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[T] New Ideas: Units, UI, Gameplay - Page 9

Forum Index > SC2 General
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gwho
Profile Blog Joined January 2008
United States632 Posts
Last Edited: 2008-02-28 00:50:42
February 28 2008 00:49 GMT
#161
On November 12 2007 20:15 lololol wrote:
Of course it's bad having an pointless upgrade that just sits there and has no use in 1v1 games, ain't it obvious?

Blizz are aiming to not have anything useless and you're like "it's okay if we add useless things" or you're gonna argue it's only one upgrade and it's not several upgrades, so it's "different" and breaking the principles/maxims of good design "just a little" is fine, when they obviously have other solutions, which are not adding an option you'll never use in 1v1 games(and will actually be detrimental to your game if you research it)?

If you want options, time and/or tax restrictions can easily solve the abuses and they are not adding any useless option to 1v1 games. Also, tax is much more realistic than a one type payment for trading.

If you still can't imagine why uselss things are bad, then imagine them on a larger scale, like the CnC style gameplay mass tank vs tank battles with everything else mostly useless, you can even say it's balanced, lol. Even on a smaller scale adding bad things doesn't suddeny make them good.

And wtf is with that take it easy? Did I hit you or something I'm perfectly calm and if you have a different impression, it's most certainly wrong(as obvious english is not my native language).




i say we have resource trading, but with a heavily complex code like we have for money. we will have brackets with different rates, tracking the total amount transfered. We will have "government" restrictions on where gift money can be spent - (ex. only on bulidings). And we will have tax deductions you file to the IRS, when you spend it on certain things, like rebuliding your base if it two cc/nexus/hatch have been destroyed within the past 5 minutes, and you spend it on drones.
..... oh yes that would be beautiful.

i have a better idea, for starcraft AND for America. No taxes. (direct tax aka income tax) .Just scrap the original idea from which the comlpication. don't have a tax to begin with, and don't have resource trading to begin with.




ack, sry frozen arb, i multi posted again... but they're separate topics! ill be more conscientious of multiposting next time. my bad.
Ozarugold
Profile Blog Joined February 2008
2716 Posts
February 28 2008 04:38 GMT
#162
Regarding setting rallies for Zerg larvae, is there any source that actually states that Zerg will spawn units the same way it did in the original Starcraft, or are we all just assuming that the Zerg will function the "3 larvae" way.

Anyways, I think it'd be cool if they used the names 'Cargolisk' and 'Grudgling' for Zerg. I don't know what they'd do, but they sound cool.
this is my quote.
gwho
Profile Blog Joined January 2008
United States632 Posts
Last Edited: 2008-03-02 07:27:24
March 02 2008 07:24 GMT
#163
On February 28 2008 13:38 Ozarugold wrote:
Anyways, I think it'd be cool if they used the names 'Cargolisk' and 'Grudgling' for Zerg. I don't know what they'd do, but they sound cool.


and they should have a unit called the defecator! it excretes a monstrous volume of highly viscous poo that engulfs and suffocates any unit.

The man that died in elephant dung will be a laughing stock in the Darnwin Awards no more, but a pioneer, a legend, and the first of a long line of heroes who answered the call. nature's call. or the freak thereof
lololol
Profile Joined February 2006
5198 Posts
March 02 2008 14:33 GMT
#164
Observer UI should really have the option to zoom further than the players can, this will really help pro match broadcasts IMO, because as it is now in SC:BW the observer has to constatnly move his screen around to capture bigger conflicts and being able to watch all of it on a single non-moving screen would be so much better!
I'll call Nada.
caution.slip
Profile Blog Joined June 2007
United States775 Posts
March 02 2008 16:26 GMT
#165
On March 02 2008 23:33 lololol wrote:
Observer UI should really have the option to zoom further than the players can, this will really help pro match broadcasts IMO, because as it is now in SC:BW the observer has to constatnly move his screen around to capture bigger conflicts and being able to watch all of it on a single non-moving screen would be so much better!



