That's right! The time has come for another community project! This time around, we will be creating a 4th melee race for starcraft! The race is made up of highly intelligent robots, capable of adapting to any situation with surprising speed and merging units together to create powerful war machines.
What we need from you
We cannot do this alone! It's up to you guys to help us make this fourth race. Check out the threads listed below for more information.
How is this race going to play? Will they work like the other races?
The race is made up of highly intelligent robots. The race is capable of creating higher tier units by merging lower tier units together. They can also upgrade units individually, to specialize their army. One unit may be able to choose between more powerful attacks, or heavy armor.
What are we going to do with the race?
Once the race is complete, we will publish the map for anybody on battle.net to play. Not only will this be a great way to tell people about the website, we will also be able to host a tournament using the race.
I made concepts for many new races (like aqir and troll empires) back in
W3, but with SC2, I have concepts for only one so far: robotic army of
doom [PH name].
Basically, it's a race of machines. People that evolved into machines or
machines that went Skynet, I don't care. Machines. Angry machines. They
want to steal your cookies. They're evil. Very. Prepare for a HUGE wall
Some core concepts for the race:
No workers: the buildings themselves harvest and stuff
Buildings are units: they stay idle when training units or researching
Supply unit is the harvester: the "depots" have legs, and place
themselves over the minerals/gas, and don't need to return to base for
anything. They only need a command building stationed near them.
Production: to produce units, the buildings need to be near "depots".
The depots act as batteries, but they aren't like pylons. Pylons cover
and area and that's all, but depots, depending on upgrade level, have in
and out. Buildings' energy works with "beams". These beams jump from one
depot to another, carrying energy. You need to link manually those beams
from depot to depot until you reach the production building. These beams
originate from the command building, that acts as an energy station.
Smaller units: he robotic army has smaller units, that don't act as
buildings, but the building-units are still the core of the army. These
smaller units act as normal units, and maybe, they could be recycled
just like terran bunkers. You put them inside the proper building and
surprise, you recover the money.
Depots' special ability: the beam used to transport energy can be
altered to be a "repairing" beam, as well as a "electric fence" beam.
Ultimately, they could even give better firepower when connected to
Transportation special ability: the small units could use the "beam
network" just as a nydus network, entering a special building linked to
the network, of course. The beams would show units being transported.
Construction: to build new buildings, you have to use the existing ones.
Depots are the lowest level, and can build anything. However, the
construction for high tier buildings is very slow, so you may want to
use more depots. Yes, you can speed up the construction of a buildings
using more "constructors". Aside from depots, any building can build
other buildings, but the higher tier they are, the more limited they
are, and they can't build lower buildings, for example. The only
disadvantage is that to do so, they must stay idle, and have a beam
linked to the constructing building.
And those are the core concepts that make this race unique. Since the
units are the buildings, there's less buildings than in other races, and
certain research buildings (those you build only to unlock stuff) may be
translated as research or additional linked beams. After all, to
research you have to stay idle, losing an unit in the process, so I
think it's fine.
The "but there's no micro on recollection so you just suck" problem is
fixed by the need to have a good beam macro, connecting stuff here and
there. You won't be competitive if you don't link buildings efficiently,
because no matter you have tons of resources, you need working buildings
to spend them.
Some unit ideas, although they need work (I never got to write any of
this, so I'm spawning everything out of my head right now, lol): [note:
A: air, B: building]
Command (B): big ass structure, can load depots to get more beam power.
Starts with only 4-6 (you need a beam for each resource object and to
link the network). They can attack, but they are pretty weak, just like
a fat depot. However, if you load depots on it, it becomes more
Depot (better name would be battery or something like that, but I leave
it as depot so you don't get lost :P) B): these are the basic building
units, they don't do too much damage, but they are excellent tanks to
resist damage, and form a cannon fodder wall in front of the ranged
units. They can evolve into different towers, too (anti-light and
Wasp: these guys are like marines, but of 1 food. Think of slow
zerglings with assault rifles.
Brutes (B): these are the basic force, and cost 3 food. They are like
1.5 zealots. They produce wasps and technoguys, when standing idle and
having 1 beam linked to them.
