That's cool for mission 2, then.
but maybe there should be another unit introduced, so we can keep up with the units/missions.
Dragoons, like said before, should be the 'tanky' ranged support and stalkers just the quick ranged infantry.
i think Dragoons should have 100 shields/100 life and stalkers 80/80. Dragoons should have anti-armored focus and stalkers anti-light.
just a small difference.
What do we need to do now? make ideas for the missions? work on the units and their upgrades? or find a name for the Praetor?
Sounds good!
i think Jaedur should have two basic abilities for the first few missions, in later missions, Jaedur will get more:
Psionic Touch-Melee ability. Deals 250 damage to an enemy. Heals a biological ally for125 health. Can be cast on self.
Dark Shift-Special ability. Jaedur shifts from his current location to the target point. There he releases a blast that deals 75 damage and knocks back enemies around him.
Dark Shift is an ability that allows Jaedur to easily get in melee range. Psionic Touch allows him to 'nuke' dangerous enemies and heal the tanked damage he takes in melee combat.
At start, Jaedur should have 100 shield, 250 health and a 18 damage melee attack. In later missions, this will also increase.
In my opinion, there should also be some missions against the Zerg. but i don't know much about the storyline, so it's hard to tell.
I think since Jaedur is a high templar that his abilities should all be high templar related. So, dark shift I think should be renamed "power shift" or something related because kerrigan already has psi shift.
I'd also like to mension that kerrigan could have 7 abilities total. 4 of them were either activatable or passive and the other 3 were always passive.
I know kueken is thinking about having choices for which abilities you want at a time, so perhaps 2 choices are high templar and 1 choice is dark templar and all the dark templar stuff unlocks later. (Based on kerrigan in the hots campaign)
If Jaedur is going to be a high Templar, the names for the abilities should also change, and Arilar should instead be the dark templar on mission 2. The abilities and how you get them shouldn't be all like in HOTS, but more original. Maybe it's cool to have special missions, like the evolution missions for HOTS, but instead for a choice between Jaedur's abilities!
I started working on a map for the second mission, but likely my attempt will fail :P . Mostly just messing around with the Editor.
There could be a mission where protoss forces attack the Earth to destroy the noobs that play sc2 bad and kill alot of protoss units with their skillessness. So, there will be alot of very weak humans to kill, but they can control protoss units, but use them very noobly.
I've thought of a few names for Champion ("Judicators" in HotS) units. Use them if you want:
Zealot => Devout (A zealot is a fighter for his/her religion; a devout is also dedicated)
Dragoon => Revenant (Dragoons are fallen fighters who come back; a revenant is a spirit that comes back from the world of the dead)
Dark Templar => Wight (Dark Templar act like ghosts in that they disappear quickly; wights are ghosts)
Arbiter => Prosecutor (An arbiter is a judge; a prosecutor is a offensive lawyer)
Other names to consider:
Myrmidon (A type of mercenary)
Paladin (A strong warrior)
Wyvern (Some flying unit)
Halberd (A good unit that can attack both vAir and vGround would be a best match, maybe a Scout Champion/Judicator)
Keep in mind that WoL has a maximum of 8 Mercenary options; the Protoss should also have 8 Champion/Judicator options. Also, the name of the building could be Champion's (or Judicator's) Hall, too.
Also, I think a Healer of some sort wouldn't be too bad of an idea. Something like a Medic but for Protoss, only it doesn't need to heal as quickly as a Medic can Heal a Terran unit because of their shields.
Additionally, why not bring back the Vindicator/Soul Hunter? Perhaps make them available as an option if there's some issue warping-in Dragoons/Stalkers/Immortals.
Ah, that could be an idea for a map: a battle inside a Cybernetics Core / Robotics Facility / wherever those units warp-in from, where you couldn't really use them because the facility is under attack and construction is halted.
Whew, posts exploding here :) Forgive me, if I don't actually respond to most of the stuff mentioned; I will certainly read your suggestions and if something appeals to me, it might find its way into the map.
