Hello everybody. For a while now I have been developing a custom melee style game and I need some general ideas for active/passive abilities for the special units I am using in my project.
For standard units I want them to at least have 2 active and 2 passive abilities that are practical. I need some ideas for a general concept for an active ability for the IMMORTAL.
One standard ability that I have for the immortal is Nano-regen which is a auto-cast ability. The Immortal heals while out of combat equal to the amount of its current energy. The immortal has to be out of combat for about 8 seconds before the healing is active.
The two passive abilities are of course Hardened Shields, and Singularity Charge (In which the Phase Disrupter attack deals splash damage in a 1.75 radius to enemies near the targeted unit and gains 3 additional range.)
I would also like to note in my map I created Immortals to be warpable from the warp gate as long as you have a robotics facility built and I have already modified the mechanics of using stalkers so that there roles would overlap too much. as ranged support units.
Do you guys have any general ideas for Immortal melee abilities that aren't OP? Thank you in advanced.
Here is one.... Trample - when moving through smaller flesh units push them outta the way and or spit them out from under neath the back of the immortal deal physical dmg to the trampled unit...
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I thought about adding that... but I'm not sure how to implement it... I tried creating a behavior buff and added a search area effect attached to a damage effect in the period field of the buff and set the periodic field to -1 for unlimited and it laged the game offline -_-. how would you create a trample effect that damages light units that are actually trampled?
I've always wanted to see an immortal with a ability that makes the arms point at the ground, charge up, and fire applying stun and small aeo damage within 1-2 range. Kinda a combination between thors strike cannons and the old war3 tauren stomp.
I like souls suggestion too having the immortal able to run over stuff. Wouldn't you do something like a periodic search every time it moves and just kill light units within the search radius?
Good idea however it would overlap with the singularity charge ability that increases range and modifies the basic attack to deliver AOE splash damage. Give the fact that the Phase Disrupters weapon doesn't have limited range the immortal will already do damage to multiple units like zerglings that would surround it.
I like you idea of adding a stun ability but I think that I am going to leave the stuns to casters and hero units. The immortal is more like a tanky ranged support unit. I am going to make it warpable from the warp gate with one robotics bay and I want it to replace the early role of the stalker because I am creating a unique tech tree.
For example:
Stalker
- requires a Dark Shrine
- gains 3 new abilities
- Blink: Teleport to targeted location
- Phase Walk/Phase Cloak: THis unit remains cloaked while not in combat. It can be upgraded at the Dark Shrine into Phase cloak where you can toggle on and off the cloak ability. While cloaked the stalker can not Blink in either phase of this ability.
- Phase Sensor: While cloaked this unit can detect other cloaked units
- Anion Phase Crystal Lens: Increases the rande of particle disruption weapon by +2
I am raising the cost of the stalker as well + 25 minerals and gas.
Having mass cloaked stalkers on the field will give a purpose for revelation in PvP as well as give a reason for other races to use other unique detection abilities I will be giving to standard units and heroes.
Right now I am stuck with creating an active ability with the immortal that synergizes with the other abilities as well as fits the immortals theme and role.
Keep the ideas for the immortal coming please :3 Imma probably update my project profile page in a few days when I am done remaking the protoss race to be in sync with the new beta units.
Why not, at the cost of it's hardened shields, it projects a repulsor field around it that pushes all units within say 5 range back by several yards? Gives it the option to counter the smaller units, whilst leaving it vulnerable to longer range units if they are used in unison.
Perhaps an ability where the Immortal has to stand still, can overcharge his weapons, and blast all enemies in a straight line for X damage? Similar to the Raynor snipe but not so OP.
An ability whereby the Immortal can overcharge his weapons, firing faster and dealing more damage? Similar to Frenzy perhaps.
And finally, why not make it so the Immortal can entrench itself? Say half burrow its model, either enabling the abilities listed above, or just giving a stat, damage, range and attack speed increase at the cost of immobility. Alternatively, in this mode, they can target air units? Adds a potential for a lot of variety in game.
I made an ability just like that that stuns enemies... however I want to reserver that for a hero ability because things get kind of wonky it ou have 20 immortals on the fieldknocking everything back. especially when the effect i applied multi-ple times at once the knock back effect only works for the first duration until the effect expires even when you make the behavior buffs stackable.
