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[T] New Ideas: Units, UI, Gameplay - Page 6

Forum Index > SC2 General
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EtherealDeath
Profile Blog Joined July 2007
United States8366 Posts
December 18 2007 23:12 GMT
#101
Concerning what was said earlier about team melee being a 1v1 with more mistakes, I was thinking about this addition to team melee control features. Now, I think it would take a while getting used to, but if you had a good partner to play with (or partners), this could be beneficial.

Suppose now that we have two players, one red, one green on same team. What if we had both players capable of seeing the other's cursor, and what it was doing. For example, if the red guy left clicked to start selecting a bunch of units, the green guy would see red cursor on the screen and the red rectangle as it was expanding, etc. All at the same time, the green guy would have his green cursor and be doing whatever he may be doing with that.

In addition, in the minimap display, where you currently only have your rectangle displaying where you are looking, we add the ally(s)'s rectangle as well, again color coded.

Now the reasoning behind this is that say while we may have a micro guy and a macro guy, having one person restricted to each task seems silly. The micro guy may need some help in a major battle, and the macro guy may not be particularly busy with macro at the moment and have extra apm to spare. Now if you can see your teammate's cursor, you won't accidentally start screwing around with the units he's controlling. Currently, SC1 displays a circle around units your ally selects, but you only see this after the fact, that is after they have been ordered. It seems that seeing the cursor of your ally would allow you two to just stay away from each other's controlled units, so that you can partition control of armies more effectively, without having to type stuff in if you are not lanning.

Seeing the rectangle's purpose is that say you notice a drop coming to an expo, which you must defend against. Now if your ally has already noticed this, and is focusing his attention there, you do not have to worry about it. Using SC1's current system though, you would have to click on that part of the map and see if your ally is controlling any units there at the moment, and the possiblity exists that he may not be actively clicking anything there but is prepared to defend, in which case you are wasting your time. Seeing his rectangle on the minimap however, would remove this issue as you know he is observing the area in question.

Those two changes seem like they could make team melee a much more viable system, as fixed teams with partners who play with each other often could coordinate their movements better this way, with less contradictory orders to units, and etc. For one thing they would have to control their mouse movements so that no confusion can arise over which units are actually about to be selected, but in the end, this extra information that you are given in your display should reduce the number and frequency of mistakes.
EtherealDeath
Profile Blog Joined July 2007
United States8366 Posts
December 18 2007 23:16 GMT
#102
This was inspired by a programming program which allowed two people to simultaneously work on a program, with both mice displayed on the same screen. It was wonderful for productivity after you got used to it.
dybydx
Profile Blog Joined December 2007
Canada1764 Posts
December 19 2007 05:02 GMT
#103
lol dats an interesting way of playing a 2v2. instead of having 2 bases vs 2 bases its 1 v 1 except controlled by 2 players on each side.
...from the land of imba
crazie-penguin
Profile Blog Joined June 2006
United States1253 Posts
December 19 2007 05:56 GMT
#104
On December 19 2007 14:02 dybydx wrote:
lol dats an interesting way of playing a 2v2. instead of having 2 bases vs 2 bases its 1 v 1 except controlled by 2 players on each side.


Wow, guys, how many times does this have to be restated. There's alreadya game mode practically like this. Its called Team Melee, just click on the game modes tab and scroll down while on the game creating screen.
EtherealDeath
Profile Blog Joined July 2007
United States8366 Posts
December 19 2007 06:31 GMT
#105
On December 19 2007 14:56 crazie-penguin wrote:
Show nested quote +
On December 19 2007 14:02 dybydx wrote:
lol dats an interesting way of playing a 2v2. instead of having 2 bases vs 2 bases its 1 v 1 except controlled by 2 players on each side.


Wow, guys, how many times does this have to be restated. There's alreadya game mode practically like this. Its called Team Melee, just click on the game modes tab and scroll down while on the game creating screen.



I know there is a mode called team Melee. But that's not what my post was about
caution.slip
Profile Blog Joined June 2007
United States775 Posts
January 11 2008 21:52 GMT
#106
I would like multiplayer maps to be linkable. Theres a trigger in SC that basically says "load this next map upon victory of the first map." But it only works for single player. Imagine the possibilities for a crazy UMS if you could load different maps. Like 4 players are playing one map and they get to a cave entrance on a world map. What most map makers did here was transport them to another part of the same map that looked like caverns. But imagine if instead of doing that, it displayed the victory condition, and then loaded the next map, which was the inside of the cave. Upon completion of that it can load back to the original map, or another map that looks the same but has progress saved or something

Of course you'd have to download all the maps or something beforehand, but come on its SC2
Live, laugh, love
Amnesty
Profile Joined April 2003
United States2054 Posts
January 13 2008 01:12 GMT
#107
I'd like to see some options when building some of the units.

For example, in SC1 I thought it would be cool if you could pick what type of mines the vulture is deployed with.

