@AtikLyar: It needs more structures. Zerg have at least 7 structures to unlock units. Protoss at least 8. Terran 8 but every Barracks, Factory and Starport needs its own Tech Lab.
So where does the harvester/other economic booster fit in?
Would probably requier some testing. But I think it may be possibly to allow them right away. On one hand, you could get the economy enhancers right away, but you would be vulnrable to rushes. I was thinking that the automated gas and the mineral enhancer things should requier power to work, sort of to balance them. There is also the power building I forgot to include.
I realized that, and I wasn't sure how to deal with that.
If you look at those buildings, they are for things like blink or speedlings; which we have on the units themselves.
In this sense, I feel it is sort of balanced. We don't have a HUGE difference, and can make each building take a bit longer to build or something.
The way I see it, they money would normally go to those extra buildings. But in our design, it goes to the hybrid blueprints, or upgrading your individual units.
What if you need to make a building in order for the units to upgrade their individual upgrades?
So, for example, it would be like when you build the barracks, you can build the unit, then upgrade it so it can use the upgrade on itself. So, when you build the unit before the upgrade, it is basic. Then, you can upgrade the ability to upgrade the units individually. It could fit with the buildings for each tier.
There's an important gameplay issue for using upgrades as requirements instead of buildings: If you destroy an enemy's building that player wont be able to train that unit until he finishes building it again. With upgrades there's no way to deny a player access to his units.
Agreed. Think of the Terran upgrade structures like the armory or the one for veichles. Once upgrades are researched they become dispensible unless needed for a unit.
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I just had I mini euphoric moment for the Race Mechanics;
What if the builders built the higher tier unit producing structures atop lower tier unit producing structures?
I think that would be a good idea, as its not OP because you would lose the lower UPSs and not UP because you would be able to transition or go early low tier late high tier easier.
Anyway, just a thought.
I just had I mini euphoric moment for the Race Mechanics;
What if the builders built the higher tier unit producing structures atop lower tier unit producing structures?
I think that would be a good idea, as its not OP because you would lose the lower UPSs and not UP because you would be able to transition or go early low tier late high tier easier.
Anyway, just a thought.
I don't understand what you mean by "make it not OP"
How is our current setup OP to begin with? I can imagine a 'cannon rush' style, but it would be extremely late-game.
The major problem I see, is that we have ideas in mind for what the T3 units look like. And neither of them seem like "buildings-turned-mechs".
And yes, before anyone complains, I do plan on throwing logic at Hybrid units and such. As it is one of the cooler parts of the race, and I would enjoy if you could actually imagine or even see how they do it.
Hey guys. I was working on the project map file. I need more info before I can add more structures and units. We need a T1 upgrade structure, just like Eng Bays, Forges and Evolution Chambers. And we need a name for it, even if its only a beta name. We are almost finishing the 'basic' structures list. We will just need to decide how to enable some of the T1 units (addon, morph, new structure?). And we need to work on the turret structure.
What was the turret idea? It just shot junk or something, didn't it?
Should it be air and ground like the protoss? Or just one or the other? (I've always thought the zerg style was needlessly complex, but that is just me.)
I did read the blueprint, but a lot of it is very choppy and unorganized, making it hard to read up on a specific unit idea...
Absorb other units? Eh... I don't know... sounds odd.
Perhaps it begins with a weak ground or air weapon, and ou can specialize it for air or ground, making it only able to shoot one but much stronger. Then you get further specialization, like fire weapons for extra damage vs. bological, piecer rounds for armored, or mortor shells for massive units?
The absorption of units would make it unique and would not be that hard to implement. As a tower it would be lowr cost but weak but could be upgraded several times to be made reasonably strong if you want to sacrifice alot of units to make it a good defence.
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But it is a hassle. We are currently forcing players to murder their own armies.
A few have suggesting going a more extreme zerg methode and sacrifice workers to make buildings. This would kill the economy.
We are putting a focus on archon-type units, combining our T1s. Thistakes multiple units, and puts them into one. Your army becomes smaller and you need to spend more resources to rebuild it.
The unit absorbtion this just takes it a bit too far. You are putting your army into a turret. Past a point, it will be more expensive than the other turrets. You could say it would be more effective to balance it, but those resources could have gone to pushing out towards your opponent. A turret is an immobile defensive structure, and it is just really wierd to sacrifice your army, which can be defensive or offensive, to buff it.
I think most ideas make this race far more complex in gameplay than the standard races, and it shouldn't be so. A turret is just a turret, it will probably be a detector like all races have, it can attack gorund, ar, or both. It can be movable like Zerg turrets. It can have a upgrade like Terran auto-tracking, anything beyond it is just too complex for a turret. But its just my opinion. It is a community project after all so we must go for what most of the people want.
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@AtikLyar: It needs more structures. Zerg have at least 7 structures to unlock units. Protoss at least 8. Terran 8 but every Barracks, Factory and Starport needs its own Tech Lab.
Would probably requier some testing. But I think it may be possibly to allow them right away. On one hand, you could get the economy enhancers right away, but you would be vulnrable to rushes. I was thinking that the automated gas and the mineral enhancer things should requier power to work, sort of to balance them. There is also the power building I forgot to include.