this idea wins, although if its implemented i'm sure hackers could make it so you can zoom out as a player

but it'd be great for progaming
Live, laugh, love
crazie-penguin
Profile Blog Joined June 2006
United States1253 Posts
March 02 2008 21:44 GMT
#166
On March 03 2008 01:26 caution.slip wrote:
Show nested quote +
On March 02 2008 23:33 lololol wrote:
Observer UI should really have the option to zoom further than the players can, this will really help pro match broadcasts IMO, because as it is now in SC:BW the observer has to constatnly move his screen around to capture bigger conflicts and being able to watch all of it on a single non-moving screen would be so much better!



this idea wins, although if its implemented i'm sure hackers could make it so you can zoom out as a player

but it'd be great for progaming


If you ask me allowing even players to have a zoom out option would be pretty interesting and wouldn't make the game any "easier", have fun microing on a semi-minimap (or macro for that matter). It gives more control over to the player while not destroying any skill, so I wouldn't mind of players can have that as well. We already have the option to move our view and angles around.
Steelflight-Rx
Profile Blog Joined July 2007
United States1389 Posts
March 03 2008 21:36 GMT
#167
yeah that idea is really cool, i've always wished i could zoom out while playing BW (the view screen is actually really small when u think about it, a huge portion of the 680x400 is taken up by the UI bar)
yubee wrote: you know? it's a great night you should all smile no matter what harddships, because grass grows and the sky is blue and it's a good life.
talismania
Profile Blog Joined December 2007
United States2364 Posts
March 03 2008 23:15 GMT
#168
blizzard said in their initial press conference they were not considering allowing players to zoom out. In their minds, it created too big of a skill gap between skilled players and nonskilled players, as there would be a natural tendency to learn how to play the game at the most zoomed out level. I actually disagree with their reasoning, although I agree that zoom out should not be included. IMO, allowing zoom out decreases mental strain and multitasking... your visual attention is no longer divided among different parts of the map, it's far easier to order units around while keeping an eye on others, etc.

but allowing observers to zoom out would be cool, especially for television.
prOxi.swAMi
Profile Blog Joined November 2004
Australia3091 Posts
March 04 2008 00:12 GMT
#169
omg yes zoom out for observers would be SO awesome for watching the opposing armies trudging around the map and inevitably clashing in a game-deciding battle. so awesome!
Oh no
Luhh
Profile Joined October 2003
Sweden2974 Posts
Last Edited: 2008-03-04 11:56:35
March 04 2008 11:54 GMT
#170
Agreed. Zooming and changing camera perspectives are natural options, but they would only be for observers and watching replays. Blizzard has it right when they say that player perspective should be a fixed one, and also independent of resolution.

One could always do a ton of stuff with creep to make them more strategic, but that would also mean that defense could become too powerful in some cases, so with certain skeptiicism:

Zerg:
1) Sticky creep. Slows done enemy units slightly. May be too powerful even if only marginal, I dunno.
2) Entangling creep (catches a unit and slowly crushes it doing small but steady damage. Unit can no longer move and attack, but are also no longer auto-attacked and targeted by the zergs units. The roots holding the unit have little hp:s and can be destroyed freeing the unit or the rot and fall off when the creep colony dies.)
3) Acid creep. Small damage to all enemy units on top of it. But this may mess with medics of course..
4) Healing creep. Increases regen on friendly ground-units a bit.
etc..

But all of these attribute of course to making defense better which is perhaps not what Starcaft 2 needs. But some or a few new ideas regarding creeps would still be welcome if not too powerful.

Protoss:
The charge ability the zealot has should fit better with zerg. Just go for the usual leg upgrade please, and continue to have them in the role of frontliners and damagesoakers. It only makes sense since it's a melee unit.