Don't worry though that repulsor shield ability will be on a hero unit.... Ghost Nova's Zerg Buster to be exact.
I love the over charge ability idea... I made a similar one in which the buff charges for 8 seconds activates an attack bonus buff for 15 seconds and after the buff duration weapons are disabled for a 8 second duration. But I am kind of iffy about apply such a ability because I want the hero units to supplement the attack and defense of the main standard troops through their aura abilities or whatever however I may just go with what I created and you suggested. That active ability was actually my original idea for singularity charge before I made it a passive I need to come up with a new name for that ability.
I love the entrench Idea!!!!! I am definitely going to work on creating that entrench anti-air ability making it a protoss siege anti-air tank... BRILLIANT!!!!!!!!!
I'm thinking of implementing @madlibrarians concept adding an anti-air mode in which the phase cannon attack can attack air only in this mode, movement speed is restricted however range is increase +3 and can be increased by Singularity charge +3 for a 12 range anti-air attack with a bonus modifier vs. light air units like the pheonix, viking and mutalisk. & splash damage is applied with the Singularity Charge passive ability as well making the immortal a little better when it comes to defending against mutalisk harrassment... especially with the hardened shield ability that upgrades up to 3 levels when plasma shelds are upgraded @ the forge. I believe the burrow animation would be unecessary however their is a anti-air animation in which the immortal shootstowards the sky. I'm thinking that I may have to decreade the dps a little bit in anti air mode.
A suggestion for the stalker balance would be to make him only have detection while uncloaked cause otherwhise that makes detection fairly weak against them and gives a good reason to uncolak the stalkers. Think if protoss sent an observer over and they were all cloaked bam observers dead and there's no decent life detector for toss so I just think it makes sense.
True... however I am also planning on adding various detection abilities to counter the stalkers as well such as Obelisks and minor spires. Some units will have abilities that can silence the effects of passive buffs and I have been considering a ndetectable buff (this buff would balanced by having the ability cost life and disabling attacking. I Know phase sensors will be a late game upgrades because all ability upgrades will only be upgradable depending on the Spell Level Upgrade researched.
I am planing on having 3 researchable Spell levels at the Templar Archive or Dark Shrine. Each Spell level will upgrade the utility of spells as well as determine which upgrade could be researched when.
I am trying to make Protoss.... or the Protoss Protectorate more spell caster oriented. You can choose to build either a Templar archive or a Dark shrine and tech up accordingly. High Templars will be buffed by not only giving them an attack but a blink ability as well as different paradigms of spells that can be selected and researched at the templar archives.
For instance for my alpha. At unit creating you can select one of 3 paradigms depending on what you upgraded at the Templar archives.
Paradigm 1: Plasma Adept: High Templars can use the spells Plasma Surge and Plasma Bolt
Paradigm 2: Lightning Adept: High Templars can use Feed Back and Psi Storm
Paradigm 3: Illusionist: High Templars can use Phase Shift and Hallucination
the life of the high temp is increased to 80 life and 80 base shields and gains a delayed blink ability.
I am also planing on adding archons with special abilities. High Templars will merge into standard archons while dark templars will merge in Dark Archons with variant abilities.
I am also creating a variant Dark Protoss Race... the Tal'darim that will specialize in anti Nezarim/ DT-Stalker tech and abilities, More likely then not some units will have abilities in which they can not be detected by phase sensors.
Thank you for your input. When I release my Alpha it is going to be to test out the Protoss Protectorate, Dominion, and Feral Swarm Factions, I will then release a version with the Tal'darim, United Earth Directorate, Terran Rebell Alliance, and Kerrigan's swarm after the open beta and after seeing all of the swell new units included with the expansion.
I am really focusing on creating better updates for protoss atm with the limited resources we have.
Alright those of you that are still reading this thread;
I have decided to add an anti-air mode for the immortal in whih movement is disabled and the range of the immortal is increased as an anti air turret that deals splash damage. Warping in a bunch of immortals can help with anti-aur base harass. Posiioning the immortals will be important because the in anti-air mode their is a minimum range of one so clumping them together in anti-air mode isn't a good idea. There will be an 6 second delay between mode that an be reduced with a tech upgrade TBA.
