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[T] New Ideas: Units, UI, Gameplay - Page 8

Forum Index > SC2 General
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lololol
Profile Joined February 2006
5198 Posts
February 20 2008 17:57 GMT
#141
On February 21 2008 01:52 parkin wrote:
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.


I would want that, too but I don't think separate resource "banks" are needed, and if sending resources to allies is possible, then it would be useless.
I'll call Nada.
lololol
Profile Joined February 2006
5198 Posts
February 22 2008 19:40 GMT
#142
Air units should not stack to prevent them from having a low critical mass, but there should be several layers air units could occupy(3 layers looks like a good number), so it will allow to keep 6-9 small air units close together in order to harrass, but 12 carriers wouldn't occupy the same space 3 vikings would on the ground.
I'll call Nada.
gwho
Profile Blog Joined January 2008
United States632 Posts
Last Edited: 2008-02-22 20:14:08
February 22 2008 20:13 GMT
#143
On November 10 2007 01:28 Psycs wrote:
I've been thinking of a spell for a zerg magic caster, like a queen.

It would be a medium area-of-effect spell that would affect enemies or friendly units. Once cast on the targets units they would become buffed (either increased attack, defense, speed, or a combination thereof) for a short duration of time (maybe 15 seconds or so). The downside is that when the effect ends, the units would have their health reduced or maybe even become 1-hit kills.

This could either be used defensively of aggressively. If cast on your units it would be very powerful for certain strategic attacks. If used on the enemy, it could reduce their health (great against a slow terran push, for example). But be very careful, because it could back fire (specially if their speed has been increased).

It might be a little imbalanced if used together with dark swarm, however.



the buffing spell would be great for zerg. since they are ravaging biomonsters, a short term, life shortening spell to make them stronger would go great with their theme. like inducing rabies on them or something. but it does seem quite similar to stimpacks...
gwho
Profile Blog Joined January 2008
United States632 Posts
Last Edited: 2008-02-22 20:23:54
February 22 2008 20:16 GMT
#144
On November 10 2007 01:10 boudiou wrote:
Oh one more.. what does everyone think about a resource donating system?



disagree to the max. team games would be forever ruined. you just buff up one guy and it becomes a donated 1v1 or a defacto fast map. resource gathering, timing, bulid order... ALL of those factors that make the pro competitions so great will be thrown out the door. i think the game would sacrifice too much jsut for this one feature. resource sharing is definitely not a taboo in RTS, but it fits others, and not all. Ages would be a great game to do it, but in starcraft, it should stay out.

However, if it was a function that could be enabled through the editor for ums mode, i think that would be great for the editor; people could use that tool to make great ums maps. but not on melee/ffa. no sir.
gwho
Profile Blog Joined January 2008
United States632 Posts
Last Edited: 2008-02-22 20:59:24
February 22 2008 20:20 GMT
#145
it's about time cerebrates be more than a dummy structure!

With all of the great additions to the protoss and terran races, i got thinking, "what new units/features could zerg possibly get?" i was daunted and seemed stuck as to how zerg could be expanded and revamped. But once you realize their theme, namely evolution, swarming, ravaging with expendible masses, suddenly creative possibilies seemed to open up. There could be all sorts of new squirmy, spiney units. one example is when i saw a screenshot of zerglings, i didn't recognize them. they looked more like tongues. boom. zerg could have sort of an

advanced creep if you will that will affect units in some way, or be poisonous and constantly drain enemy hp, or totally have the ensnare ability! GOO! slime, slowing down! PERFECTLY synnergizes with zergs swarming all over them. after all, wouldn't marines and zealots get slowed down when they walk over thick, gooey bioslime?? (of course, as was endlessly discussed, all creep giving zerg units extra healing rate is one idea that i can't imagine not being implemented) thats just one exmample, but many new units could be based off of insects/arachnids. based on maybe

the horseshoe crab - maybe a plowing unit- slow movement speed, but with the help of ensnaring tongue-fur creep to slow enemies down, it instantly eats all bionic units when it moves over them. (defeinitely make it SLOW MOVING). It obviously needs the burrow ability. Doesn't having a monstrous zerg creature suddnely popping out of the ground instantly eating your comrades and troop while you're exploring through the creep really add to the suspense as well as the "fearsome zerg" theme so aptly? maybe they can give the unburrow aoe of death to the nydus worm when it pops out - it would make zerg base penetrations and invasions via nydusing/surprise attacking quite cool, and nicely synergistic with the whole idea of a drop/base penetration. i mean, did you see the nydus worm? it's huge! it's got to deal some damage, even if it's only in it's tiny area and only when it pops out.

beetles are a rich base for zerg units ideas.

another potential idea: A unit that has an ability to split itself (when it's hp is low) and create lots of tiny units (in effect an innate the broodling ability that creates a whole lot more broodlings than two). this would work best on big tanking units like the ultralisk. the ideas are endless =) Get creative and post your zerg ideas! I want to see blizzard unleash the zerg soon!

