Hmm maybe you could have a right click apply a force in a direction, rather than changing movement directly in that direction. This basically means that you'd have to turn a lot earlier than you expect to turn, kind of like with controlling shuttles (slow acceleration). Maybe correlate the acceleration with the number of times you click, so if you click repeatedly, it'll accelerate faster towards a direction (all of this within a capped max speed, of course). I don't know. It'll have to be tweaked. It has to feel like it's harder to control because of the immense speed, but still intuitive to control.
[T] New Ideas: Units, UI, Gameplay - Page 25
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xhuwin
United States476 Posts
Hmm maybe you could have a right click apply a force in a direction, rather than changing movement directly in that direction. This basically means that you'd have to turn a lot earlier than you expect to turn, kind of like with controlling shuttles (slow acceleration). Maybe correlate the acceleration with the number of times you click, so if you click repeatedly, it'll accelerate faster towards a direction (all of this within a capped max speed, of course). I don't know. It'll have to be tweaked. It has to feel like it's harder to control because of the immense speed, but still intuitive to control. | ||
Liquid`Jinro
Sweden33719 Posts
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Scope
Sweden147 Posts
The thing about tabbing between subgroups is that it's only for ease of access to special abilites really. if you issue a move order, it doesn't matter which subgroup is selected, everything selected that can move, will. Still having the same hotkeys as for unit building apply for unit selection would let you drag a box over your drone line, press z, and get those pesky two zerglings in there selected so you can move them somewhere else, without having to click them individually, either on the HUD or on the screen. How do you people like the idea of zerglings jumping down cliffs? | ||
Liquid`Jinro
Sweden33719 Posts
Only problem with your idea tho, is that there's gonna be overlap with abilities and unit names.. IE ok you press S to build scourges but S is also stop. Etc. | ||
NeoTerranRai
United States8 Posts
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wthre
Germany46 Posts
On March 09 2009 03:10 FrozenArbiter wrote: Hm in WC3 couldn't you hold down some key to make only the units of the subgroup do that action? I could swear I heard that somewhere ;o Only problem with your idea tho, is that there's gonna be overlap with abilities and unit names.. IE ok you press S to build scourges but S is also stop. Etc. as far as i know its only possible if you activate the subgroup order modifier key in the options. its turned off by default.. | ||
lepape
Canada557 Posts
For example, if you screw up big time and you tell all your workers to stop, you could do CTRL+Z and cancel that action. If you need your workers to attack a target, once it's dead, CTRL+Z, they'll go back to their minerals already being cloned. On the other hand, I admit this would once again mostly help newbie players while not really giving benefits to top players who already master everything perfectly, thus reducing the gap between them. | ||
Krikkitone
United States1451 Posts
"One of the design challenges we are currently dealing with relates to the Dark Pylon, which doesn’t seem to have enough energy tension between probe buffing and acting as an energy reserve for caster units." A suggestion regarding a way to extend that tension. Currently, the D.Pylon provides Energy for only 50 extra minerals Perhaps the Energy Tension can be extended, and also make the Nexus more interesting in the process. The suggestion is that ALL Protoss energy is shared. Any protoss caster a player has draws their energy from the same pool. The Pool would be provided by Nexii. Each Nexus would add 200 to the "size" of the Pool, and would increase the regeneration rate by ~1 energy/sec. ie the standard rate of one caster. The Nexus would also have the option of entering "Energy Mode" [better name possible] where it would add a larger amount to to pool "size" (say 1000 energy) and add ~10 energy regeneration/sec. the standard rate of 10 casters. However it could not accept minerals/gas and possibily might lose its shields. [making it more vulnerable] Things that would need to change: 1. Cooldowns for energy using abilities... would become the reason for obtaining multiple casters. ie 1 HTemplar would have to wait for its cooldown to cast a second Storm, wheras 10 HTemplars could just cycle through (and 10 would be harder to kill). Caster upgrades could get cooldown reductions instead of capacity upgrades (they could also get energy cost reductions) 2. Casters would have to be slightly