You could choose spider mines - default
Flash bangs - blinds units in a 3x3 cell
EMP frags - blah blah
Once a vulture is built, you couldnt change the type of mines it carries. Only while its building, or before you start building at the factory.

Or say most spellcasters have 3 spells, but you can only pick 2 of them they know how to cast.

It could get interesting and vary strats and "combinations" a lot without introducing an assload of
units. Which gets confusing. And since i forsee some options not very viable in a particular MU's they could be tweaked at blizzard discretion to balance problem MUs without impact on other matchups.


The sky just is, and goes on and on; and we play all our BW games beneath it.
A3iL3r0n
Profile Blog Joined October 2002
United States2196 Posts
January 13 2008 05:32 GMT
#108
On January 13 2008 10:12 Amnesty wrote:
I'd like to see some options when building some of the units.

For example, in SC1 I thought it would be cool if you could pick what type of mines the vulture is deployed with.

You could choose spider mines - default
Flash bangs - blinds units in a 3x3 cell
EMP frags - blah blah
Once a vulture is built, you couldnt change the type of mines it carries. Only while its building, or before you start building at the factory.

Or say most spellcasters have 3 spells, but you can only pick 2 of them they know how to cast.

It could get interesting and vary strats and "combinations" a lot without introducing an assload of
units. Which gets confusing. And since i forsee some options not very viable in a particular MU's they could be tweaked at blizzard discretion to balance problem MUs without impact on other matchups.




That's a sick idea.
My psychiatrist says I have deep-seated Ragneuroses :(
betaben
Profile Blog Joined September 2007
681 Posts
January 17 2008 06:15 GMT
#109
When the units are grouped, I'd like to be able to tell which ones have sufficient energy to cast spells so I can use them quickly; maybe a small energy bar which changes colour when it gets to say, 75 or 100, so that I can select those really fast.

I'd also like the firebats to give damage to surrounding units when they explode when they die, like the dune 2 devastator.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
January 17 2008 07:54 GMT
#110
In Armies of Exigo (maybe in WC3 too, I can't remember), the units have a blue mana bar below their life bar I think, which makes it pretty easy to see if they have energy or not.
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
betaben
Profile Blog Joined September 2007
681 Posts
January 17 2008 08:55 GMT
#111
I mean when you have a group of them; you can easily see if they are damaged because their icons progressively go from green to red. something similar for energy would be useful.
lololol
Profile Joined February 2006
5198 Posts
January 18 2008 16:29 GMT
#112
The Immortal shields would be better off as an activatable ability that works against all types of damage, but needs time to recharge. This way it will be good at breaking pushes/defenses, but against an army that is mobile and can retreat or move around them, until the shield runs out, they'll be obviously weaker. This will also make it less of a "I have immortals and you have tanks so I win regardless of what you do with them".
I'll call Nada.
Fen
Profile Blog Joined June 2006
Australia1848 Posts
January 18 2008 18:25 GMT
#113
On January 19 2008 01:29 lololol wrote:
The Immortal shields would be better off as an activatable ability that works against all types of damage, but needs time to recharge. This way it will be good at breaking pushes/defenses, but against an army that is mobile and can retreat or move around them, until the shield runs out, they'll be obviously weaker. This will also make it less of a "I have immortals and you have tanks so I win regardless of what you do with them".


I really like this idea. I hope blizzard takes notice because we need more abilities that have potential for tactical plays rather than the basic "this does damage, this kills this".
Deleted User 31996
Profile Blog Joined October 2007
843 Posts
January 19 2008 02:36 GMT
#114

as im aware, toss can now move photon canons or buildings wherever they like or something like that

Terran could already lift buildings, but now they can burrow depots

i think zerg should have an upgrade option on their creep (possibly in lair/hatch level tech) whereby the creep can grow down/up hills. Meaning any unit can simply walk on the creep which would act as stairs/pathway to get to land that would require dropshipping etc.

So example on python if this upgrade occurred then a drone can walk down to the island expo and place hatch there or whatever.

Was always a small thought

and amnesty afaik vultures are out of sc2. and good riddance if i my add
Chuiu
Profile Blog Joined June 2003
3470 Posts
January 19 2008 03:20 GMT
#115
On January 19 2008 11:36 liosama wrote:So example on python if this upgrade occurred then a drone can walk down to the island expo and place hatch there or whatever.

