[T] New Ideas: Units, UI, Gameplay - Page 7
Forum Index > SC2 General |
doc.x
94 Posts
| ||
freelander
Hungary4707 Posts
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.. | ||
lololol
5198 Posts
On January 20 2008 08:53 freelander wrote: 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. | ||
BlackStar
Netherlands3029 Posts
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
5198 Posts
| ||
SnoopySnacks
Tarsonis903 Posts
| ||
Terrentiarius
3 Posts
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) | ||
Terrentiarius
3 Posts
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. | ||
Terrentiarius
3 Posts
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. | ||
MidnightGladius
China1214 Posts
<_< 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. | ||
caution.slip
United States775 Posts
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. | ||
MidnightGladius
China1214 Posts
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. | ||
maybenexttime
Poland5552 Posts
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 ![]() 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
United States10 Posts
| ||
maybenexttime
Poland5552 Posts
| ||
![]()
IntoTheWow
is awesome32274 Posts
| ||
GeneralZap
United States172 Posts
| ||
lololol
5198 Posts
| ||
Unentschieden
Germany1471 Posts
| ||
parkin
1080 Posts
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. | ||
| ||