Not too concerned with the names for the hero or specific units for now, thats more a polishing thing to keep in mind for later. I was just going to name the champions "Dragoon Champion" etc, but I guess giving them specific names or titles of some sort makes sense and sounds a lot better :).
Also, don't bother with exact, balanced numbers or something, talking concept will be just fine. The numbers will change on a daily basis anyway :D
There could be a mission where protoss forces attack the Earth to destroy the noobs that play sc2 bad and kill alot of protoss units with their skillessness. So, there will be alot of very weak humans to kill, but they can control protoss units, but use them very noobly.
Keep in mind that WoL has a maximum of 8 Mercenary options; the Protoss should also have 8 Champion/Judicator options. Also, the name of the building could be Champion's (or Judicator's) Hall, too.
I don't want to just copy the WoL system, actually I had some issues with it. I didn't like, that I actually had to spend money on purchasing the option to get these mercenary units, then I had to wait a long time to even be able to recruit them, I needed a special building (granted, it was already present in most missons you could use it) then they are more expensive than the standard units and on top of that, their numbers were extremely limited. In a game with such a short average lifespan of a unit like SC2, this felt a little too restrictive for me, especially for stuff like Marines.
What I currently have is no required building, no maximum amount of champions to train, just a limit on how many champions can be on the map. No additional costs, the champions just replace the standard units when they are spawned and you didn't reach the current maximum count for that champion. This might end up being too powerful and be modified a bit, but for now, I am happier with this than with the WoL system.
€ ah, I misunderstood. You talked about the availability for champions of specific unit types. Not sure, how I will handle that, but it will be hard to decide, which unit type deserves an associated champion. Giving every observer/warp prism/shuttle an own champion version might overdo it, but hell, I would love a probe champion :D
Quote:
Also, I think a Healer of some sort wouldn't be too bad of an idea. Something like a Medic but for Protoss, only it doesn't need to heal as quickly as a Medic can Heal a Terran unit because of their shields.
Yeah, probably one of the energy users could get a heal ability (as an upgrade probably) Sentry/High Templar/Arbiter or something.
Quote:
Additionally, why not bring back the Vindicator/Soul Hunter? Perhaps make them available as an option if there's some issue warping-in Dragoons/Stalkers/Immortals.
As far as I am aware, we do not have access to the Soul Hunter's model, and I don't know of a good user-made one. That would prevent me from considering him an option for now; and I certainly don't think we have a lack of units to choose from :D
€ ah, I misunderstood. You talked about the availability for champions of specific unit types. Not sure, how I will handle that, but it will be hard to decide, which unit type deserves an associated champion. Giving every observer/warp prism/shuttle an own champion version might overdo it, but hell, I would love a probe champion :D
This is correct. I just couldn't find the right way to explain it, I guess. But I agree, having one Champion for every single unit might stretch the real need of Champions. (Champion Probe? Must see to believe!)
I didn't like, that I actually had to spend money on purchasing the option to get these mercenary units, then I had to wait a long time to even be able to recruit them...
Well, perhaps the Champion/Judicator could simply be unlocked automatically once you are allowed to begin mass-producing that unit (sorta like how WoL does it, minus spending Credits). Then again, it all depends on how the campaign progresses; if you introduce / focus on one particular new unit per mission in the campaign, it would work out that way. It all has to do with the format that you want it in.
Egal was wir Dir empfehlen, es ist Deine Projekt, Küken. Es ist alle Deine Entscheidung, was Du bei Deine eigene Projekt haben willst.
(If you can't understand that, sorry, but I read Germany in
<== your little description on the side.)
the names fit well, but the Arbiter is mostly a special unit, where mercs don't really fit for. Else there would be too many mercs.
About the healing abilities, there's going to be a Shield Battery building and it's going to be useful. And the Sentries will have an upgrade which allows them to heal (check the posts)
I have a total idea of what the second mission would look like, and i know a little how the storyline could be.
