I've been working on a mod for gits and shiggles, and an looking to make a custom campaign around it. I've been thinking through the tech tree and wondering what you guys think or what's missing.
Centurion
Stalker (Co-op one)
Dark Templar (co-op, but no void stasis)
Dark Archon (Brood War inspired has mind control, feedback maelstrom, made from DT)
Disruptor (Co-op version)
Annihilator
Warp prism
Oracle (modified LotV version, permanent revelation, pulsar beam is standard attack)
Corsair (Co-op)
Scout (range upgrade, stun missile upgrade)
Void Ray (Requires Fleet Bacon)
My logic:
I'm including the scout since the dark templar have their own versions of them, and moved the void ray to fleet beacon since there is a lot at the starport. I'm not sure what I could do to make it capital ship worthy though. The Oracle has permanent revelation for a mission idea I'm thinking of where you'll want to keep track of dropships attacking your base. The disruptor is meant to serve the role of Nova's drone for co-op, sneakily taking out buildings like missile turrets.
I'm looking putting emphasis on smart use of units like in Brood War over the mass all the things in SC2. (Yes I know that was a thing in BW too but it wasn't ideal due to controls).
Well, the basic formula for making a regular ship into a capital ship is pretty simple; raise the price a bit, beef up the shields and health, and in the case of a void ray, I'd go for either a slightly longer range or increased damage. The feature that makes void rays special is, if I recall correctly, that the longer they shoot, the more damage they deal. Doing something to amplify that effect in some way would likely help make the void ray a more powerful unit, on par with a carrier or tempest.
If you're up for a bit of data editing, making the void ray model slightly bigger might help as well.
Another possibility would be to invent a new Dark Templar capital ship; I'd base it on the void seeker model (you may need to scale it down a bit), although I don't know what to give it for an attack and/or ability (or just give an additional special ability to the void ray.. Perhaps a medium-longish range blink ability? Capital ships usually hang back and attack from a safe distance, either with launched interceptors or the long range tempest attack; being able to jump right on top of your target, and to then quickly blink away to a safe distance (ideal for escaping static defenses) would provide similar tactical advantages to a tempest that can attack directly from a safe distance in the first place.
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I've been working on a mod for gits and shiggles, and an looking to make a custom campaign around it. I've been thinking through the tech tree and wondering what you guys think or what's missing.
Centurion
Stalker (Co-op one)
Dark Templar (co-op, but no void stasis)
Dark Archon (Brood War inspired has mind control, feedback maelstrom, made from DT)
Disruptor (Co-op version)
Annihilator
Warp prism
Oracle (modified LotV version, permanent revelation, pulsar beam is standard attack)
Corsair (Co-op)
Scout (range upgrade, stun missile upgrade)
Void Ray (Requires Fleet Bacon)
My logic:
I'm including the scout since the dark templar have their own versions of them, and moved the void ray to fleet beacon since there is a lot at the starport. I'm not sure what I could do to make it capital ship worthy though. The Oracle has permanent revelation for a mission idea I'm thinking of where you'll want to keep track of dropships attacking your base. The disruptor is meant to serve the role of Nova's drone for co-op, sneakily taking out buildings like missile turrets.
I'm looking putting emphasis on smart use of units like in Brood War over the mass all the things in SC2. (Yes I know that was a thing in BW too but it wasn't ideal due to controls).
Well, the basic formula for making a regular ship into a capital ship is pretty simple; raise the price a bit, beef up the shields and health, and in the case of a void ray, I'd go for either a slightly longer range or increased damage. The feature that makes void rays special is, if I recall correctly, that the longer they shoot, the more damage they deal. Doing something to amplify that effect in some way would likely help make the void ray a more powerful unit, on par with a carrier or tempest.
If you're up for a bit of data editing, making the void ray model slightly bigger might help as well.
Another possibility would be to invent a new Dark Templar capital ship; I'd base it on the void seeker model (you may need to scale it down a bit), although I don't know what to give it for an attack and/or ability (or just give an additional special ability to the void ray.. Perhaps a medium-longish range blink ability? Capital ships usually hang back and attack from a safe distance, either with launched interceptors or the long range tempest attack; being able to jump right on top of your target, and to then quickly blink away to a safe distance (ideal for escaping static defenses) would provide similar tactical advantages to a tempest that can attack directly from a safe distance in the first place.