cheaper ~25 minerals cheaper because their energy generaion abilities require ~1/10 of a Nexus (an additional 40 min cost) [Corsairs, since they are not primarily casters would be exceptions to this] 3. Argus link would be eliminated (since all Protoss would have an auto Argus link) 4. D Pylons would still be required to cast Null Shield and Proton Charge, but now they would start competing with Nullifiers, AntiGravity, High Templars, and Motherships This would be a Major change but would further diversify Protoss from the others [and easily fits lore wise with the Khala]. Also it would make the Mothership potentially more interesting... if some Mothership abilities had no cooldowns, only thing limiting the single Mothership's use of those abilities would be how many Nexii it had supporting it. EMP's Protoss only effect (shield damage) would also be balanced with a Protoss only exemption.. can't drain protoss energy because it is not "Located" in any one unit. | ||
Krikkitone
United States1451 Posts
The Infestor for ~150-200 energy (depending on balance) range 1 can put an "Infestation" on any enemy building. The Infestation is a targetable object with hp. (300 if it is on a standard building, 500 if it is on a 'base' building, ie Nexus/CC/OC/PF/Hatchery/Lair/Hive) As long as the Infestation is on the building, the building is shut down. If the Infestation survives on the building for a certain amount of time, 30 sec for a standard building, or 80 sec for a 'base' building, then the building becomes a new building under the control of the Zerg player. If the building that was Infested is Zerg, then it simply switches control... once a Hatchery has been 'completely infested', it ony changes sides. If the building is a Protoss/Terran then it becomes an "Infested _______" a Zerg building (biological; loses hp when off of creep, regenerates hp when on creep) with very limited functions (ie all functions disabled except the listed ones) Infested Refineries/Assimilators do the same things Infested "Base" buildings can act as resource "drop points" Infested Combat buildings can do combat [Infested Pylons are not required for Infested Photon cannons] Infested detection buildings can still detect Infested Terran buildings that are NOT one of the above types can build Infested Marines (either free autoproduced ones every X seconds with a timed life or permanent resource requiring ones) Infested Bunkers can't load/unload all the units inside are converted into Infested Marines (that can't leave the bunker anymore, but they can fire from it) Infested Protoss buildings that are NOT one of the above provide Control (the Zerg Infest the advanced protoss machinery and use it as a focus for their "cerebrates" to maintain more control) [OR the Protoss buildings do some type of minimal combat support... not quite sure] Gameplay wise this would basically be a "building disabled until the enemy kills off the Infestation" However if you retain control of the battlefield, then you would get the benefit of the "Infested building" [or a new zerg building] | ||
Yurebis
United States1452 Posts
Nuclear Missiles land faster, in proportion to the distance from the silo. 5 seconds when it's <10 matrices away, 12 seconds when it's >30, something like that That way, you can nuke way faster, like in 5 seconds, just in time to blow away a warp in prism or nydus worm in your base asap. Also opens up new strategies like building a secret silo closer to the enemy's base (if it's still an add-on to the command center, you can float it somewhere, deploy it, make the nuke, and bam, a ghost can nuke the other guy's whole tech in 5 seconds.) That strategy is obviously countered by scouting and probably isn't going to be used by pros, but it's cool and makes sense. | ||
CrimsonLotus
Colombia1123 Posts
Race: Zerg. Purpose: Midgame anti drop ait to air unit, a more defensive and reactive equivalent to the Scourge. Cost: 25 minerals, 50 gas (2 come out of each egg). HP: 25. Speed: A little faster than the Scourge. The disrupter is a small flying creature, very similar to the Scourge, but with a different function. Instead of suiciding against enemy aircraft to do massive damage, the Disrupter will attach itself to the ship, slowing it down by 25% and causing damage to it at a very slow rate. The slowing effect as well as the damage stack, so if 4 or more disrupters are on one ship, it will stop moving and will remain paralyzed mid air until all the Disrupter or the ship itself are destroyed. Once the Disrupters attach themselves to a enemy ship, they cant separate again and they will die if the ship dies. They are the perfect counter to lonely Phase Prisms and Medivacs trying to drop Zerg bases, as the enemy would have to take the risk of getting intercepted by a cloud of these cheap and fast units or getting some escort that would delay the drop and therefore make it more risky and less effective. And given their low HP and nature of their attack, they would be useless late game with many enemy anti air units, as suiciding a large number of Disrupters against an enemy enemy fleet would only buy you very little time, not justifying the cost. They would solve the aparent Zerg weakness against drops, without affecting other aspects of the game. | ||
