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[T] New Ideas: Units, UI, Gameplay - Page 7

Forum Index > SC2 General
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doc.x
Profile Joined December 2007
94 Posts
January 19 2008 18:43 GMT
#121
make the UI open source!!! ^____^. have the game scriptable like in starsiege tribes.
freelander
Profile Blog Joined December 2004
Hungary4707 Posts
January 19 2008 23:53 GMT
#122
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".



IMO activable +only high damage negation would be the best combination..
And all is illuminated.
lololol
Profile Joined February 2006
5198 Posts
Last Edited: 2008-01-21 14:05:31
January 21 2008 14:04 GMT
#123
On January 20 2008 08:53 freelander wrote:
Show nested quote +
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".



IMO activable +only high damage negation would be the best combination..


This way it can become way too situational to use.
It's kind of easily "countered", if the enemy just targets other units, so you're forced to commit to mainly immortals as a ground force and if they are also countered by low damage units at the same time, this will make them pretty much useless.
I'll call Nada.
BlackStar
Profile Blog Joined July 2007
Netherlands3029 Posts
January 21 2008 16:59 GMT
#124
I don't see what is wrong with passive traits differentiating units from each others, putting them in different unit roles.

For strategy and game play, Immortal passive shields are way better than Immortal active ability shields.

Not every unit should have an active ability. And those active abilities that are in the game better be quite important/potent.
lololol
Profile Joined February 2006
5198 Posts
January 21 2008 20:03 GMT
#125
Reducing tank damage TEN times is nothing else but potent!
I'll call Nada.
SnoopySnacks
Profile Joined May 2003
Tarsonis903 Posts
January 21 2008 21:05 GMT
#126
i want black marines
Holy shit I'm good. Why u easy?
Terrentiarius
Profile Joined January 2008
3 Posts
January 22 2008 02:39 GMT
#127
Here's a new idea for the Zerg, since they need a chance against the Protoss and Terrans.

If the Zerg can get 10 or more Banelings near an enemy base, he can use up the Banelings to create a huge, slow moving Omega Baneling. This walking bomb will set into the ground where it will detonate after gathering enough energy to vaporize anything within range.

The evolution into a Omega Baneling takes time, and so the evolving creature can be easily destroyed before it can form. The Omega can only form when enemies are a certain distance away, and the player can only have one Omega at a time (to prevent evil spamming)
This can of stimpacks is dented..
Terrentiarius
Profile Joined January 2008
3 Posts
January 22 2008 02:48 GMT
#128
Here's a good idea for a cheat: if you type in the code THEREGOESTHEVILLAGESAGAIN, you summon the Pissed Off Super Protoss Preserver: Whenever you select it, it says "You trying to MAKE me angry?" It looks like an Archon, without the orb around it. It fires millions of the Yamato Cannon bursts when attacking, sending them in all directions, which can kill your units as well.

Another cheat: THEMINDCONTROLLERCRACKED
Causes all Zealots, Zerglings, and Marines to go rogue, attacking everything, including themselves. Use this when you have none of these units near your base, and watch the carnage.
This can of stimpacks is dented..
Terrentiarius
Profile Joined January 2008
3 Posts
January 22 2008 03:09 GMT
#129
Terran Cheat: THECAVALRYISLOOSE
In a campaign, All Barracks will immediately begin producing a dangerous weapon: GPS guided babies. The babies have barely any health, but they cost so little and can be constructed so quickly that they can overwhelm an enemy base. They automatically go towards the nearest enemy, even if that enemy is very far away. If the mission you are playing in does not have Barracks to be built, then the babies begin appearing around all of your units and will act they normally will: swarm and destroy.