Praetor (hero's name) was tasked with defending a secret protoss science facility on a distant moon. It was a boring job, but important, due to the fact that what they were experimenting with was one of the most powerful weapons that the protoss have ever developed. It just so happened that on this day, the terran faction known as the Conquest Legion has managed to finally track down the protoss science facility. This terran faction was known for stealing powerful technologies in order to raid the dominion and steal a lot of money. Only recently, this faction managed to spot the protoss weapon and the protoss have had to keep moving bases. But now, the protoss were outgunned and with the remaining forces that (hero's name) had, he warped back to shakuras. They couldn't lose that secret weapon, so (hero's name) was sent on a mission to find the Conquest Legion and return the weapon to the protoss. Now he's finally caught up with them and that's where the campaign begins.
As Yukaboy said, the story is about Jaedur who guards a secret weapon made by the Protoss. The secret weapon, in my opinion, should be a giant mothership named the Eternity. in the missions, you travel around the Koprulu Sector, fighting against the Conquest Legion, the scattered Swarm, and a rebellious Protoss Tribe (name) who think the creation of such a great weapon is against their belief, trying to find the things the Protoss need to make such a giant ship.
Again, kueken said in first post that story wasn't his top priority and since nobody has rejected the story design we've been doing, I think we'll continue with just the two of us with the story...
Here's some story design behind each individual character and how they are going to react throughout the story.
Praetor Jaedur: The original idea was he made a mistake and I wanted that to be important to the story because it bites him in the butt later. In order to try and redeem himself, he tries to find and catch the retreating terrans. In the first mission, you catch a scent of where they are going and throughout the story, you continue fighting through different obstacles, until finally, at the 5th to last mission, you finally catch them in a space battle. Then, in the 4th to last mission, you reclaim the secret weapon. I had no plans for what the weapon could be, but I wanted it to be small and I feel a mothership is too big.
Judicator Exardoss: This guy is like your boss throughout the story. He was the original guy that sent the expedition and now, since you messed his plans up, he wants you to do all his work for him. I think it's fine if he does special stuff that you need along the way. Anyways, his behavior towards Jaedur is going to be rudeness, anger, and vengeance. At the end, on the 3rd to last mission, he betrays you and takes the weapon for himself. His plan, all along, was to decimate, not only the Conquest Legion, but also the Dominion, Raynor's Raiders, the Swarm, and every enemy in his way. Throughout the last 3 missions, you get closer and closer until you finally defeat him.
Executor Urakunn: I wanted this guy to be your adjutant, mainly because that's his normal job in every melee game you'll play. Besides that, maybe he could play a role as a merchant or something for upgrades, I don't know.
Dark Prelate Vaxor: I wanted this guy to be a playable hero in maybe 1 mission. I kind of wanted him to be like tosh from WOL. I wanted him to be an ally that you get somewhere in the middle of the campaign and then use him in a mission later on. That's all the background really. (He uses the mohandar ship and maybe a different portrait, not sure)
Dark Templar Arilar: I didn't design this guy, but you can make him whatever you please for the campaign and so far, I'm ok with it.
I see now how you think about it. I really like it, still like my own better :p but i will go with yours. The abilites for Jaedur are cool. This could be the start of the campaign:
Prologue: Times of War
This tells the Story of Jaedur, how Exardoss charges him to protect the Secret Weapon and pretty much what you described in a post earlier on.
In this mission, you get JUST the hero and occasionally get zealot allies that are not under your control. The idea is you have to fight through a science vessel. You start off in the hangar, fighting off their first line of defenses with an army of zealots. As the mission progresses, you will complete different objectives to disable their defenses and help get closer to their navigation room. Once you eventually reach it, you find that they have a hidden base on Dartan. But, just as you were going to make your escape with this information, the science vessel starts going on meltdown. This marks the second half. You have somewhere between 10 and 20 minutes to escape, less if harder. Once you return to the hangar, you win.