I have ompleted the stalker, high templar, archon, zealot, immortal, sentry, and dark templar... I just need to come up with 2 active abilities for the Colossus.
I was thinking about creating a ability called Thermal/Seismic Sensors in which the colossus can detect burruowed units in an AOE. The burrowed units remain detected for an 8 second duration. however I'm thinking that this ability will eliminate on of the ore purposes for the observer... I am kind of on the fence about this... however I plan on having burrowed units like lurkers and swarm hosts and some units are going to have a burrow move ability like banelings, and possible a variant strain of zerglings and infested civilian zombies..
Looking forward to reading all of the ideas for active abilities for the colossus that are unique and functional
I'm really enjoying this project, sounds like my sort of well balanced, thought out, yet fun maps.
Active abilities for the colossus, hmmm... Why not one where replace the AOE sweeper beam with just a more intense single target beam? Has to be manually targeted so prevents mass spamming by groups of colossus.
Alternatively, add some sort of defensive ability? One that say, once activated, acts like the immortals hardened shields? Or one that absorbs X amount of damage?
My final suggestion is something that may or may not work - add a distraction system to the colossus - a bit like flares. Once activated, for the next x seconds, all missiles will hit the flares instead of the colossus / be destroyed before they reach the colossus (Similar to the point defense drone, but more arty and cool). So you see a load of bright blue protoss energy balls erupt from the sides of the colossus and then drift down, or something to that effect. Bit off kelter this suggestion.
Tbh, the colossus is harder to tailer to this game mode I believe - it's a very, very niche unit, and if you add to much to this tier 3 unit, will make it ZOMG overpowered.
I like the single target beam idea.and don't worry about tier 3 units being OP because I am balancing evrything using the upgrade system and hero special abilities.
Instead of simply upgrading armor and weapons Im am going to include a 3 tier system for standard ability utility, vitality (health), prionic energy (energy), and spells. There are going to be 3 types of damage that can be dealt spell, ranged physical, and melee physical in which certain units will gain buffs through abilities and upgrades that are specifically resistant to those damage types.
For example the Protoss protectorate Zealots {siblade attack deals 5 physical melee damage and 5 spell damage per strike dealing a total of 10 damage per successful strike (when accuracy isn't effected) Tal'darim (Dark) Zealots have a special emp metal armor upgrade that is resistant to spell damage.. which means when a standard zealot fights a dark zealot... damage dealt is cut in half.
Ideally the Taldarim variant of protoss will counter the Protectorate protoss as well as other factions.
I like the flare idea... the primary issue holding me back are the limited effect models... hopefully when I gain access to the beta I will have more SFXmodels to work with. Also the Colossus needs to retaina vulnerability to air so that people wont go mass colossus death march.
I also plan on adding new mechanics for capitol ships.
For example Terrans will no longer be able to mass battle cruisers. The Battlecruiser will be a massive ship (I'll increase the scale of the model) with several abilities and systems. Only one can be on the field per player. I know what you may think a bajillion marines or stalkers can focus it down in a heart beat. Nope..
- damage dealt by ground units are reduced to 25% effectiveness unless they are anti-air units that have a bonus modifier against air units.
- The health of the battle cruiser will be increased
- SCV's can no longer repair the battle cruiser however it will have auto-repair drones to restore the battlecruiser while it is out of combat.
- Air-Units and anti-air turrets will be essential to defeat capital ship units and turrets will of course be upgradable and more effective
- Oh and the supply will be huge and the unit cost will cost a considerable amount of resources. Movement speed on maps with atmosphere will be reduced as well.
- Capital ships will be a late game unit and will not be enabled for creation until at least 15 to 20 minutes into the game. Each weapons and defensive system will be upgradable on the ship and require different structures to complete,
- Capital ships will count as a hero unit as well.
The protoss will have an improved mothership and the zerg will get the Leviathan as capitol ship units.
My goal is to create a well balanced mod that can be played in competition.