You can do that right now, its the 'float a drone' upgrade.
♞
duuuke
Profile Joined November 2007
23 Posts
January 19 2008 05:32 GMT
#116
I just wonder how many ppl here do not like the current supply system (depot/overlord/pylon). For sc1 it is ok since the psi limit is only 200 and if the game goes that far the players will no longer need to spend time to build more supply in middle of a battle. In sc2 that could be a problem say much more units are allowed and u need to make a hell lot of supply. Well the depot/overlord/pylon make the game story rich, that is what I like in it. But I do not like to see a full screen of depots (even they can burrow). There is no alternative in my mind for now. Drop the depots? To produce more units one got to get more mineral and gas, hence more bases and worker units, that is already a supply system. Or maybe an upgrade one can make less supply supporting more units? I hate to switch screen to build supply while already busy with producing units in some intense fight.

btw another point a little bit off topic. Will sc2 come out with native no cd play as an option in installation? It is really a shame the recent patch asks to copy a 500+MB file to harddisk after 10 years.
1a2a3a4a5a
Cheerio
Profile Blog Joined August 2007
Ukraine3178 Posts
January 19 2008 13:31 GMT
#117
Mind control thing

Background: IMO the ability to steal a worker and develop your enemy's race has much potential in it. It could bring much more strategy to the game if developed properly thus making sc2 both more entertaining and spectacular.

Idea: Give all races such an ability.

Example of how it can be realized:
Dark arhon with mind control ability for protoss, Nomad with "pick-up" abbility (flies over the worker, launches ability, picks the worker up, processes it for some time, releases a friendly unit. In other words works like an UFO stealing a human). Zerg's Queen infesting cc ability could be changed so that cc produces not infested terrans but friendly scv's or both (the cc maybe should remain it's ability to hold gathered minerals). Or zerg's overlord could work just the way nomad did.

Explanation:
I dont wont to discuss the ethical point of it (how it would look like and be explained in sc-world) coz the game process itself matters much more IMO. The question is whether developing an enemy's race is fun and can widen the borders of stragical play for starcraft or it's a burden and should be ignored completely.

A simple example of how it can be useful for a terran:
Terrans don't have those cool cannons that P's do. Stealing a worker just for the purpose of building cannons at expansions could be a good thing to do.
lololol
Profile Joined February 2006
5198 Posts
January 19 2008 15:54 GMT
#118
Another thing I thought about the Immortal Shields being an activatable ability working against all attacks, is instead of the ability having a cooldown, it would reduce the actual shield amount the immortals have over time.
This way it will look more natural compared to a cooldown, but...
It will require some countermeasure to prevent immortal's ability becoming useless if they got hit a few times by surpirse and lost a lot of shields and can't activate their ability, which could make them useless, because it will always force you to activate early, so you don't get screwed up, but then the enemy can just retreat or he wasn't planing to attack, e.t.c. it would be way too easy to abuse and make it useless.
I thought about 2 solutions to this:
The first one is to make the shields work only when the ability is activated, and while it is not, attacks will directly damage their hp.
The second is to make them have a lot of shields and lower hp, but this could make them too weak when the ability expires and leaves them with just their low hp ;P


I'll call Nada.
MasterReY
Profile Blog Joined August 2007
Germany2708 Posts
January 19 2008 16:01 GMT
#119
On January 17 2008 16:54 FrozenArbiter wrote:
In Armies of Exigo (maybe in WC3 too, I can't remember), the units have a blue mana bar below their life bar I think, which makes it pretty easy to see if they have energy or not.


um.... its in WC3 too.
and even in SC and BW -_-
there is a purple bar below the life bar of every unit with mana.....
temp,vessel,DA,defiler....
open ur BW and check it^^
https://www.twitch.tv/MasterReY/ ~ Biggest Reach fan on TL.net (Don't even dare to mention LR now) ~ R.I.P Violet ~ Developer of SCRChart
TL+ Member
dcttr66
Profile Joined October 2003
United States555 Posts
Last Edited: 2008-01-19 18:01:52
January 19 2008 17:45 GMT
#120
"lol dats an interesting way of playing a 2v2. instead of having 2 bases vs 2 bases its 1 v 1 except controlled by 2 players on each side."
"Wow, guys, how many times does this have to be restated. There's alreadya game mode practically like this. Its called Team Melee, just click on the game modes tab and scroll down while on the game creating screen."
"I know there is a mode called team Melee. But that's not what my post was about "

read my above post, 95 percent of bnet doesn't realize the mode exists.
On January 19 2008 14:32 duuuke wrote:btw another point a little bit off topic. Will sc2 come out with native no cd play as an option in installation? It is really a shame the recent patch asks to copy a 500+MB file to harddisk after 10 years.

heh, actually this is something that people made up already, a no cd thing for starcraft, and you had to copy that file to your hard drive. well, blizzard has finally decided to do this, and they did it better than those other guys did. yeehaw. so yeah, some people have been copying the file over. and anyway, they are not forcing you to copy the file over. it's just furthering the installation if you want to do it. like when you install programs usually there is like a full installation which requires more disk space but lets you use it without the disc. well that's what this new patch can let you do now. and now, it's official. i hope they do more of these things, like replay chart or whatever. if starcraft 2 came out with an optional thorough replay chart feature, that would be awesome.

about you guys picking on the immortal, hahaha...just trust blizzard knows what they're doing huh?
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