Tier 3 “Powerhouse” land unit
o Name: Destroyer Mech?
o Appearance: Something with tank treads or 4+ legs and loads of guns
o Special Traits:
+ Must be built by worker like a building; too big to be assembled inside a structure
+ When its finished building, it activates and becomes a unit
+ Switch effect in weapon that changes from high damage ranged to lower damage surrounding the unit if the unit is surrounded?
o Unit-specific upgrades available
+ Anti-Air attack (not normally available?)
+ Or _ ?
+ Special anti structure weapon/ability?
So it's just a big tank with tons of guns? What's it supposed to be good against?
As i have it now it has two weapons. 1 weapon focuses all it's turrets on one enemy for a large damage slow hit attack. The other weapon desyncronyzes all the turrets for many fast low damage low range area attacks. It has the same dps in either mode so far.
Tier 3 Aircraft “Powerhouse” air unit
o Name:
o Appearance:
o Special Traits: ?
o Notes
+ Possibly able to swap air/ground, like viking. On ground, it’s an immobile AA defense. In air, it’s better against ground.
+ Possibly able to repair itself (would be immobilized during the repair process)
I gave it a siege mode. It plummets into the ground and pulls all air units to the ground with it. And then it repairs. For an attack in the air it has a wide area napalm attack.
The T3 ground if surrounded automatically blasts multiple targets at close range while otherwise it is long range high damage.
Dont forget to ocassionally upload a latest version onto the data forums thread for this project.
Edit: With the land unit you could just use a Switch effect and two Enumerate Area validators so it only needs one weapon.
With the air unit I think the repair should be a seperate ability. A wide area napalm attack sounds more like an anti ground weapon. Like the tempory pulling other air units out the sky with it (maybe some token damage too?). With the AA attack maybe make the impacts coat the target in gum or something that stacks slowing the movement speed of the target by ever increasing amounts?
I always had an issue with humans having the worst technology but somehow surviving due to their "ingenuity". Really wish there would be 1 game where this role was given to someone else.
What I was thinking skimming over this article was a race kindof like the little hooded guys in Star Wars, roaming around and using scrap parts from all three races to build better units. Works really well with the idea that units are upgraded individually into new units (like zergling-baneling, except a much larger tree).
Frankly I think once you start dealing with a purely robotic race 99% of people will either think Matrix or Terran, and having the backstory dependent on AI doesn't help that (just look at how many backstories you have given are of this race being created by Terran).
I guess I haven't really read everything here, but thats just my first impression (will continue to read tho).
EDIT:
OOOH! Just thought of a really cool way to make the race so unique. All units are built out of upgrades from previous units (in a branching tree), so you can build the highest tier unit from the lowest tier unit whenever you want (but its going to be a very long build time). In order to build higher tier units faster, you would have to build an attachment onto a tier 1, 2, or 3 production building (up to 3? attachments per building) that would make that building able to produce that unit, a bit like a tech lab on a terran building. This would cut out the intermediate steps in building higher tier units through the tree, thus decreasing build time.
So basically, you can either go the route of build some tier one buildings and specialize them, building crappy units, then build some tier 2 buildings and specialize, building moderate units, etc... Or you can build some crappy units, upgrade em individually, then when they finish upgrade em again, and again.
You had better have a purpose for this army however, as if it dies its going to take a long time (but not more resources) to build again. The upside is that you sink less resources in your production buildings (could be op, but easily balanced), get high tier units slightly faster (also could be seen as op, but really isnt considering how few units you would have), and have the ability to throw in units of a different tech path whenever you want.
Edit 2: If I'm really late on the bandwagon here, I apologize (I haven't really gotten a sense of how much actual work in the editor you guys have done).
@HamsterBoo: Go Well, we had many different ideas going on, but I guess in general people that are still interested in this project agree we can't make this race too different from standard SC2 system. Of course I can't say it for everybody, maybe some of the guys disagree. The current "morph" system is the result of much discussion and we can say it was "nerfed" from the original idea so it would be easier to understand and to use. DrSuperEvil is the one working on it.