I do not want to create over the top stuff like giving a land mine a missile attack -_- *cough*
Hopefully I get a beta invite soon so that I can use the newer unit and SFX models!!!!
A word of advice...
Since you wanted to make it like WC3, then consider making the food cap and stats similar. WC3 was about micro, but if you keep the SC2 stats and food cap, then it is more macro-oriented and forces people to forsake micro for macro or vice versa.
-Sincerely,
a senior concept modder for WC3 and SC2 (concept modding is to modding as theoretical physics is to physics)
PS: Indeed, even if I don't like Blizzard All-Stars (but I probably will like it) I still can't wait for item systems and stuff.
Thanks for the advice. Since each support unit will have at lease 2 active and 2 passive abilities (except for some casters) and most heroes will have 4 active, 4 passive and 1 ultimate I have considered raising the supply cost for most units and lowering the unit cap. This is so you basically have to build a unit or squadron based around the hero you selected. Also as opposed to simply having round unit heroes I am going to incorperate air heroes as well... so in 2v2 match ups on team can focus on supporting a ground hero while the other supports air.
I am all most done with the Protoss race. The heroes will include the following
Selendis (Female Zealot Hero) > (With the ability to warp in a Special Support Hero: Khalenri Zealot at the warp gate)
Artanis (Mothership/Purifier Hero) > (With the ability to warp in a Special Support Hero: Urun Pheonix/with Pheonix Squadron)
Zeratul (Dark Templar Hero)
I have plans for adding a tassadar hero with the new Blizz DOTA model as well. These Protoss heroes with have special abilities that complement certain army compositions. For example Selendis will have abilities that enhance Khalani ground units like zealots, high templar, and Immortals, while zeratul will have ablities to support nezarim units like the stalker and dark templar.... so on and so forth.
Looking forward to more input when I get around to posting my official mod thread with all of the unit stats. I want that thread to focus on the balance of the Protoss Protectorate in a PvP match up to conceptually balance things out before I release the alpha. I am still waiting for a HOTS beta invite and DOta so I can get my hands on those new unit and special effect models!!!!
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Hello everybody. For a while now I have been developing a custom melee style game and I need some general ideas for active/passive abilities for the special units I am using in my project.
For standard units I want them to at least have 2 active and 2 passive abilities that are practical. I need some ideas for a general concept for an active ability for the IMMORTAL.
One standard ability that I have for the immortal is Nano-regen which is a auto-cast ability. The Immortal heals while out of combat equal to the amount of its current energy. The immortal has to be out of combat for about 8 seconds before the healing is active.
The two passive abilities are of course Hardened Shields, and Singularity Charge (In which the Phase Disrupter attack deals splash damage in a 1.75 radius to enemies near the targeted unit and gains 3 additional range.)
I would also like to note in my map I created Immortals to be warpable from the warp gate as long as you have a robotics facility built and I have already modified the mechanics of using stalkers so that there roles would overlap too much. as ranged support units.
Do you guys have any general ideas for Immortal melee abilities that aren't OP? Thank you in advanced.
@michaelknives: Go
Here is one.... Trample - when moving through smaller flesh units push them outta the way and or spit them out from under neath the back of the immortal deal physical dmg to the trampled unit...
I thought about adding that... but I'm not sure how to implement it... I tried creating a behavior buff and added a search area effect attached to a damage effect in the period field of the buff and set the periodic field to -1 for unlimited and it laged the game offline -_-. how would you create a trample effect that damages light units that are actually trampled?
I've always wanted to see an immortal with a ability that makes the arms point at the ground, charge up, and fire applying stun and small aeo damage within 1-2 range. Kinda a combination between thors strike cannons and the old war3 tauren stomp.
I like souls suggestion too having the immortal able to run over stuff. Wouldn't you do something like a periodic search every time it moves and just kill light units within the search radius?
@hobbidude: Go
Good idea however it would overlap with the singularity charge ability that increases range and modifies the basic attack to deliver AOE splash damage. Give the fact that the Phase Disrupters weapon doesn't have limited range the immortal will already do damage to multiple units like zerglings that would surround it.