@SoulFilcher: Go
I realized that, and I wasn't sure how to deal with that.
If you look at those buildings, they are for things like blink or speedlings; which we have on the units themselves.
In this sense, I feel it is sort of balanced. We don't have a HUGE difference, and can make each building take a bit longer to build or something.
The way I see it, they money would normally go to those extra buildings. But in our design, it goes to the hybrid blueprints, or upgrading your individual units.
What if you need to make a building in order for the units to upgrade their individual upgrades?
So, for example, it would be like when you build the barracks, you can build the unit, then upgrade it so it can use the upgrade on itself. So, when you build the unit before the upgrade, it is basic. Then, you can upgrade the ability to upgrade the units individually. It could fit with the buildings for each tier.
There's an important gameplay issue for using upgrades as requirements instead of buildings: If you destroy an enemy's building that player wont be able to train that unit until he finishes building it again. With upgrades there's no way to deny a player access to his units.
Agreed. Think of the Terran upgrade structures like the armory or the one for veichles. Once upgrades are researched they become dispensible unless needed for a unit.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
I just had I mini euphoric moment for the Race Mechanics;
What if the builders built the higher tier unit producing structures atop lower tier unit producing structures?
I think that would be a good idea, as its not OP because you would lose the lower UPSs and not UP because you would be able to transition or go early low tier late high tier easier.
Anyway, just a thought.
I don't understand what you mean by "make it not OP"
How is our current setup OP to begin with? I can imagine a 'cannon rush' style, but it would be extremely late-game.
@jaxter184: Go That would make a great option to basic structure morph. How does that actually work in game? Just like Refineries over Vespene?
@AtikLYar: Go
When i say 'not OP', i just mean that it isn't OP. When I first thought it up, it sorta seemed OP, so I thought some other people might, too.
@SoulFilcher: Go
Basically, or like addons, but without the addon. If you need more explanation, I'll think it up.
The major problem I see, is that we have ideas in mind for what the T3 units look like. And neither of them seem like "buildings-turned-mechs".
And yes, before anyone complains, I do plan on throwing logic at Hybrid units and such. As it is one of the cooler parts of the race, and I would enjoy if you could actually imagine or even see how they do it.
You do know I'm talking about the buildings, right? It seems to me like there was a misunderstanding and you think i was talking about the units.
@jaxter184: Go
I thought you said to build the T3 units atop the unit-making buildings...
Hey guys. I was working on the project map file. I need more info before I can add more structures and units. We need a T1 upgrade structure, just like Eng Bays, Forges and Evolution Chambers. And we need a name for it, even if its only a beta name. We are almost finishing the 'basic' structures list. We will just need to decide how to enable some of the T1 units (addon, morph, new structure?). And we need to work on the turret structure.
As long as the unit is not a dupe we can always rename at a later date.
Why not both? have the structure create an addon to allow it to morph and then it constructs a second addon over the first?
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
What was the turret idea? It just shot junk or something, didn't it?
Should it be air and ground like the protoss? Or just one or the other? (I've always thought the zerg style was needlessly complex, but that is just me.)
As for a name? "Blueprints lab"?
@AtikLYar: Go
Read the race blueprint... It was able to absorb up to a certain number of other units to get bonuses/different weapons
It was going to initially have either no starting weapon or a very weak ground and air attack but can be augmented with stronger specialized weapons
One potential name was Junker
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
I did read the blueprint, but a lot of it is very choppy and unorganized, making it hard to read up on a specific unit idea...
Absorb other units? Eh... I don't know... sounds odd.
Perhaps it begins with a weak ground or air weapon, and ou can specialize it for air or ground, making it only able to shoot one but much stronger. Then you get further specialization, like fire weapons for extra damage vs. bological, piecer rounds for armored, or mortor shells for massive units?
Just a thought.
The absorption of units would make it unique and would not be that hard to implement. As a tower it would be lowr cost but weak but could be upgraded several times to be made reasonably strong if you want to sacrifice alot of units to make it a good defence.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
But it is a hassle. We are currently forcing players to murder their own armies.
A few have suggesting going a more extreme zerg methode and sacrifice workers to make buildings. This would kill the economy.
We are putting a focus on archon-type units, combining our T1s. Thistakes multiple units, and puts them into one. Your army becomes smaller and you need to spend more resources to rebuild it.
The unit absorbtion this just takes it a bit too far. You are putting your army into a turret. Past a point, it will be more expensive than the other turrets. You could say it would be more effective to balance it, but those resources could have gone to pushing out towards your opponent. A turret is an immobile defensive structure, and it is just really wierd to sacrifice your army, which can be defensive or offensive, to buff it.
Just my own opinion.
I think most ideas make this race far more complex in gameplay than the standard races, and it shouldn't be so. A turret is just a turret, it will probably be a detector like all races have, it can attack gorund, ar, or both. It can be movable like Zerg turrets. It can have a upgrade like Terran auto-tracking, anything beyond it is just too complex for a turret. But its just my opinion. It is a community project after all so we must go for what most of the people want.