GMT
#368
On July 16 2008 18:09 evanthebouncy! wrote:
Show nested quote +
On July 13 2008 17:54 lololol wrote:
Lurkers should move underground and deploy, so they are visible when firing.
This will make them a lot more interesting(and useful), since they would be able to sneak or advance against an enemy without detection(like DTs). He won't need detection to fight them, so they still have a fairly unique invisbility, but they would be able to observe the enemy and deploy in very advantegious positions(like right next to a group of marines - no need for hold lurker).

omfg agreed!

And I'd want some kind of range reducing spell, like queen's ensnare reduce speed, maybe something like dark swarm for a new range reducing purpose? Optical bombardment might be good too for range reduction.


At a glance, a range reducing spell sounds very interesting. I think it'd have to last a long time to be effective, but would permanent be overkill?

GeneralStan
Profile Blog Joined August 2007
United States4789 Posts
July 16 2008 19:17 GMT
#369
On July 16 2008 18:09 evanthebouncy! wrote:

And I'd want some kind of range reducing spell, like queen's ensnare reduce speed, maybe something like dark swarm for a new range reducing purpose? Optical bombardment might be good too for range reduction.


How about a darkness spell? Cast by an air unit, reduces sight range of units caught inside to 2 (essentially blinding every unit in the radius, which essentially lowers their range
¯\_(ツ)_/¯
GeneralStan
Profile Blog Joined August 2007
United States4789 Posts
July 16 2008 19:21 GMT
#370
Please add an offer draw button.
¯\_(ツ)_/¯
Ozarugold
Profile Blog Joined February 2008
2716 Posts
July 16 2008 19:51 GMT
#371
Okay, since the gas thing is the new "hot topic" now...

There are two levels of gas mining in the refinery. The first level the refinery acts like the one in Brood War. You build it over a geyser then mine. Simple as that. The next level acts in the same way but it pulls out gas faster. The drawback is that it takes time and mineral to open up this level and the depleted yield is smaller...1 gas per trip instead of 2...

So it kind of stays along the same blueprint except there isn't excessive worker micro and stuff. So you can opt for a steady flow of gas, or take time and money to have a large surge of gas. I guess it shouldn't be able to revert back and that workers can't mine inside of it while it's changing...
this is my quote.
G5
Profile Blog Joined August 2005
United States2906 Posts
July 17 2008 23:55 GMT
#372
bring the scout into sc2

make it the same type of unit except cheaper

scouts ftw, my favorite unit in the game BY FAR
MidnightGladius
Profile Blog Joined August 2007
China1214 Posts
July 18 2008 00:40 GMT
#373
How about giving the Terrans the standard "drill deeper," the Protoss a tech for Assimilators that replenishes Gas, and the Zerg a Hive-level upgrade for Extractors that allows you to put Drones in without a drop-off point.

So Terrans spend directly whenever they need a heavy infusion of Vespene for a specific timing, the Protoss have a generally more cost-effective tool that lets them build up reserves over time, and the Zerg will have more of an incentive to seize map control and cap geysers like mad :D
Trust in Bayes.
IzzyCraft
Profile Blog Joined June 2007
United States4487 Posts
July 18 2008 00:51 GMT
#374
What about a different slider for unit noises and noises like production cuz i like it louder if i hear something like "You building is done" or "Goliath on line" vs *gunshot fire noises and dead zerglings*
I have ass for brains so,
even when I shit I'm droping knowledge.
GeneralStan
Profile Blog Joined August 2007
United States4789 Posts
July 18 2008 01:32 GMT
#375
On July 18 2008 09:51 IzzyCraft wrote:
What about a different slider for unit noises and noises like production cuz i like it louder if i hear something like "You building is done" or "Goliath on line" vs *gunshot fire noises and dead zerglings*


That's a very good idea
¯\_(ツ)_/¯
G5
Profile Blog Joined August 2005
United States2906 Posts
July 18 2008 02:05 GMT
#376
On July 18 2008 09:51 IzzyCraft wrote:
What about a different slider for unit noises and noises like production cuz i like it louder if i hear something like "You building is done" or "Goliath on line" vs *gunshot fire noises and dead zerglings*


ya good idea
Flakes
Profile Blog Joined July 2008
United States3125 Posts
July 18 2008 02:52 GMT
#377
So I've been silently following TL for a while now, and I agree that so far, SC2's terran is lacking in pizzazz, especially the Thor. So here's an idea I had to spice it up. Although I'll realize how dumb a first post this was in a few hours, Scorched Earth seems totally awesome to me at this very moment. I was going to start a new thread for it, but I didn't know about the 10-day thing. Anyway here it is:

Ability Name: Scorched Earth
Upgrade Researched at: wherever
Upgrade Cost: 200 minerals, 200 gas
Cost to use: 150 minerals, 250 gas

Effect: The thor becomes immobile and takes no actions for 10 seconds, then detonates, effectively dealing nuclear explosion damage centered upon itself, affecting both allies and enemy units and structures. While flying units will take half damage from this ability, mineral patches and vespene geysers will suffer the nuke damage in resource count, hence the moniker Scorched Earth.

Note: If the thor is locked down, time bombed, or destroyed (or any status that designates loss of player control) while immobile, the blast does not go off and the ability cost is not refunded. If the thor is hit with anti-gravity while immobile, the blast does full nuke damage to air units only, and resource nodes are unaffected. All numbers and effects are subject to balance and open to suggestions/critique.