I like you idea of adding a stun ability but I think that I am going to leave the stuns to casters and hero units. The immortal is more like a tanky ranged support unit. I am going to make it warpable from the warp gate with one robotics bay and I want it to replace the early role of the stalker because I am creating a unique tech tree.
For example:
Stalker - requires a Dark Shrine - gains 3 new abilities
- Blink: Teleport to targeted location
- Phase Walk/Phase Cloak: THis unit remains cloaked while not in combat. It can be upgraded at the Dark Shrine into Phase cloak where you can toggle on and off the cloak ability. While cloaked the stalker can not Blink in either phase of this ability.
- Phase Sensor: While cloaked this unit can detect other cloaked units
- Anion Phase Crystal Lens: Increases the rande of particle disruption weapon by +2
I am raising the cost of the stalker as well + 25 minerals and gas.
Having mass cloaked stalkers on the field will give a purpose for revelation in PvP as well as give a reason for other races to use other unique detection abilities I will be giving to standard units and heroes.
Right now I am stuck with creating an active ability with the immortal that synergizes with the other abilities as well as fits the immortals theme and role.
Keep the ideas for the immortal coming please :3 Imma probably update my project profile page in a few days when I am done remaking the protoss race to be in sync with the new beta units.
Why not, at the cost of it's hardened shields, it projects a repulsor field around it that pushes all units within say 5 range back by several yards? Gives it the option to counter the smaller units, whilst leaving it vulnerable to longer range units if they are used in unison.
Perhaps an ability where the Immortal has to stand still, can overcharge his weapons, and blast all enemies in a straight line for X damage? Similar to the Raynor snipe but not so OP.
An ability whereby the Immortal can overcharge his weapons, firing faster and dealing more damage? Similar to Frenzy perhaps.
And finally, why not make it so the Immortal can entrench itself? Say half burrow its model, either enabling the abilities listed above, or just giving a stat, damage, range and attack speed increase at the cost of immobility. Alternatively, in this mode, they can target air units? Adds a potential for a lot of variety in game.
I made an ability just like that that stuns enemies... however I want to reserver that for a hero ability because things get kind of wonky it ou have 20 immortals on the fieldknocking everything back. especially when the effect i applied multi-ple times at once the knock back effect only works for the first duration until the effect expires even when you make the behavior buffs stackable.
Don't worry though that repulsor shield ability will be on a hero unit.... Ghost Nova's Zerg Buster to be exact.
I love the over charge ability idea... I made a similar one in which the buff charges for 8 seconds activates an attack bonus buff for 15 seconds and after the buff duration weapons are disabled for a 8 second duration. But I am kind of iffy about apply such a ability because I want the hero units to supplement the attack and defense of the main standard troops through their aura abilities or whatever however I may just go with what I created and you suggested. That active ability was actually my original idea for singularity charge before I made it a passive I need to come up with a new name for that ability.
I love the entrench Idea!!!!! I am definitely going to work on creating that entrench anti-air ability making it a protoss siege anti-air tank... BRILLIANT!!!!!!!!!
I'm thinking of implementing @madlibrarians concept adding an anti-air mode in which the phase cannon attack can attack air only in this mode, movement speed is restricted however range is increase +3 and can be increased by Singularity charge +3 for a 12 range anti-air attack with a bonus modifier vs. light air units like the pheonix, viking and mutalisk. & splash damage is applied with the Singularity Charge passive ability as well making the immortal a little better when it comes to defending against mutalisk harrassment... especially with the hardened shield ability that upgrades up to 3 levels when plasma shelds are upgraded @ the forge. I believe the burrow animation would be unecessary however their is a anti-air animation in which the immortal shootstowards the sky. I'm thinking that I may have to decreade the dps a little bit in anti air mode.
A suggestion for the stalker balance would be to make him only have detection while uncloaked cause otherwhise that makes detection fairly weak against them and gives a good reason to uncolak the stalkers. Think if protoss sent an observer over and they were all cloaked bam observers dead and there's no decent life detector for toss so I just think it makes sense.
True... however I am also planning on adding various detection abilities to counter the stalkers as well such as Obelisks and minor spires. Some units will have abilities that can silence the effects of passive buffs and I have been considering a ndetectable buff (this buff would balanced by having the ability cost life and disabling attacking. I Know phase sensors will be a late game upgrades because all ability upgrades will only be upgradable depending on the Spell Level Upgrade researched.