(sigh, if i was only part of the blizzard concept team... )






But one absolutely concrete idea right now ,IMO, that blizzard should NOT NO NEVER leave out is the cerebrate. The cerebrate is the freaken controller. the overmind's "mini-me" so i think they should do more than just sit around like it did in sc1. since they are the "mind" of the zerg, perhaps the cerebrate could have a wide range buff where it does something to all the zerg units in that range. (idk, use your imagination). OH! GREAT IDEA JUST NOW. it has a cooldown, and once in a while, maybe like the timespan for a nuke build, it can control other zerg units. in effect, a mindcontrol wave- aoe.i mena, thats what a cerebrate does right? emit psionic waves that control the zerg? i would imagine if zerg units controlled by one cerebrate suddenly got a psy-signal much stronger from another source 100 feet from it, compared to planets away it would get taken over. Maybe this could be extended to biological units of all races just to have it applicable to more than just the zerg; cerebrates evolved to extend their psionic abilities beyond the zerg to all bio units. tel me what u think!

cerebrates don't really move, so they could leave it remaining as a structure, but then again it's not like the overmind and cerebrates were suck on their home planet either. Maybe blizzard could do some sort of quasi-unit/structure, where it generally stays still, but DOES have the ability to move slightly, or infrequently.

Meh
Profile Joined January 2008
Sweden458 Posts
February 22 2008 22:57 GMT
#146
I think it would be pretty neat if the nydus worms could attack, or at least damage units as it breaks surface. Also: remove the banshee helicopter crap, how is that supposed to work when different worlds have different atmospherical density? Make the medic flare not only reveal an area but temporarily blind all units in its aoe for, say, 5-7 seconds.

Make the nomad build turrents on sight rather than drop them off completed. Remove the complete fog of war, so that the entire map is visible but units are not, to encourage the playing of new maps. Give the twilight archon different abilities (and visuals) depending on what two templars were used to create it.

Remove the carrier from the effing game :p
"Difficult task balancing! So I will continue to gaebaljin gemhamyeo balancing. But we are exceptional talent!" - Blizzard
Klouvious
Profile Joined January 2008
23 Posts
February 22 2008 23:29 GMT
#147
On February 23 2008 07:57 Meh wrote:
Also: remove the banshee helicopter crap, how is that supposed to work when different worlds have different atmospherical density?


Of all the laws of physics that SC violates this is the one that bothers you ??
Mutalisk flapping their, too small to fly, wings in complete void is O.K. with you ?
Guardians flying in different directions, even in complete void, without any whatsoever visible way of propulsion, is O.K. with you ??
Space platforms in the middle of nowhere which still have gravity and crystalls growing out of them is O.K. with you ??
But the one thing that bothers you are the banshee's propelers...

Seriously people should stop using physics as an excuse for not liking something in a fictional world. If you don't like something just say so, don't find meaningless excuses.
gwho
Profile Blog Joined January 2008
United States632 Posts
February 23 2008 00:24 GMT
#148
the banshee is actually physically possible, at the basic level. double propellors counteract momentum so you don't need a horizonal tailpropellor. and when moving forward the two main propellors turn more horizontal to push the wind backwards.

haha but atmospheric density. good point
BluzMan
Profile Blog Joined April 2006
Russian Federation4235 Posts
February 23 2008 00:51 GMT
#149
Just a thought on how to make original units - mess up with target priorities. Example:

Well, let's say protoss have something big, armored and psychic. This something can run around with a small gun (not neglible like arbiters but not too damaging), but it can entrench itself into the ground and start emanating some psyching signals to whatever is around. Whatever is around becomes really nervous and will try to destroy that nasty emanator at all costs (it may sound stupid, but that is just the lore behind the unit idea). As a result, it's AI priority is set to maximum. So how it behaves in combat - unless the opponent specifically sets targets other units, his forces will first attack our entrenched fella, which is kinda what you want since it's armored as fuck. Note that this should not be similar to Giant's shout in war3 - that one messes up AI totally and this should just set a target priority that can and will be overridden if this thing is out of unit's immediate range.