Mission 1: The First Scent
units: Jaedur
allies: Zealots
You start on the Science Vessel the Conquest Legion used to assault the Protoss working at the Secret Weapon. For the rest, the mission is pretty much like above. It learns you to use your first abilities, Psionic Touch and Flash.
Mission 2: (no name yet)
units: Jaedur, Zealots, Dragoons
Before this mission there's a small cinematic about Arilar and Jaedur attacking the Conquest Legion's facility on Dartan. In this mission, the task is to get to Arilar's base. You start with some Zealots, later Dragoons will join your side. There's some optional objectives featuring the rescue of some Protoss, who got imprisoned by the Conquest Legion.
This is the first mission where you actually get a base. Arilar and his Dark Templars will defend your base, while you make a force to destroy the Conquest Legion's Science Facility. There's three Dark Shrines, which you can activate with Pylons, that will allow Arilar (not you) to warp some Dark Templars to aid in the battle. When activated, you will also gain some currency to purchase upgrades.
Exardoss is once again mad at Jaedur because he joined with Arilar, who hasn't been very friendly to Exardoss earlier. He has tasked Jaedur to build a ship worthy to him. Arilar doesn't want to work, so they decide to steal one of the Tal'darim's capital motherships, the Eternity. In the mission, you invade the Eternity, set up a base,
and defeat all tal'darim still on the ship. There's a few special objectives, which involve defending the Khadarin Crystals for long enough, while they are attacked from many directions (somebody posted this idea earlier on.) If you successfully defend each crystal, you get a boost to your currency and some units are warped nearby.
Note: The Eternity is going to be the main base, much like the Hyperion in WoL.
I don't like making all these final decisions right now.
A) I'm not the author and you arent either and I'd like the author to make these final decisions
B) The author already said he hasnt taken this up as a serious project
I can't see us doing very much now that we've discussed all this stuff. I think we're getting a little over-excited and we're getting into the stuff that we can't possibly design perfectly unless the mod is completed. I think what we should do now is go back over some of the units and give a few more ideas for buildings, structures, and the hero. Besides that, I think we should wait back and be patient.
Well, then the best we can do is offer suggestions and ideas. That's all I've been doing - or at least, that was my intent. Should be the same attitude for everyone else here (on this forum)
Hewy, I have just read the OP, but you might be interested into taking some concepts from, say Dawn of War: Dark Crusade's camapign, which had a PC manifest in the form of the faction General, which had a degree of updates in the form of equipment relics, it had the Honor Guard, which is basically a stronger version of a squad of a sort of hero equivalent in some cases, and had risk like global map where you had to choose the regions to take control, some of them with special stuff like airborne deployment and stuff that made sense within the campaign.
Maybe even the Dawn of War Retribution camapign, which is very similar, with optional deployments (you can choose on wether to deploy a hero or an honor guard), and very extended hero customization.
Well, gonna admit, kinda stopped reading after the first page is comments. So, sorry if this has already been said.
Have a "Train ____" button, with the blank being whatever you want your mercenaries to be called. Champions, heroes, whatever. In between missions, you can research and then upgrade "Advanced Training" for units. To train a unit, you click on it and use the ability mentioned previously. The unit will enter a stasis for a couple of seconds, then emerges in its upgraded form.
As for story, how about a mission where Terran "pirates" are trying to steal Protoss technology. You have to eventually destroy their base. However, if an enemy "Hacker" (A unit that has no attack, but tries to steal the technology) stays in range of one of your units for more than x seconds, they will start to go back to their base. If they make it back to the base alive, the "Hacker" will have stolen your information, and you lose. There will also be other Protoss (Tal'Darim or some other Protoss) that also try to fight off the Terran pirates. However, they aren't powerful enough, so if you don't go to their aid in time, the Terran pirates will steal the technology they need from them.
Another idea would be to add some sort of Protoss orbital defense cannon that the Terran pirates don't know how to operate. Maybe have the previous mission being you have to defend the cannon from the pirates, but you fail. When the Terran pirates find out they can't operate the cannon without more intel, they come back to raid you, and well, the mission above starts.