I am planing on having 3 researchable Spell levels at the Templar Archive or Dark Shrine. Each Spell level will upgrade the utility of spells as well as determine which upgrade could be researched when.
I am trying to make Protoss.... or the Protoss Protectorate more spell caster oriented. You can choose to build either a Templar archive or a Dark shrine and tech up accordingly. High Templars will be buffed by not only giving them an attack but a blink ability as well as different paradigms of spells that can be selected and researched at the templar archives.
For instance for my alpha. At unit creating you can select one of 3 paradigms depending on what you upgraded at the Templar archives.
Paradigm 1: Plasma Adept: High Templars can use the spells Plasma Surge and Plasma Bolt Paradigm 2: Lightning Adept: High Templars can use Feed Back and Psi Storm Paradigm 3: Illusionist: High Templars can use Phase Shift and Hallucination
the life of the high temp is increased to 80 life and 80 base shields and gains a delayed blink ability.
I am also planing on adding archons with special abilities. High Templars will merge into standard archons while dark templars will merge in Dark Archons with variant abilities.
I am also creating a variant Dark Protoss Race... the Tal'darim that will specialize in anti Nezarim/ DT-Stalker tech and abilities, More likely then not some units will have abilities in which they can not be detected by phase sensors.
Thank you for your input. When I release my Alpha it is going to be to test out the Protoss Protectorate, Dominion, and Feral Swarm Factions, I will then release a version with the Tal'darim, United Earth Directorate, Terran Rebell Alliance, and Kerrigan's swarm after the open beta and after seeing all of the swell new units included with the expansion.
I am really focusing on creating better updates for protoss atm with the limited resources we have.
Alright those of you that are still reading this thread;
I have decided to add an anti-air mode for the immortal in whih movement is disabled and the range of the immortal is increased as an anti air turret that deals splash damage. Warping in a bunch of immortals can help with anti-aur base harass. Posiioning the immortals will be important because the in anti-air mode their is a minimum range of one so clumping them together in anti-air mode isn't a good idea. There will be an 6 second delay between mode that an be reduced with a tech upgrade TBA.
I have ompleted the stalker, high templar, archon, zealot, immortal, sentry, and dark templar... I just need to come up with 2 active abilities for the Colossus.
I was thinking about creating a ability called Thermal/Seismic Sensors in which the colossus can detect burruowed units in an AOE. The burrowed units remain detected for an 8 second duration. however I'm thinking that this ability will eliminate on of the ore purposes for the observer... I am kind of on the fence about this... however I plan on having burrowed units like lurkers and swarm hosts and some units are going to have a burrow move ability like banelings, and possible a variant strain of zerglings and infested civilian zombies..
Looking forward to reading all of the ideas for active abilities for the colossus that are unique and functional
@michaelknives: Go
I'm really enjoying this project, sounds like my sort of well balanced, thought out, yet fun maps.
Active abilities for the colossus, hmmm... Why not one where replace the AOE sweeper beam with just a more intense single target beam? Has to be manually targeted so prevents mass spamming by groups of colossus.
Alternatively, add some sort of defensive ability? One that say, once activated, acts like the immortals hardened shields? Or one that absorbs X amount of damage?
My final suggestion is something that may or may not work - add a distraction system to the colossus - a bit like flares. Once activated, for the next x seconds, all missiles will hit the flares instead of the colossus / be destroyed before they reach the colossus (Similar to the point defense drone, but more arty and cool). So you see a load of bright blue protoss energy balls erupt from the sides of the colossus and then drift down, or something to that effect. Bit off kelter this suggestion.
Tbh, the colossus is harder to tailer to this game mode I believe - it's a very, very niche unit, and if you add to much to this tier 3 unit, will make it ZOMG overpowered.
@madlibrarian: Go
I like the single target beam idea.and don't worry about tier 3 units being OP because I am balancing evrything using the upgrade system and hero special abilities. Instead of simply upgrading armor and weapons Im am going to include a 3 tier system for standard ability utility, vitality (health), prionic energy (energy), and spells. There are going to be 3 types of damage that can be dealt spell, ranged physical, and melee physical in which certain units will gain buffs through abilities and upgrades that are specifically resistant to those damage types.