Terran Unit: Absorber Ghosts
These Ghosts have managed to absorb the powers of the Protoss High Templar. Overcharged with energy, they have been surgically modified so many times that they look like a Protoss in a Ghost suit. They cost as much as the Mothership does, but the Absorber can actually stand a chance against that ship: It's energies cause all units except for Heroes, High Templar, robot units, and Overlords to immediately aid the Ghost until it dies. This ability requires most of it's energy. It can also turn single units permanently onto their side, or it can Absorb them- hence it's name. This adds the health and shields of the Absorbed unit onto the Ghost, killing the Absorbed unit, but causing the Ghost to need to take a few moments to contain the new energy. While distracted, they are unable to fight back against any attacks, and cannot use any other power except for Absorb for thirty seconds.

Tell me what you think.
This can of stimpacks is dented..
MidnightGladius
Profile Blog Joined August 2007
China1214 Posts
Last Edited: 2008-01-22 05:35:02
January 22 2008 05:34 GMT
#130
>_>

<_<

Okay, moving on.

I've heard that Blizzard is dramatically weakening Pylons, so it actually makes sense to target them instead of just destroying the buildings they power. As the Overlord is already a weak link for the Zerg in some situations (Corsair-based PvZ, Scourging Overlords when you're behind in a ZvZ, Wraith into expand TvZ, etc.), it doesn't make sense for the Supply Depot to undergo a similar nerfing.

Instead, Terrans should face slightly more economical problems: decreasing returns and logistics. Whereas Protoss Psi and Zerg Control are fairly fluid and metaphysical, Terran Supply is actual material that needs to be distributed and accessed.

In terms of diminishing returns, Supply should increase in cost/unit as the game progresses. This is simply because as the amount increases, the infrastructure necessary to distribute it follows, necessitating higher operating costs. Furthermore, logistics should play a role. Clumping Overlords or Pylons still makes sense, but concentrating an entire army's supplies in a single area simply makes no sense. Thus, in accordance with the infrastructure and operating costs I mentioned above, units, upgrades, and research should be more expensive the further away they are from a Depot.

As I see it, this would allow Blizzard to balance both the early game (proxies) and late game (macro fest) in a way that both makes sense and can be fine-tuned as necessary. While maintaining the actual HP of a Depot, losing your supply line as a Terran would hurt just as much as a Protoss with an unpowered base or a Zerg unable to detect or reinforce.
Trust in Bayes.
caution.slip
Profile Blog Joined June 2007
United States775 Posts
January 22 2008 08:49 GMT
#131
losing your supply depots DOES hurt a terran, thats why terrans space out their depots now

as for your idea it sounds complicated, and doesn't really make sense. One supply depot supplies 8 units (or however many it is). So when you have 150 units, why would a supply depot suddenly supply 7 units? or why would it cost more to supply the same 8 units?

If a grocery store had enough food to feed 100 people, and then you built another grocery store with the same amount of food. Would you assume that the second grocery store would cost more to maintain, or that the second grocery store could only feed 95 people?

Considering a game of SC is only 20+ minutes, no soldier is going to starve in that amount of time. Assume that there is no infrastructure for distributing supplies and the soldiers pick it up at the depot...AFTER the battle (when the game ends)

winner.
Live, laugh, love
MidnightGladius
Profile Blog Joined August 2007
China1214 Posts
Last Edited: 2008-01-22 15:05:34
January 22 2008 15:03 GMT
#132
Of course, but I'm not referring to Supply as in victuals (well, then we wouldn't need Depots at all), but as to the components for mechanical units and the ammunition/equipment for infantry. It makes sense to mass-produce your base material and warehouse it, only retrieving some when necessary to make finished product. The cost of production in the actual Barracks/Factory/Starport just goes towards assembly and training of personnel.

Under this system of thinking, my conclusions on infrastructure are sound. Again, it's mainly to serve as an additional balancing method in addition to the standard cost/buildtime/stats arrangement.

And to your opener, this is true. However, a Reaver/Lurker harass is meant to delay mining time by killing SCVs or forcing them to repair/rebuild. This draws no parallels to a Protoss or Zerg player who's virtually paralyzed (as I see it) when their supply lines are ravaged.
Trust in Bayes.
maybenexttime
Profile Blog Joined November 2006
Poland5731 Posts
January 30 2008 20:33 GMT
#133
Two ideas of mine for upgrades of two already existing units.

