Relocated like a spine crawler? I feel the best way to balance it is that past a 'tribute' of, say, 5 T1 units, it stands up and basically becomes a T2 unit.
Maybe after 2 T1 units it wokes like a spine crawler, where it can stand up and set down someplace else.
Seriously, what's up with the "sacrifices". This isn't like some cultist race, it's robots. Could you explain why robots "sacrifice" themselves to upgrade other robots?
Each different unit sacrificed should add a unique property
So, maybe something like this?
1 scout allows it to get up and move like a spine crawler
2 scouts make it effectively a normal unit and its turret state becomes a 'siege mode'
1 Clanker enhances its shield and health
1 drillbot gives it more powerful attacks (as the salvaged minerals are now being shot, rather tha the random junk)
Not sure for SCU, but there should definately be a low cap, so you don't accidently sacrifice half your early defenses moments before a rush.
As you describe it, the sacrifice doesn't immediately pay for itself. Rather, it is a more long-term inestment.
And if I could suggest: can it just be a detector from the get-go? That way you can just quickly set them up and get some detection even if you don't plan on investing in them.
Did you see my drillbot concept art? I used the truck as a base idea.
As for air and ground? I would say we stick the SCU with ground only, while the Scout can hit air and ground. It should be faster than a marine, but with lower DPS overall and no shields.
The nano repair beam? I was hoping to move away from lasers and stick with cables and such. The repair flyer was going to reach out with tentacle arms to repair stuff.
Seriously, what's up with the "sacrifices". This isn't like some cultist race, it's robots. Could you explain why robots "sacrifice" themselves to upgrade other robots?
All the more reason i guess? robots realistically dont have morality or that sorta stuff programmed into them.
So the melee oddball unit will no longer gain resources of it's damaged foes build costs? Guess that is ok if it gains energy by damaging to use for ranged turret attacks. Still compared to units like the broodlord, it hardly had a random effect
With the turret there was only going to be a low cap on the number of mods anyhow (no more than 10). Like the idea of no weapon but just being a detector at the start.
Would the tentacle repair not be too similar to the grapple of the T2 air superiority unit?.
For the drillbot, I'm completely lost now. The way I understand it currently, is that is attacks stuff with melee and you gain minerals when it does so. I was saying that when combined with the turret, the attacks are stronger and the projectiles change from random junk to shards of minerals.
I would say a very weak weapon, but have it cheaper than the other turrets.
I don't thing so, as the repair flyer just reaches out to a friendly and starts repairing them. I imagined the grappler lunging and overtaking the other air unit in close-range.
Also, the combining thing is starting to remind me of the Mechanical Newborn of the fear mythos.
The Mechanical What of mythos? Is that some kind of RPG?
With the grapple of the T2 air superiority fighter was thinking it could be an autocast that grapples units it is attacking with a teather to prevent them fleeing easily. The size of the unit would determine how much either party can pull the other. The number of them connected to a single target would also play a role. Was also thinking after a duration of not attacking the lines would automatically cut loose.
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@SoulFilcher: Go
You could make the turret start off as simple, then allow it to be upgradeable into something more complex.
@jaxter184: Go
Great Idea, love it.
@yukaboy: Go
That is what I suggested. Start off as weaker than the others, then you can specialize it to air or ground, then for a specific unit type.
@AtikLYar: Go I'd stop on the air/ground specializations.
What I meant is build the T2 building on top of the T1 building, the T3 buildings on top of the T2 building, etc.
@jaxter184: Go
I'm not sure. I guess it could work, but it should retain the function of the origonal building as well, and still count for requierments.
Otherwise, it goes back to the whole "killing your own army" thing, imo
Considering the one upgrade would allow the tower to be relocated, it would not impair the offensive capabilities that much.
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@DrSuperEvil: Go
Relocated like a spine crawler? I feel the best way to balance it is that past a 'tribute' of, say, 5 T1 units, it stands up and basically becomes a T2 unit.
Maybe after 2 T1 units it wokes like a spine crawler, where it can stand up and set down someplace else.
Each different unit sacrificed should add a unique property
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
Seriously, what's up with the "sacrifices". This isn't like some cultist race, it's robots. Could you explain why robots "sacrifice" themselves to upgrade other robots?
So, maybe something like this?
1 scout allows it to get up and move like a spine crawler
2 scouts make it effectively a normal unit and its turret state becomes a 'siege mode'
1 Clanker enhances its shield and health
1 drillbot gives it more powerful attacks (as the salvaged minerals are now being shot, rather tha the random junk)
Not sure for SCU, but there should definately be a low cap, so you don't accidently sacrifice half your early defenses moments before a rush.
As you describe it, the sacrifice doesn't immediately pay for itself. Rather, it is a more long-term inestment.
And if I could suggest: can it just be a detector from the get-go? That way you can just quickly set them up and get some detection even if you don't plan on investing in them.
@SoulFilcher: Go
Did you see my drillbot concept art? I used the truck as a base idea.
As for air and ground? I would say we stick the SCU with ground only, while the Scout can hit air and ground. It should be faster than a marine, but with lower DPS overall and no shields.
The nano repair beam? I was hoping to move away from lasers and stick with cables and such. The repair flyer was going to reach out with tentacle arms to repair stuff.
All the more reason i guess? robots realistically dont have morality or that sorta stuff programmed into them.
@yukaboy: Go
They are fusing in terms of lore. Two robots are hooking up to become one.
Think of a man and woman in the middle of procreation attacking you... yeah...
@yukaboy: Go
Erm by integrating them into the greater whole? You know Mr. Fords concept of interchangable parts and all.
@AtikLYar: Go
So the melee oddball unit will no longer gain resources of it's damaged foes build costs? Guess that is ok if it gains energy by damaging to use for ranged turret attacks. Still compared to units like the broodlord, it hardly had a random effect
With the turret there was only going to be a low cap on the number of mods anyhow (no more than 10). Like the idea of no weapon but just being a detector at the start.
Would the tentacle repair not be too similar to the grapple of the T2 air superiority unit?.
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@DrSuperEvil: Go
For the drillbot, I'm completely lost now. The way I understand it currently, is that is attacks stuff with melee and you gain minerals when it does so. I was saying that when combined with the turret, the attacks are stronger and the projectiles change from random junk to shards of minerals.
I would say a very weak weapon, but have it cheaper than the other turrets.
I don't thing so, as the repair flyer just reaches out to a friendly and starts repairing them. I imagined the grappler lunging and overtaking the other air unit in close-range.
Also, the combining thing is starting to remind me of the Mechanical Newborn of the fear mythos.
@AtikLYar: Go
The Mechanical What of mythos? Is that some kind of RPG?
With the grapple of the T2 air superiority fighter was thinking it could be an autocast that grapples units it is attacking with a teather to prevent them fleeing easily. The size of the unit would determine how much either party can pull the other. The number of them connected to a single target would also play a role. Was also thinking after a duration of not attacking the lines would automatically cut loose.
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@DrSuperEvil: Go
http://tvtropes.org/pmwiki/pmwiki.php/Characters/TheFearMythos
One of the last ones unter fears.
And I was thinking it held onto the other air units, losing control of its motion until it either killed the enemy, died, or was ordered to let go...
Heck they are robots of scrap metal. They are a single mind so use the constituent parts of their various avatars to make or improve others.
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Eh... you see... I'm against the hive mind approach. It just isn't as interesting and makes them less frightening.
So the fact that it is against you and will always build a new body or 10 while you only have one is not frightening enough?
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To me? No. Hive minds have never been that scary to me.
Something more like the massive armies of Nazi Germany and the Persian empires is MUCH scarier.