For example the Protoss protectorate Zealots {siblade attack deals 5 physical melee damage and 5 spell damage per strike dealing a total of 10 damage per successful strike (when accuracy isn't effected) Tal'darim (Dark) Zealots have a special emp metal armor upgrade that is resistant to spell damage.. which means when a standard zealot fights a dark zealot... damage dealt is cut in half.
Ideally the Taldarim variant of protoss will counter the Protectorate protoss as well as other factions.
I like the flare idea... the primary issue holding me back are the limited effect models... hopefully when I gain access to the beta I will have more SFXmodels to work with. Also the Colossus needs to retaina vulnerability to air so that people wont go mass colossus death march.
I also plan on adding new mechanics for capitol ships.
For example Terrans will no longer be able to mass battle cruisers. The Battlecruiser will be a massive ship (I'll increase the scale of the model) with several abilities and systems. Only one can be on the field per player. I know what you may think a bajillion marines or stalkers can focus it down in a heart beat. Nope..
- damage dealt by ground units are reduced to 25% effectiveness unless they are anti-air units that have a bonus modifier against air units. - The health of the battle cruiser will be increased - SCV's can no longer repair the battle cruiser however it will have auto-repair drones to restore the battlecruiser while it is out of combat. - Air-Units and anti-air turrets will be essential to defeat capital ship units and turrets will of course be upgradable and more effective - Oh and the supply will be huge and the unit cost will cost a considerable amount of resources. Movement speed on maps with atmosphere will be reduced as well. - Capital ships will be a late game unit and will not be enabled for creation until at least 15 to 20 minutes into the game. Each weapons and defensive system will be upgradable on the ship and require different structures to complete, - Capital ships will count as a hero unit as well.
The protoss will have an improved mothership and the zerg will get the Leviathan as capitol ship units.
My goal is to create a well balanced mod that can be played in competition.
I do not want to create over the top stuff like giving a land mine a missile attack -_- *cough*
Hopefully I get a beta invite soon so that I can use the newer unit and SFX models!!!!
A word of advice... Since you wanted to make it like WC3, then consider making the food cap and stats similar. WC3 was about micro, but if you keep the SC2 stats and food cap, then it is more macro-oriented and forces people to forsake micro for macro or vice versa.
-Sincerely, a senior concept modder for WC3 and SC2 (concept modding is to modding as theoretical physics is to physics)
PS: Indeed, even if I don't like Blizzard All-Stars (but I probably will like it) I still can't wait for item systems and stuff.
Thanks for the advice. Since each support unit will have at lease 2 active and 2 passive abilities (except for some casters) and most heroes will have 4 active, 4 passive and 1 ultimate I have considered raising the supply cost for most units and lowering the unit cap. This is so you basically have to build a unit or squadron based around the hero you selected. Also as opposed to simply having round unit heroes I am going to incorperate air heroes as well... so in 2v2 match ups on team can focus on supporting a ground hero while the other supports air.
I am all most done with the Protoss race. The heroes will include the following
Selendis (Female Zealot Hero)
> (With the ability to warp in a Special Support Hero: Khalenri Zealot at the warp gate) Artanis (Mothership/Purifier Hero)> (With the ability to warp in a Special Support Hero: Urun Pheonix/with Pheonix Squadron) Zeratul (Dark Templar Hero)I have plans for adding a tassadar hero with the new Blizz DOTA model as well. These Protoss heroes with have special abilities that complement certain army compositions. For example Selendis will have abilities that enhance Khalani ground units like zealots, high templar, and Immortals, while zeratul will have ablities to support nezarim units like the stalker and dark templar.... so on and so forth.
Looking forward to more input when I get around to posting my official mod thread with all of the unit stats. I want that thread to focus on the balance of the Protoss Protectorate in a PvP match up to conceptually balance things out before I release the alpha. I am still waiting for a HOTS beta invite and DOta so I can get my hands on those new unit and special effect models!!!!