I know it isn't great, I'm just brainstorming here haha.
I know it isn't great, I'm just brainstorming here haha.
Well, thats what this thread is about, isn't it? :D
A small video for you, showing my experiments with some hero spells:
The names will be changed whenever I come up with a better one :D
Plasma Lance: Generic high damage single-target beam. Deals massive damage over a short channel time. Stuns for the duration.
Psionic Dash: Quickly dashes towards the target point, leaving behind psionic energy damaging everything in its wake.
Call Mothership Core: Summons a Mothership Core, a basic support unit for the hero. Has an anti-air (only) attack, since the hero can only attack ground at the start. Can heal the hero's shields, cannot heal other protoss units. Can transport the hero, cannot transport any other units. This spell will probably be available at all times and does not need to be selected. The mothership core will most likely be upgradeable to a full Mothership later on.
Void Barrier: Protects you from a specific amount of damage or until the duration runs out, then it explodes and deals damage in an area around you.
Doppelganger: Summons an uncontrollable, invulnerable duplicate of your hero. It will mirror the orders of the hero and use any abilities the hero uses, with the exception of summon abilities (like summon itself or mothership core).
Casting Void Barrier with an active Doppelganger results in increased capacity; also the shield on the Doppelganger causes damage individually. Casting Plasma Lance will cause the Doppelganger to cast it on a different target, if the target of the main hero will most likely die from one cast (not implemented yet).
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That's cool for mission 2, then. but maybe there should be another unit introduced, so we can keep up with the units/missions. Dragoons, like said before, should be the 'tanky' ranged support and stalkers just the quick ranged infantry. i think Dragoons should have 100 shields/100 life and stalkers 80/80. Dragoons should have anti-armored focus and stalkers anti-light. just a small difference.
What do we need to do now? make ideas for the missions? work on the units and their upgrades? or find a name for the Praetor?
Hero Abilities, Hero Name, and maybe some more missions...
EDIT: I've figured out the names...
Judicator Exardoss, Dark Prelate Vaxor, Executor Urakunn, and...Praetor Jaedur ('J' - 'drr')
Hows that sound?
Sounds good! i think Jaedur should have two basic abilities for the first few missions, in later missions, Jaedur will get more:
Dark Shift is an ability that allows Jaedur to easily get in melee range. Psionic Touch allows him to 'nuke' dangerous enemies and heal the tanked damage he takes in melee combat.
At start, Jaedur should have 100 shield, 250 health and a 18 damage melee attack. In later missions, this will also increase.
In my opinion, there should also be some missions against the Zerg. but i don't know much about the storyline, so it's hard to tell.
Good luck!
@epicprawntime: Go
I think since Jaedur is a high templar that his abilities should all be high templar related. So, dark shift I think should be renamed "power shift" or something related because kerrigan already has psi shift.
I'd also like to mension that kerrigan could have 7 abilities total. 4 of them were either activatable or passive and the other 3 were always passive.
I know kueken is thinking about having choices for which abilities you want at a time, so perhaps 2 choices are high templar and 1 choice is dark templar and all the dark templar stuff unlocks later. (Based on kerrigan in the hots campaign)
If Jaedur is going to be a high Templar, the names for the abilities should also change, and Arilar should instead be the dark templar on mission 2. The abilities and how you get them shouldn't be all like in HOTS, but more original. Maybe it's cool to have special missions, like the evolution missions for HOTS, but instead for a choice between Jaedur's abilities!
I started working on a map for the second mission, but likely my attempt will fail :P . Mostly just messing around with the Editor.
Good luck!
There could be a mission where protoss forces attack the Earth to destroy the noobs that play sc2 bad and kill alot of protoss units with their skillessness. So, there will be alot of very weak humans to kill, but they can control protoss units, but use them very noobly.