Double propellers (banshee-design, not any double propellers) don't exactly counter-act momentum, they make the aircraft stable in air but at the same time they create a force that seeks to rip the banshee apart. Not really the best design, but it looks cool and technically it could fly, so I don't care.
You want 20 good men, but you need a bad pussy.
crazie-penguin
Profile Blog Joined June 2006
United States1253 Posts
Last Edited: 2008-02-23 01:43:31
February 23 2008 01:35 GMT
#150
On February 23 2008 05:16 gwho wrote:
Show nested quote +
On November 10 2007 01:10 boudiou wrote:
Oh one more.. what does everyone think about a resource donating system?



disagree to the max. team games would be forever ruined. you just buff up one guy and it becomes a donated 1v1 or a defacto fast map. resource gathering, timing, bulid order... ALL of those factors that make the pro competitions so great will be thrown out the door. i think the game would sacrifice too much jsut for this one feature. resource sharing is definitely not a taboo in RTS, but it fits others, and not all. Ages would be a great game to do it, but in starcraft, it should stay out.

However, if it was a function that could be enabled through the editor for ums mode, i think that would be great for the editor; people could use that tool to make great ums maps. but not on melee/ffa. no sir.


This is so incredibly wrong I don't even know where to start...

Where the hell did you get the idea "you just buff up one guy and it becomes a donated 1v1 or a defacto fast map" from? Have you played WC3 or any other game that involves resource sharing? If you give your friend all your money there's a risk and reward, your ally gets stronger, but you can't do shit. Awesome, your ally now has 500 more minerals and gas and now you just died. Too bad you can't give him more resources since your dead. How will resource gathering, timing , and build order "go out the window" ? The game won't become some randomized shitfest. It's not like team games you will expand more than once in every game. (on standard 1v1 maps that is) If resource sharing will do anything at all, it will vary up strategies and all those build orders and timings you oh so cling on to (yeah there are so many builds and different strats a team can do in 2v2...right...). The only thing that someone should be afraid of with resource sharing is sharing resources in like the first few minutes of the game, where a zerg can get a super fast pool and kill off one guy.
Meh
Profile Joined January 2008
Sweden458 Posts
February 23 2008 01:54 GMT
#151
On February 23 2008 08:29 Klouvious wrote:
Show nested quote +
On February 23 2008 07:57 Meh wrote:
Also: remove the banshee helicopter crap, how is that supposed to work when different worlds have different atmospherical density?


Of all the laws of physics that SC violates this is the one that bothers you ??
Mutalisk flapping their, too small to fly, wings in complete void is O.K. with you ?
Guardians flying in different directions, even in complete void, without any whatsoever visible way of propulsion, is O.K. with you ??
Space platforms in the middle of nowhere which still have gravity and crystalls growing out of them is O.K. with you ??
But the one thing that bothers you are the banshee's propelers...

Seriously people should stop using physics as an excuse for not liking something in a fictional world. If you don't like something just say so, don't find meaningless excuses.


Well, yeah, most of the other things have vague excuses I can get onboard with. The Mutalisk wingspan may be just fine, we don't know how much it weighs or what it's insides are made of. We were recently told Overlords are filled with gas to keep them airborne, why not Mutalisks and Guardians too?

The Space platforms having gravity can get away with it because it's the future and it's high tech. Why do crystals "grow" on planets? We don't know (do we?), so why not on platforms as well?

Anyway, you're right, I shouldn't use physics as motivation to dislike something from Starcraft. The Banshee design sucks. Boo.
"Difficult task balancing! So I will continue to gaebaljin gemhamyeo balancing. But we are exceptional talent!" - Blizzard
Newbistic
Profile Blog Joined August 2006
China2912 Posts
February 23 2008 01:58 GMT
#152
I think it would be great if Zerg could upgrade to spiked caraspace that allowed them to return melee damage. It would tie in to the whole idea of "Zerg" evolution perfectly.

I'm not sure how it holds for balance, since Terrans have no melee attackers. But maybe they can program it so that simply running by Zerg units would inflict damage.
Logic is Overrated
Equinox_kr
Profile Blog Joined December 2006
United States7395 Posts
February 23 2008 05:22 GMT
#153
On February 23 2008 10:58 Newbistic wrote:
I think it would be great if Zerg could upgrade to spiked caraspace that allowed them to return melee damage. It would tie in to the whole idea of "Zerg" evolution perfectly.