Ability - "Shieldwall". A unit grouped with a few other units that is capable of transfering shield hp:s between units in range that are being damaged. Not instantaneous and a set rate (either logarithmic or set mount. Maybe also an activation treshold, like less than 50% left etc. These so that targetting a specific unit with many would still kill it fast, and it wouldn't be like a marinlot gangbanged by four medics.) Ability should probably belong to a "force multiplier unit", and not a regular combattant.
I wouldn´t call him stupid, but let´s just say he´s unlucky when thinking...
Newbistic
Profile Blog Joined August 2006
China2912 Posts
March 07 2008 21:58 GMT
#171
I kind of came up with a concept ability for the Dark Templar (pulled it out of my ass, naturally)

Basically, it's an assassination ability that allows DT's to infiltrate a cluster of units for better positioning.

The player must have vision of a group of enemy units. The ability allows the DT to walk through (much like WC3's windwalk, without the speed boost) units to reach a target that's completely surrounded by other enemy units, kill it, and then stand in its place. The point is that if the enemy doesn't have scan or isn't paying attention, the DT will be right in the middle of the group and are in a much better position to attack continuously.

The catch to this is that the DT can't just kill any unit in one swipe. The ability works only on units that the DT can normally already kill in one hit (well, maybe the ability grants some bonus damage, but only allows one-hit kill for units of up to ~80 hp). Of course, there is a cooldown rate, maybe 1 minute or something.

Logic is Overrated
x89titan
Profile Blog Joined April 2007
Philippines1130 Posts
Last Edited: 2008-03-07 22:37:51
March 07 2008 22:37 GMT
#172
wc3??????????? this. is. starcraft!!!!! gtfo
Heaven came down and glory filled my soul, when at the cross the Savior made me whole
EmeraldSparks
Profile Blog Joined January 2008
United States1451 Posts
March 08 2008 03:24 GMT
#173
I like the concept of tower upgrades. Terran can technically do it by putting cool stuff in bunkers (special abilities, etc.) I think it would be interesting if you could upgrade photon cannons in some way.
But why?
Rhaegar
Profile Joined March 2008
Bulgaria2 Posts
March 13 2008 13:34 GMT
#174
What I posted in another topic, regarding the medic change :

"I see that they have a real problem. Reapers are supposed to be strong, when going alone on raids, but then they will be seriously imbalanced when they go in with medics. Also, marines are supposed to be low health, low armor with up to medium-low health. Reapers are supposed to be also low health with higher armor. This way they'll benefit even more from medic support.
Another argument for ditching the medic is that its role in SC1 is totally superficial, its healing is totally unreal. I don't like the whole marine-medic dynamic that much anyway.

So I kind of like the new idea. Another one would be to tone down the medic heal, so that it wouldnt change battles and add other useful combat abilities. I kind of like this option as I'd like to see different abilities being used.
Also, they could make reapers repairable and not healable.
Or they could ditch the reaper and create something else. Maybe give the ability to marines, but pay for each upgrade separately. Maybe choose between jetpack and shield."
lololol
Profile Joined February 2006
5198 Posts
Last Edited: 2008-03-13 15:14:20
March 13 2008 15:11 GMT
#175
The messages when a unit completes(you can see them at the bottom left above the interface in the recorded matches) should not be individual, if several units of the same type finish building within let's say 5 seconds, it should just update the message and if there are 15 units built it will just add "x15" at the end of the message and not spam your screen with the same message over and over.

I'll call Nada.
lololol
Profile Joined February 2006
5198 Posts
Last Edited: 2008-03-13 16:32:28
March 13 2008 16:29 GMT
#176
Zerg only has a single unit that can attack air, while terran and toss have two, so IMO a different hydra mutation that specializes in anti-air or have some sort of anti-air support ability will be a nice addition.
I imagine it like something with a lot of legs having a big head pointing up in the middle that catapults balls of acid, a single target attack that temporarily reduces the target's max hp by a set amount, so it's not too good vs heavy air, but deters low hp air unit harrasments OR instead of having a normal anti-air attack, it will have it as a spell and the ball instead of hitting a target will explode in an AoE rain of acid that deals some damage over time and lowers max hp. The unit will fight with the legs in melee against ground units and maybe have 2-3 armor, so it's good vs zerglings to reduce the effectivness of muta/ling in ZvZ. Original enough?