Technoguy: these guys are built from brutes, too, and are the T1
casters. They can spawn fake-depots, that don't give food, but allow
beams to travel higher distances (beams have a jump limit, and these
help bring energy to distant places faster). They can sacrifice to heal
their allies, too. Finally, they can spawn small flying drones, that can
drain enemy energy and shields, and be used for exploration. They fly,
but only attack land.
Shockwaver (B): these big and slow guys attack using shockwaves, with a
decreasing damage and a growing area depending on the distance. Think of
a cone shockwave. They're powerful against armored units. However, the
shockwave doesn't trespass attacked enemies, at least not without the
Barrager (B): these small and fast guys are the special anti air unit.
In land, they are useful against light units, but in general, they are
weak. Against air, they use their full potency, and have a special
barrage aoe attack.
Stinger: melee fliers, that are good against big objectives. They get
near enemy fliers, where they take speed and make small hits, to later
retreat a few meters and charge again. They are terrible on high
numbers, overwhelming smaller and slower fleets of heavy ships. Created
Caster: the typical caster like the Infestor, HT and Raven. Doesn't fly.
Still haven't decide any ability for him. Created by Shockwaver.
Transport: they can act as flying fake depots as well as carry buildings
and units. Created by Barrager.
Destroyer (B): a melee brute, in the levels of an Ultralisk, but with a
circle AoE. Has a weaker anti-air attack.
Worm: a small permanently invisible flier with a slowing area attack.
Created by Spaceship.
Spaceship (B): a medium flier (the only flying building) with a good
siege attack against land, and ranged cannons against air (think of
void-ray + viking).
And well, if you've read all of this, WHoA, you really have a lot of
free time xDDD. Those are the ideas for my race. I start to write and I
don't stop, lulz. I hope my design schematics inspire everyone to make
cool stuff ;).
And if someone wants to work with me to create the race, well, I'm open
to work :P.
I had more ideas, but I don't remember/find them.
Rollback Post to RevisionRollBack
I'm a product of your collective imagination and, therefore, I do not assume responsibility of anything I don't want to assume responsibility of.
We already came up with the basic race concept, so that people can start working on things right away. We need the brainstormers to modify that concept. So we're not only looking for brand new ideas (although if there are good ones, we can certainly implement them). If you visit the brainstorming thread, you can check out the project blueprint. Although next time, maybe post in the brainstorming thread ;)
As for the ideas themselves:
I like the idea of having the harvesters as buildings on the minerals. We were actually talking about doing that as some sort of "economy booster". Sort of like a mule; you can build one of these little harvester things on top of a mineral patch, and it gathers at a fairly good rate for a limited amount of time.
Your energy beams (between depots). That's the exact concept we currently have in the project document. You have to have everything within X feet of a depot, and each depot must be connected to the main structure via a chain of power.
A lot of your unit roles match up with the ones we had planned, so... :D
Units working like buildings. That may be a little bit tricky for the data guys; we want to keep this fairly accessible to the average user. Feel free to bring it up in the brainstorming thread, though.
Rollback Post to RevisionRollBack
Feel free to Send me a PM if you have any questions/concerns!
3D models are on the way (hopefully). The plan is to create the units and everything using default sc2 assets, and then swap them out for the custom artwork as it becomes available.
Hopefully is always the key word, unless your making these assets yourself, they aren't going to be coming available. There are very few people out there currently that have the know-how on modeling for SC2 and even fewer that are either willing to do it for other or to teach others the know-how.
Yea, audio files would be sweet, but I wouldn't bother with them before we're fairly done with the race - Things might get scrapped halfway through, and audio files aren't as easily re-usable as 3D models
Yeah, for final cuts, you definitely want to wait, but I don't mind doing some samples to help bring the initial units to life for presentations and such. It'll give me a chance to mess around with effects and filters and get a feel for those. I work at a radio station, so I have access to professional audio recording, and I have a pretty flexible, presentable voice myself.
Till then, I can help with data editing or ideas / balancing I suppose. We're just posting the ideas all in this thread, right?
I just read this, but i have lots of good ideas, and i can help with the basic data stuff. I ain't no professional, and i'm working on my other map, but i really would love to help. I don't know who would do this, but if some1 knows where i could go to help best, I would be honored.