For a while now I have been working on a “Starcraft 3” map. It is exactly what it sounds like, a new version of Starcraft. It would be as different from Starcraft 2 as Starcraft 2 was from Starcraft 1; it has completely new units, new mechanics, etc. My problem is that I don't know how to use the editor myself. So I'm looking for someone who would be interested in taking on this project.
I have ready a basic summary of each unit for each of the races. I kept some of the more iconic units from each race, some with a few tweaks, others pretty much the same. I followed the same format of unit types and styles that SC2 follows, and I made sure that each unit is completely unique not only compared to other units in Starcraft 3, but also different from what is seen in Starcraft 2. Some mechanics have also been changed for the races, to fit the lore of ever-evolving armies and technology, as well as to add new aspects to gameplay. On top of everything else, I have added a unique system to each race. Since Blizzard has given special traits to the races in co-op and the campaign – heroes for the Zerg, Spear of Adun for Protoss – I decided to utilize those aspects.
Zerg – The Zerg will have the ability to train one of three heroes, each with their own abilities and combat style. To ensure that these heroes remain relevant throughout the game, I added a leveling system. The heroes will level up by collecting biomass from your units (sacrificing them in the process). There will be a limited amount of biomass to be collected from each unit, so players will have to keep expanding their tech tree to continue leveling up their hero. Leveling up will both increase stats and allow the hero to learn new abilities/upgrade existing ones. (similar style to WC3 for those who have played it).
Protoss – The Protoss will have Spear of Adun abilities to provide support to their forces. Each ability would have a global range, and the abilities would largely be supportive (I am well aware of the danger of mineral-line harassment with global range, and I have a solution). Energy is generated from your nexuses, so more nexuses means faster energy generation.
Terran – Blizzard has always made the Terrans' focus largely around their army, so I added to that by giving them the ability to customize units. In the factory you can build a basic unit to be customized. You may then salvage other mechanical units to collect items from them to be given to your mech. Most units will give multiple items, and unused items can be sold, so you don't waste anything. Mechs will have three inventory slots – armor, weapons, and special systems (abilities) – and you can choose different aspects from different units. For instance, you can pull the splash damage attack from one unit and the ability to attack while moving from another to create a powerful strafing unit. Or you could put a siege tank's range and damage with cloaking to create a powerful ambush. Costs would have to be heavily calculated, but with the right tweaks this system could provide infinite possibilities to a Terran army. This unit would by no means be a necessity for a stable Terran army, only a possible option.
Coming into the game, players will be given the choice of which style they want to play. If you love heroes like from Warcraft 3, you will find that in the zerg. If you prefer global presence, the Protoss are the way to go. If you prefer a powerful army with high diversity, the Terrans are what you're looking for.
If you are seriously interested in taking on this project, let me know and I can send you more details about the game. You can contact me either in the comments section or you can email me at [email protected]. I am willing to work with you as much or as little as you prefer. If you prefer to work by yourself I will stay out of the whole process, but if you are interested in me working with you, I'd be quite willing to do so. The planning stages of the game are almost completely finished, all that is required now is to put the game into the editor.
Hero's can throw a MASSIVE imbalance issues in the game as well as alike abilities. such as a co-op map currently in sc2 would never make out to be a good Melee/standard game because of the abilities are so over powered. Even if you nerf them to the ground it could be pretty much a game breaking moment.
From sc1 to sc2 the majority of units are the same. You have a few new ones but the bulk of them are not different. Marine/Siege tank/Battlecruiser/Carrier, ect ect. So i would assume to go from SC2 to Sc3 you would almost have to have a good base of units from sc2 to build upon into sc3. Sure there isn't like wraith or valkyrie but its replaced with other units so that "roll" should still stand.
I already have more stuff on my plate to deal with and i am just offering suggestions on the project. Have a nice day.
Yes heroes will have to be very carefully balanced, they could certainly throw off the balance of the game.
Each race in SC2 has around 11-13 basic units (not counting summoned units, basic units like workers, and expansion units), out of those usually four came over from SC1, so I did the same thing, with eight or nine new units and three or four of the same.
Thanks for your input, I always love to get another opinion. Have a nice day.
Warcraft 3 didn't have global hero abilities though. Spear of Adun can effect the entire map. Also, Sc1, 2 are not made with those abilities in mind so to add them into sc3 - if there is one - would have to re-balance the game from the ground up.
I remember that SC players used to hate the Command&Conquer super abilities like Nukes, because there was nothing you could do against them unless you destroyed your opponents Nuke-building. With the goal of trying to make the Warcraft games and the Starcraft games as different as possible I would leave out heroes in Starcraft 3. I could still see them add an XP-system for all units though, and I remember at some point in development of SC2 they actually tried that.
OutsiderXE Yeah that would be nice, since i wont be making the game I'll leave that to the actual maker, but I do have some suggestions along those lines. I would love to see a game that doesn't have such a high skillcap.
tdhsst the global abilities would mostly be supportive. You're not going to be wiping out an army with your SOA abilities. They are meant to add versatility to the race instead of raw firepower. That is a good point, maybe with heroes more than SOA abilities, but the gameplay style might have to change to accommodate some of these additions. Heroes might not work well in the game-style today where there's a lot of value in splitting your forces so much.
Yeah like I said there wont be any global nuking, that would be a huge pain. I guess the difference here is a matter of preference, bringing the two game-styles closer together was one of my goals in making this, to allow players of all styles to play together.
I can see supportive rolls for hero abilities. That would be easier to balance anyways then say a Hyperion call down (lol, gg). But things like Cloaking pylon would seem ok if it was only available in mid game or so.