Zerg also doesn't have a heavy air unit that can attack both ground and air(a big slimy thing with tentacles that hatches and launches weaker scourge as projectiles comes to mind), as well as ground siege(something like the bugs in Starship Troopers) and since they would be a new and different compared to other zerg units, I would LOVE if they add such units.

A unit type lacking from all the races is a ground unit with anti-air support attack, i.e. one that's weaker than it's ground attack, there are only units using the same attack or having a more powerfull anti-air attack(for example, maraudeur using guns vs air and grenades vs ground).
I'll call Nada.
DanceSC
Profile Blog Joined March 2008
United States751 Posts
March 13 2008 16:45 GMT
#177
I think that the whole mindset of Zerg is cheap, disposable, and numerous. the fact that they dont have many units that can attack air and land at the same time is blizzards way of balancing the game . note they took out the protoss dragoon and split it in two. the immortal only attacking ground, but having that stronger def then the original goon, and the stalker attacking air and ground but weaker and less defense then a goon. Blizzard now made the dragoon more balanced by making the user choose between two units for the job of one. If they add more anti air/ground units then they would have to get rid of some of the original or change their attack methods.

As for a heavy zerg air unit.... they have the ultralisk, I believe that that is a good enough power house for the zerg. they already have the corrupter, and plenty of other anti air units, I dont think that they will be adding anymore. with numbers powerhouses are amazing, simply because you either kill the strong unit or waste your time picking off the weak ones. both ways because zerg is disposable it will be easy for them to keep the heavy units alive.

I agree with you on the weak unit that is good against air. They did have the goliath, but it along with the valk were replaced with the viking... so that could kinda count.
Dance.943 || "I think he's just going to lose. There's only so many ways you can lose. And he's going to make some kind of units. And I'm going to attack him, and then all his stuff is going to die. That's about the best prediction that I can make" - NonY
DanceSC
Profile Blog Joined March 2008
United States751 Posts
March 13 2008 16:50 GMT
#178
On March 13 2008 22:34 Rhaegar wrote:
What I posted in another topic, regarding the medic change :

"I see that they have a real problem. Reapers are supposed to be strong, when going alone on raids, but then they will be seriously imbalanced when they go in with medics. Also, marines are supposed to be low health, low armor with up to medium-low health. Reapers are supposed to be also low health with higher armor. This way they'll benefit even more from medic support.
Another argument for ditching the medic is that its role in SC1 is totally superficial, its healing is totally unreal. I don't like the whole marine-medic dynamic that much anyway.

So I kind of like the new idea. Another one would be to tone down the medic heal, so that it wouldnt change battles and add other useful combat abilities. I kind of like this option as I'd like to see different abilities being used.
Also, they could make reapers repairable and not healable.
Or they could ditch the reaper and create something else. Maybe give the ability to marines, but pay for each upgrade separately. Maybe choose between jetpack and shield."

either that or when the medics heal, they along with what they are healing must stay stationary unable to attack.
I played a game where I MC'ed an scv and massed medics and manlots (3-3-3 zealots). my opinion that was kinda cheap. XD
I don't see why reapers would be not be allowed to heal, i dont really have a problem with that, as long as the medics cant heal each other. or what i said above.
Dance.943 || "I think he's just going to lose. There's only so many ways you can lose. And he's going to make some kind of units. And I'm going to attack him, and then all his stuff is going to die. That's about the best prediction that I can make" - NonY
earl_xian
Profile Joined March 2008
Philippines2 Posts
March 13 2008 21:38 GMT
#179
hi im new here to the forums...sorry if this isn't the proper place to post this...this is my first post actually...T_T

well now that starcraft 2 has all 3 races in place i would like to post up some suggestions regarding cosmetics and attacks on certain units. i have been looking for a forum where to post my ideas. and i guess this looks like a cool place to post.^_^ some of you may agree or not agree with my ideas here. anyway here's what IMHO should be changed.

cosmetics:

ghost - the ghost has been one of the units to be revealed early. but i just cant seem to like the design. my idea is that the ghost should look more slimmer and have a smaller rifle. (current rifle seems to large). and how about interchanging the grey and black colors of the ghost. in that way they wouldn't look like someone going for an exercise or a power ranger.