The Scorched Earth Program was developed during the Mengsk Era of the Confederacy as a weapon of last resort, a sign of the growing desperation thrust upon the Terrans as a result of the many growing threats to humanity. Not even the most loyal of Thor crewmen are told of their craft's ability to transform into a walking fission bomb; only several elite members of the Confederacy's R&D team, and Arcturus Mengsk, safe in Confederacy Headquarters, his finger on the shiny red button...
Caller
Profile Blog Joined September 2007
Poland8075 Posts
July 18 2008 04:19 GMT
#378
On July 18 2008 11:52 Flakes wrote:
So I've been silently following TL for a while now, and I agree that so far, SC2's terran is lacking in pizzazz, especially the Thor. So here's an idea I had to spice it up. Although I'll realize how dumb a first post this was in a few hours, Scorched Earth seems totally awesome to me at this very moment. I was going to start a new thread for it, but I didn't know about the 10-day thing. Anyway here it is:

Ability Name: Scorched Earth
Upgrade Researched at: wherever
Upgrade Cost: 200 minerals, 200 gas
Cost to use: 150 minerals, 250 gas

Effect: The thor becomes immobile and takes no actions for 10 seconds, then detonates, effectively dealing nuclear explosion damage centered upon itself, affecting both allies and enemy units and structures. While flying units will take half damage from this ability, mineral patches and vespene geysers will suffer the nuke damage in resource count, hence the moniker Scorched Earth.

Note: If the thor is locked down, time bombed, or destroyed (or any status that designates loss of player control) while immobile, the blast does not go off and the ability cost is not refunded. If the thor is hit with anti-gravity while immobile, the blast does full nuke damage to air units only, and resource nodes are unaffected. All numbers and effects are subject to balance and open to suggestions/critique.


The Scorched Earth Program was developed during the Mengsk Era of the Confederacy as a weapon of last resort, a sign of the growing desperation thrust upon the Terrans as a result of the many growing threats to humanity. Not even the most loyal of Thor crewmen are told of their craft's ability to transform into a walking fission bomb; only several elite members of the Confederacy's R&D team, and Arcturus Mengsk, safe in Confederacy Headquarters, his finger on the shiny red button...


a) welcome
b) interesting idea, but tbh it sounds a bit like dota and not an RTS.
c) still this idea is 99% better than most of the crap that gets posted on here, well done for doing such thoughtout thinking and non-flaming

Watch me fail at Paradox: http://www.teamliquid.net/forum/viewmessage.php?topic_id=397564
Caller
Profile Blog Joined September 2007
Poland8075 Posts
Last Edited: 2008-07-18 04:36:37
July 18 2008 04:35 GMT
#379
And now for another idea from moi

The Terrans need more internationalism. By that I mean with the lack of the Valkyrie, we need German/Russian influences. And so...

The Terran Cossack

It will be "influenced" by the Protoss Dragoon, in the sense that it is a 4-legged walker. However, there is also a marine with a Russian accent mounted in the cupola.

Terrans have a need for units that can directly counter melee attacks. It used to be the firebat, but without the firebat and the addition of the marauder, and the loss of mines, an anti-melee unit (besides the jackal, which is questionable) is needed.

The Cossack, like the Russian troops it's named after, is a kind of cavalry unit-it's quite fast and mobile, but it does not have a very strong attack, especially against armored units.

100/25, 2 Supply, 100 HP, 1/4 Armor, 8 Normal Damage (attacks like an unstimmed marine) Speed: About a Dragoon, Armor: Heavy or w/e

Dig-In
The Cossack has an ability where the legs actually dig into the ground (animation similar to burrowing), entrenching the Cossack and rendering it more stable. In addition, the vulnerable belly armor is now hull-down, rendering it impossible to hit. Thus, attacks will have to go against the front/side/rear armor, which is as tough as Battlecruiser plating.

What makes this unit so useful? In a push, a flanking/pincer attack by a zerg or protoss can easily overwhelm even a large group of marine/marauder or jackal/tank. The Terrans have grown wise to this, and thus they use the Cossack as not only cavalry units but as a way to absorb weak hits and reduce the amount of melee units that can attack vulnerable ranged units. It's like the wagon surround against Indian raiding parties.

Strong vs. Zerglings, Marines, Zealots, Roaches, Jackals, Mutalisks, and other units with relatively weak attacks.
Weak vs. anything that does more than 10 damage per shot. Banelings. Warprays. Storm. Antigravity. Disease. Swarm. Siege Tank splash.

This is a semi-weak attempt to help revive the terran push from becoming some biomech garbage.
Watch me fail at Paradox: http://www.teamliquid.net/forum/viewmessage.php?topic_id=397564
Klockan3
Profile Blog Joined July 2007
Sweden2866 Posts
July 18 2008 11:21 GMT
#380
On July 18 2008 13:35 Caller wrote:
Terrans have a need for units that can directly counter melee attacks. It used to be the firebat, but without the firebat and the addition of the marauder, and the loss of mines, an anti-melee unit (besides the jackal, which is questionable) is needed.

Marauders are a direct counter to melee attack, since the weakness of melee is that they can't attack if they are not in range and marauders keeps them at range.
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