StrongSalt
Canada3 Posts
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xor
Portugal5 Posts
http://www.sc2armory.com/forums/topic/6442/ | ||
Tintti
Finland46 Posts
This unit would be about the size of a scourge, and quite fast. When it starts attacking an enemy, it sticks to it so that the victim can't attack it. Instead, other, friendly units would have to target it, and while shooting at it, the victim would also take some damage (to represent that some shots missed their target, or splash damage). This zerg unit would have quite a big number of hp (like 60) and/or big armor, but the damage would be quite small, like that of zerglings. The biggest thing to worry about in this unit would be the friendly fire caused by other units targeting these little creatures. And if there's no support nearby, the death would be sertain. Once the unit is sticked to an enemy, it cannot be controlled anymore. When the opponent unit is destroyed, these creatures would perish also (dunno about that, though). Being melee, this unit would get melee attack upgrades, unlike any other air unit, which could make it a feasible air addition to mass zerglings (or possibly ultras, dunno). The use of this unit would lead to some decisions: should I sacrifice this air unit or should I assign my other units to deal with the situation? This would also require some calculations and estimates: how long does it take for the zerg unit to destroy my ship, and will my friendly fire kill that nasty piece of work in time or my own spacecraft instead? This may sound quite far-fetched and complicated, but I don't lose anything if I post my little idea here and maybe get some feedback | ||
Jortikka
Finland16 Posts
What about the ability to play 2V2 but only two races. Like two players controlling one base, i think micro would be amazing because one player would be managing economy while the other does boxer marines. im confused, are talking about team melee or something else ? | ||
liquorice
United States170 Posts
On April 26 2009 23:32 StrongSalt wrote: What about the ability to play 2V2 but only two races. Like two players controlling one base, i think micro would be amazing because one player would be managing economy while the other does boxer marines. this already exists, "team melee" | ||
StrongSalt
Canada3 Posts
Really? i don't think it does exitst. I have yet to see it . i think i didn't explain it well enough, im talking about two people being the same player EX: Boxer and Nada as the blue terran in the six oclock position Yellow and jaedong as the red zerg in the nine oclcok position. So its a simple TvZ but two zerg players using the red zerg, and two terran players using the red zerg. | ||
Krikkitone
United States1451 Posts
Although with Team melee you also start off with workers from additional races.... so 1 base multiple players multiple races | ||
maybenexttime
Poland5242 Posts
Hellion Two new abilities, upgraded at Tech Lab at Factory. - Napalm Trace When activated, this ability causes the Hellion to leave a napalm trace behind it during X seconds' time. Afterwards, the trace is automatically set on fire, and burns for Y time. Units which get in contact with it start to burn, which lasts for those Y seconds (i.e. damage over time). Units standing directly in the napalm trace suffer from more damage than those that leave it ASAP. This ability can be used to effectively cut off areas, be it in battle (cutting of narrow passages, preventing flanks, cutting off reinforcements), when defending, harassing (to prevent workers from escaping or even directly damaging them) or you could even leave a napalm trace behind LOS-blockers to inflict terrible, terrible damage to unsuspecting enemies. ^_____^ - Nitro Gives the Hellion a temporary speed boost. Both Nitro and Napalm Trace share a common cooldown, so you can't use both at the same time and you have to use them wisely. :D More to come (redesigned Corruptor, MotherShit replacement, reworked Nighthawk and Archon, and more). | ||
Ozarugold
2716 Posts
What if the unit selection size was 16 or something and buildings counted as 4 units? So a player can hotkey at most 4 Barracks together in one control group and pressing a command will make them act as one unit. I thought this was a clean and simple medium that bridged SBS and MBS together. | ||
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