@epicprawntime
I've thought of a few names for Champion ("Judicators" in HotS) units. Use them if you want:
Zealot => Devout (A zealot is a fighter for his/her religion; a devout is also dedicated)
Dragoon => Revenant (Dragoons are fallen fighters who come back; a revenant is a spirit that comes back from the world of the dead)
Dark Templar => Wight (Dark Templar act like ghosts in that they disappear quickly; wights are ghosts)
Arbiter => Prosecutor (An arbiter is a judge; a prosecutor is a offensive lawyer)
Other names to consider:
Myrmidon (A type of mercenary)
Paladin (A strong warrior)
Wyvern (Some flying unit)
Halberd (A good unit that can attack both vAir and vGround would be a best match, maybe a Scout Champion/Judicator)
Keep in mind that WoL has a maximum of 8 Mercenary options; the Protoss should also have 8 Champion/Judicator options. Also, the name of the building could be Champion's (or Judicator's) Hall, too.
Also, I think a Healer of some sort wouldn't be too bad of an idea. Something like a Medic but for Protoss, only it doesn't need to heal as quickly as a Medic can Heal a Terran unit because of their shields.
Additionally, why not bring back the Vindicator/Soul Hunter? Perhaps make them available as an option if there's some issue warping-in Dragoons/Stalkers/Immortals.
Ah, that could be an idea for a map: a battle inside a Cybernetics Core / Robotics Facility / wherever those units warp-in from, where you couldn't really use them because the facility is under attack and construction is halted.
Just a few ideas.
Hier gibt's viele gute Ideen, Küken.
Whew, posts exploding here :) Forgive me, if I don't actually respond to most of the stuff mentioned; I will certainly read your suggestions and if something appeals to me, it might find its way into the map.
Not too concerned with the names for the hero or specific units for now, thats more a polishing thing to keep in mind for later. I was just going to name the champions "Dragoon Champion" etc, but I guess giving them specific names or titles of some sort makes sense and sounds a lot better :).
Also, don't bother with exact, balanced numbers or something, talking concept will be just fine. The numbers will change on a daily basis anyway :D
I can totally see that happening :p
I don't want to just copy the WoL system, actually I had some issues with it. I didn't like, that I actually had to spend money on purchasing the option to get these mercenary units, then I had to wait a long time to even be able to recruit them, I needed a special building (granted, it was already present in most missons you could use it) then they are more expensive than the standard units and on top of that, their numbers were extremely limited. In a game with such a short average lifespan of a unit like SC2, this felt a little too restrictive for me, especially for stuff like Marines.
What I currently have is no required building, no maximum amount of champions to train, just a limit on how many champions can be on the map. No additional costs, the champions just replace the standard units when they are spawned and you didn't reach the current maximum count for that champion. This might end up being too powerful and be modified a bit, but for now, I am happier with this than with the WoL system.
€ ah, I misunderstood. You talked about the availability for champions of specific unit types. Not sure, how I will handle that, but it will be hard to decide, which unit type deserves an associated champion. Giving every observer/warp prism/shuttle an own champion version might overdo it, but hell, I would love a probe champion :D
Yeah, probably one of the energy users could get a heal ability (as an upgrade probably) Sentry/High Templar/Arbiter or something.
As far as I am aware, we do not have access to the Soul Hunter's model, and I don't know of a good user-made one. That would prevent me from considering him an option for now; and I certainly don't think we have a lack of units to choose from :D
This is correct. I just couldn't find the right way to explain it, I guess. But I agree, having one Champion for every single unit might stretch the real need of Champions. (Champion Probe? Must see to believe!)
Well, perhaps the Champion/Judicator could simply be unlocked automatically once you are allowed to begin mass-producing that unit (sorta like how WoL does it, minus spending Credits). Then again, it all depends on how the campaign progresses; if you introduce / focus on one particular new unit per mission in the campaign, it would work out that way. It all has to do with the format that you want it in.
Egal was wir Dir empfehlen, es ist Deine Projekt, Küken. Es ist alle Deine Entscheidung, was Du bei Deine eigene Projekt haben willst.
(If you can't understand that, sorry, but I read Germany in
<== your little description on the side.)