marine - everything with the marine looks cool. except the shield. it just looks too plain and weak.

the jackal - looks like a tricycle from the future. well one reason i don't like this unit, is because its a step back to the technology the terran have. the vulture hovered. but now they use wheels? and they need to change the top cannon thingy. looks clumsy in its position.

starport - i think they should keep the unique concept of the starbase. a floating fortress. IMO it adds some really unique feel to the game. they should also give the option for the starbase to land or fly while making units. this building gives off the impression that the terrans finally have adapted to the constant battles they are at.

merchaven - should take the "BAR" sign off seriously...

protoss team colors - im not a fan with the different colored psi-blades and energy the protoss units give off. i still feel that starcraft 1 team colors work best. i feel the new color scheme kills the magnificence and elegance of the protoss warriors. the blue pylons, psi-blades, archon aura works really best with the protoss.

roach - this unit really has a neat concept except its name. the design could be confused with the new lurker...well i had this crazy idea of making the roach evolve from drones. it may be too far out for some. but i think it would bring an original and new concept with the zerg. anyway the roach looks like an evolved form of drone so why not...hehehehe

lurker - the lurker design for me doesn't look too intimidating. maybe it has something to do with the claws not sharp enough. and the head just looks to fat. it could use a more original and inspired feel like the ultralisk. (for me the ultraslisk model is really made of pure win)

infester - looks like an evolved "killer" tomato. i feel they can do better than that.

zerg hatchery, lair, hive - needs a more scarier and slicker look. imo right now its just too "CUTE" to be a zerg structure

now moving...on to attacks or skills:
thor - before people complained much about the thor overlapping the role of the siege tank. well after a lot of changes the thor has now become something like a giant goliath. and the official description given to the thor doesn't anymore fit the hype it had. though the new anti air skill is cool with regards to its size. but the ground attack IMO needs to be changed coz it looks weak. i think giving the thor a ground attack animation like "QUAKE 2's railgun" that could shoot through multiple units in a straight line would definitely give the thor justice. as to not overlap they could change the jackals attack animation to something that would suit its size. wouldn't it fit better for the mighty thor to have the jackals shoot through attack? if a giant unit like the ultralisk could attack multiple targets. why not the thor? it will surely give the justice that the mighty thor deserves.

overlord/overseer - i think they should keep the transport ability to the overlord. for me it adds more uniqueness or 2 options with regards to zerg transportation. i just couldn't see why they limit it to the nydus worms. it's like a step back from evolution. the protoss can summon their units in unique ways. why not give the zergs 2 options with transport. anyway they had it during starcraft one with the overlord and nydus canal. why not now?

infester - the infest ability for me seems kinda cheep. why not make them infest like the queen on selected buildings and buy the units instead of making units sprout out of nowhere. and i also thought of an ability if they would keep this model for the infester. how about if they gave the infester an ability like when they die, the infesters explode and produce small worm like things or a green smoke in a small area, that infects flesh type units and corrupts them. i think it would work well with this fat model they have if they had this ability.

lurker - they need more sharp spikes to make them more scary. a lot of people really hate the shark fins. it just doesn't give the lurker justice.

hydralisk - their attack rather looks weak. change the way their projectile looks. i always imagined the hydra's attack to be a spike with acid.

this is all i could think off now...i know its quite long but i just needed to get this out of my system. i hope this reaches out to the great guys at blizzard. i also hope that they won't hold back much with their great ideas. so that we would get more cooler results like what made starcraft such a hit. ^_^ all in all starcraft is following the right path and am excited like every other gamer with its release. peace ^_^
i live for the swarm
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
March 13 2008 22:12 GMT
#180
A minor suggestion, but I really hope it's added: Let units retain their Kill Count statistic in the bottom panel! It was always cool to see that when observing sc1 matches, and quite informative on how effective a storm drop was etc
ModeratorBlame yourself or God
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TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
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