OBSERVER:

Second mode of the Observer available after a tier 3 upgrade turning on an Arbiter-like cloaking field where Observer's shield acts as an energy pool (1 enegry point per 1 second of cloaking field). The drawback would be the Observer getting immobilized when in its second mode (maybe becoming visible, though it's too vulnerable for this, I think).

This would allow for a lot of versatility on the battlefield, and would add more harassment options. Protoss players would need to strategically distribute their Observers, and keep an eye on them in order to exploit this ability's full potential, while other races would be required to have even better map awareness in order to spot approaching Observers and act accordingly.


PHASE PRISM:

Recall upgrade (tier 3 probably) allowing it to recall pre-made Warp Gate units with no delay at cost of losing all Prism's energy (added after the upgrade's finished; energy starting pool, cost, etc. to be determined ) and the whole shield, making it vulnerable and usually unable to warp in reinforcements. This would be especially weak vs. Terrans with good map awareness and EMP use.


I know these might seem like just rehashed SC1 abilities, but I think keeping these fun, creative, and really deep mechanics in the upcoming sequel, but refreshed, would add a lot depth to the game.

Please, post your concerns. ^_________^V
milky
Profile Joined January 2008
United States10 Posts
January 31 2008 05:22 GMT
#134
I think Blizzard should make it so that people create their build orders ahead of time and then before you start the game, after you choose your race, you would select one of your build orders. People would create their build orders for each map by pulling something up similar to the campaign editor and could place their units in their 'base' (the size, location, and available resources would be determined by the creator of the map). There would have to be some restrictions on the things you could build though, such as first tier units only, not starting with a lair, or not starting with more than 10 supply. The first benefit of creating your build orders ahead of time would be that games would be shorter and have more action, which is good for both spectators and players. The second is that it would be easier to create, test, and share builds. A third benefit would be that it could improve the re-playability of the single player. I haven't decided whether or not it would be balanced, but I think it would be interesting if you could build in your allies' bases in team games. For beginners and new maps it might also be helpful to have default builds for each race (also would be made by the creator of the map).
maybenexttime
Profile Blog Joined November 2006
Poland5731 Posts
Last Edited: 2008-01-31 14:46:11
January 31 2008 14:45 GMT
#135
I hope you're kidding. It wouldn't allow for scouting your opponent's BO, harassing him early on, BO mistakes, and a lot of different things...
IntoTheWow
Profile Blog Joined May 2004
is awesome32277 Posts
January 31 2008 17:57 GMT
#136
Make MBS a cheat. Single player. Activation code: ILOVEOOV
Moderator<:3-/-<
GeneralZap
Profile Joined January 2008
United States172 Posts
Last Edited: 2008-02-01 16:25:34
February 01 2008 16:24 GMT
#137
Nuke upgrades. Maybe make them have a wider radius upgrade, (at the cost of the Ghost almost certainly dieing, unless you are ready to move it asap), potency upgrade, and EMP Blast upgrade. (Keeps all buildings, even Terran and Zerg unpowered within an extremely long radius, and takes away all energy from spellcasters in the area also.)
Death has lost its sting.
lololol
Profile Joined February 2006
5198 Posts
February 20 2008 16:23 GMT
#138
Phase prism having a phase-out channeling ability that allows them to temporarily "remove" one enemy building, so you have an extra option for using prisms to overcome blockades coupled with warp-in and drops.
I'll call Nada.
Unentschieden
Profile Joined August 2007
Germany1471 Posts
February 20 2008 16:51 GMT
#139
I return Terrans are allowed to drop their floating buildings, destroying them and anything beneath them.
parkin
Profile Blog Joined July 2007
1082 Posts
Last Edited: 2008-02-20 16:58:03
February 20 2008 16:52 GMT
#140
The choice to control 2 players from start.

For example if im playing against 2 players that are weaker than me I can start as 2 players instead of one, I will start with 2 different hatcheries at different starting locations that will have separate resources. This will handicap me since i will need to macro more.
mostly harmless
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