I understand, fixed it up for you :) (german grammar is hard)
Those are some great ideas, miles!
the names fit well, but the Arbiter is mostly a special unit, where mercs don't really fit for. Else there would be too many mercs. About the healing abilities, there's going to be a Shield Battery building and it's going to be useful. And the Sentries will have an upgrade which allows them to heal (check the posts)
I have a total idea of what the second mission would look like, and i know a little how the storyline could be.
As Yukaboy said, the story is about Jaedur who guards a secret weapon made by the Protoss. The secret weapon, in my opinion, should be a giant mothership named the Eternity. in the missions, you travel around the Koprulu Sector, fighting against the Conquest Legion, the scattered Swarm, and a rebellious Protoss Tribe (name) who think the creation of such a great weapon is against their belief, trying to find the things the Protoss need to make such a giant ship.
The main charater is Jaedur, a High Templar who guards the secret Protoss researchers, as said in the 'quote' other important characters are:
This is my look of the campaign. Note to Yukaboy: if any of my thoughts are 'against' your view of the campaign, tell me and i will change them.
Good luck!
Again, kueken said in first post that story wasn't his top priority and since nobody has rejected the story design we've been doing, I think we'll continue with just the two of us with the story...
Here's some story design behind each individual character and how they are going to react throughout the story.
Praetor Jaedur: The original idea was he made a mistake and I wanted that to be important to the story because it bites him in the butt later. In order to try and redeem himself, he tries to find and catch the retreating terrans. In the first mission, you catch a scent of where they are going and throughout the story, you continue fighting through different obstacles, until finally, at the 5th to last mission, you finally catch them in a space battle. Then, in the 4th to last mission, you reclaim the secret weapon. I had no plans for what the weapon could be, but I wanted it to be small and I feel a mothership is too big.
Judicator Exardoss: This guy is like your boss throughout the story. He was the original guy that sent the expedition and now, since you messed his plans up, he wants you to do all his work for him. I think it's fine if he does special stuff that you need along the way. Anyways, his behavior towards Jaedur is going to be rudeness, anger, and vengeance. At the end, on the 3rd to last mission, he betrays you and takes the weapon for himself. His plan, all along, was to decimate, not only the Conquest Legion, but also the Dominion, Raynor's Raiders, the Swarm, and every enemy in his way. Throughout the last 3 missions, you get closer and closer until you finally defeat him.
Executor Urakunn: I wanted this guy to be your adjutant, mainly because that's his normal job in every melee game you'll play. Besides that, maybe he could play a role as a merchant or something for upgrades, I don't know.
Dark Prelate Vaxor: I wanted this guy to be a playable hero in maybe 1 mission. I kind of wanted him to be like tosh from WOL. I wanted him to be an ally that you get somewhere in the middle of the campaign and then use him in a mission later on. That's all the background really. (He uses the mohandar ship and maybe a different portrait, not sure)
Dark Templar Arilar: I didn't design this guy, but you can make him whatever you please for the campaign and so far, I'm ok with it.
Some ideas for some spells for the hero...
Vivid Sight: Creates a large area of sight at the location of the hero. (does not follow him) Reveals over cliffs.
Radiant Prestige: Causes all nearby enemies to fear the hero. Enemies in fear will randomly run in circles for 5 seconds.
Psionic Tempest: Creates a massive gold psionic storm at the target location.
Psionic Lash: (works like viper) Pulls the target area of enemies to the hero.
Flash: Warps the hero to the target nearby location and stuns enemies near the location that the hero warped to for 2 seconds.
Aurora: Heals and recharges the life and shields of all allies at the target area for x amount over 5 seconds.