I'm not sure how it holds for balance, since Terrans have no melee attackers. But maybe they can program it so that simply running by Zerg units would inflict damage.


If I recall correctly there was a concept idea similar to that .. you're merely taking this from the Thorns aura of War3, and the concept idea from before was to introduce Vampiric (is that how you spell it?) Aura and allow Zerg units to regenerate health by killing units.

Honestly, it's a cute and adds a realistic approach to the Zerg race but I don't see it happening.
^-^
LastWish
Profile Blog Joined September 2004
2015 Posts
February 23 2008 20:14 GMT
#154
Zerg:
I like the idea of spiked carapaces to deal damage to melee attackers, but as you pointed out terran has no real melee...

Protoss:
Shields - shields no reduce damage %, means 3 upgrade levels 10%,20%,30% reduced damage
New upgrade for shield regeneration 2 levels :
First level doubles shield regeneration
Second level when unit takes no damage for like 10? seconds, starts to rapidly regenerate
->
Early regen uprades, more micro with withdrawing, second one damaged archons micro+recovery, damaged buildings recovery
% reduction - usefulness of shield upgrade, lategame compensation for weakness vs mass terran army with upgrades
Drawback is batteries became useless, but are not too useful as they are now anyway.

- It's all just treason - They bring me down with their lies - Don't know the reason - My life is fire and ice -
caution.slip
Profile Blog Joined June 2007
United States775 Posts
February 24 2008 06:08 GMT
#155
Setting rallies for individual larvae/eggs

you click on the larvae, set a rally, or you turn it into an egg, and set a rally. If no rally is set, it goes to the default hatchery rally

because I don't want my drones and overlords to go where my other units are going
Live, laugh, love
bumatlarge
Profile Blog Joined October 2007
United States4567 Posts
February 24 2008 19:32 GMT
#156
Make another resource.... Pylons.
Together but separate, like oatmeal
putaozhi
Profile Joined February 2008
China3 Posts
February 26 2008 17:52 GMT
#157
--- Nuked ---
caution.slip
Profile Blog Joined June 2007
United States775 Posts
February 26 2008 23:15 GMT
#158
no seriously no replies about my suggestion? Is it too noobifying? It'll give macro users another action to perform, yay right?
Live, laugh, love
gwho
Profile Blog Joined January 2008
United States632 Posts
Last Edited: 2008-02-28 00:37:14
February 28 2008 00:22 GMT
#159
idea #1)ultralisk has an explode ability. activated by player. can be used at full hp, 1 hp, or not at all, if they player isn't paying attention. makes for great exhibit for skill.

when ultraisk burst, 10 weak broodlings pop out, with half the strength of broodlings in BW.
something small, not very imbal at all. Fun, nice to see, and gets rid of the sadness of seeing an ultra go to waste.

But as somoene pointed out, broodlings wouldn't really have a niche, in the advent of banelings. But i would still like to see ultras get eaten and give out spores of masses of weak units.


idea #2)
A unit that eats enemy ground units instantly, regardless of hp, but can only eat one unit at a time, and it's rate of "chewing" is slow. definitely slow moving, and can only travel where there is creep. pretty nifty idea don't u think?

it's about time zerg had a creep-bound unit.

it's also about time they make the creep more than just land. make it do something.


Idea #3)
Acid colony: mutates from creep colony. Can ensnare units on creep by activating growth factors in the creep. Also releases corrosive toxins, damaging groudn units over time. This ensnare/poison ability can be cast only on contiguous creep.



oh dang, i already posted these ideas way above. but to complete the list


idea #4) Cerebrate. it does stuff. maybe overtakes other casting units. that's what cerebrates do after all.
gwho
Profile Blog Joined January 2008
United States632 Posts
Last Edited: 2008-02-28 00:37:34
February 28 2008 00:23 GMT
#160
On February 24 2008 15:08 caution.slip wrote:
Setting rallies for individual larvae/eggs

you click on the larvae, set a rally, or you turn it into an egg, and set a rally. If no rally is set, it goes to the default hatchery rally

because I don't want my drones and overlords to go where my other units are going


Great Idea. i tihnk the default hatchery rally point will work out smoothly. it's not noobifying at all. this is probably the biggest reason why people who hate zerg hate zerg.

post this up on the battle.net "questions 2" thread for karune to see.
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