I see now how you think about it. I really like it, still like my own better :p but i will go with yours. The abilites for Jaedur are cool. This could be the start of the campaign:
Mission 4: Infiltration
units: Jaedur, Arilar, Zealots, Dragoons, Stalkers, Sentries, Mothership Core
buildings: Nexus, Gateway, Warp Gate, Pylon, Assimaltator, Forge, Cybernetics Core
allies: None
Exardoss is once again mad at Jaedur because he joined with Arilar, who hasn't been very friendly to Exardoss earlier. He has tasked Jaedur to build a ship worthy to him. Arilar doesn't want to work, so they decide to steal one of the Tal'darim's capital motherships, the Eternity. In the mission, you invade the Eternity, set up a base, and defeat all tal'darim still on the ship. There's a few special objectives, which involve defending the Khadarin Crystals for long enough, while they are attacked from many directions (somebody posted this idea earlier on.) If you successfully defend each crystal, you get a boost to your currency and some units are warped nearby.
Note: The Eternity is going to be the main base, much like the Hyperion in WoL.
That's what i have so far about the missions.
Good luck!
These should be the units that get special 'mutations' and the Champions:
All other units will get upgrades with the currency, but no special champions and mutations.
I don't like making all these final decisions right now.
A) I'm not the author and you arent either and I'd like the author to make these final decisions
B) The author already said he hasnt taken this up as a serious project
I can't see us doing very much now that we've discussed all this stuff. I think we're getting a little over-excited and we're getting into the stuff that we can't possibly design perfectly unless the mod is completed. I think what we should do now is go back over some of the units and give a few more ideas for buildings, structures, and the hero. Besides that, I think we should wait back and be patient.
Well, then the best we can do is offer suggestions and ideas. That's all I've been doing - or at least, that was my intent. Should be the same attitude for everyone else here (on this forum)
Hewy, I have just read the OP, but you might be interested into taking some concepts from, say Dawn of War: Dark Crusade's camapign, which had a PC manifest in the form of the faction General, which had a degree of updates in the form of equipment relics, it had the Honor Guard, which is basically a stronger version of a squad of a sort of hero equivalent in some cases, and had risk like global map where you had to choose the regions to take control, some of them with special stuff like airborne deployment and stuff that made sense within the campaign.
Maybe even the Dawn of War Retribution camapign, which is very similar, with optional deployments (you can choose on wether to deploy a hero or an honor guard), and very extended hero customization.
Go play Antioch Chronicles Remastered!
Also, coming soon, Antioch Episode 3: Thoughts in Chaos!
Dont like mapster's ugly white? Try Mapster's Classic Skin!
Well, gonna admit, kinda stopped reading after the first page is comments. So, sorry if this has already been said.
Have a "Train ____" button, with the blank being whatever you want your mercenaries to be called. Champions, heroes, whatever. In between missions, you can research and then upgrade "Advanced Training" for units. To train a unit, you click on it and use the ability mentioned previously. The unit will enter a stasis for a couple of seconds, then emerges in its upgraded form.
As for story, how about a mission where Terran "pirates" are trying to steal Protoss technology. You have to eventually destroy their base. However, if an enemy "Hacker" (A unit that has no attack, but tries to steal the technology) stays in range of one of your units for more than x seconds, they will start to go back to their base. If they make it back to the base alive, the "Hacker" will have stolen your information, and you lose. There will also be other Protoss (Tal'Darim or some other Protoss) that also try to fight off the Terran pirates. However, they aren't powerful enough, so if you don't go to their aid in time, the Terran pirates will steal the technology they need from them.
Another idea would be to add some sort of Protoss orbital defense cannon that the Terran pirates don't know how to operate. Maybe have the previous mission being you have to defend the cannon from the pirates, but you fail. When the Terran pirates find out they can't operate the cannon without more intel, they come back to raid you, and well, the mission above starts.
I know it isn't great, I'm just brainstorming here haha.
Great to be back and part of the community again!
Well, thats what this thread is about, isn't it? :D
A small video for you, showing my experiments with some hero spells:
The names will be changed whenever I come up with a better one :D
Casting Void Barrier with an active Doppelganger results in increased capacity; also the shield on the Doppelganger causes damage individually. Casting Plasma Lance will cause the Doppelganger to cast it on a different target, if the target of the main hero will most likely die from one cast (not implemented yet).