Though Imine was one of the background ideas linking this new "race" to Terrans I'd like to get a better idea, someone suggested Xel'Naga origin but I feel its overused.
Thought they got individual upgrades via buffs and low tier stuff merged into higher tier stuff. Incase any of you ever check the data forum thread for this project, the merge system is done. Also how was it nerfed from the original idea?
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@DrSuperEvil: Go Sorry, not actually the system, but how many units/variations we get. Still last time I checked there were more morphs/merge than any brood could get :-)
@HamsterBoo: Go Well, we had many different ideas going on, but I guess in general people that are still interested in this project agree we can't make this race too different from standard SC2 system. Of course I can't say it for everybody, maybe some of the guys disagree. The current "morph" system is the result of much discussion and we can say it was "nerfed" from the original idea so it would be easier to understand and to use. DrSuperEvil is the one working on it.
Though Imine was one of the background ideas linking this new "race" to Terrans I'd like to get a better idea, someone suggested Xel'Naga origin but I feel its overused.
I suggested that. Along with a race that downloaded their entire consciousness into a databank and became the machines.
I am not a fan of the 'created by terrans' at all... just saying.
I definitely agree. If I could explain my idea better, however, it would be very similar to a cross between zerg and terran mechanics (ie, not too differentfrom the standard SC2 system). It is similar to zerg in that all units are buildable from a single unit (larva) with a possible intermediate stage (zergling-baneling). Where it differs, is that there are more intermediate stages and you do not need the tech to upgrade. It is similar to Terran in that you can build tiered buildings (barracks, factory, starport) and then add addons to specialize the individual buildings to produce units (tech lab). Where it differs, is that a each unit has its respective addon (instead of the all purpose tech lab).
As to your second point, I think all the races kindof feel overused right now. I also think the race has somewhat been built on Terran-centric views (it is all very human-robot like), so it is hard to break out of the race being Terran-created.
edit: I guess I didn't realize that when you guys were talking about morphs, you meant a normal number of units, plus variations on those units (which I agree is ridiculous). I wrote assuming that the morph system was a necessary step for producing higher tier units (like the zergling-baneling morph).
Oh, I was looking at about the bit where you say lower tier units can morph into higher tier units (to recycle them). I can see why having the battlecruiser-esk morph for every unit would be an issue (anything significant enough is too confusing for the other player, while anything insignificant is insignificant).
I guess I was thinking more along the lines of "You build a zealot, zealot can morph into either dark templar or high templar, or get leg speed". It doesn't have the insignificance problem or the too confusing problem.
So what is the current unit building mechanic? I read the document but it doesn't seem very clear. Are units built terran style?
The air unit production was never fully decided on, well at least the T3 was not.
I remember vague disagreement about what I called T1.5. There was a discussion about whether air units should be able to come normally, or have to come from combining ground units. I think we mostly decided that at least the tech air unit can be built normal.
I don't think a T1.5 air unit will work. It will be very difficult for zerg to deal with early on. The only earlygame aa they have are queens which are difficult to use offensively early on.
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Well dont use the creep cloud model because that lags.
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Well, can we modify the cloud model that we have and turn it green? I don't mean to be a pest about it, I just think it would make more sense.
Yup just use a Set Tint Color event action
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What do you guys want for the tier 3 units?
Ground tier 3
So it's just a big tank with tons of guns? What's it supposed to be good against?
As i have it now it has two weapons. 1 weapon focuses all it's turrets on one enemy for a large damage slow hit attack. The other weapon desyncronyzes all the turrets for many fast low damage low range area attacks. It has the same dps in either mode so far.
I gave it a siege mode. It plummets into the ground and pulls all air units to the ground with it. And then it repairs. For an attack in the air it has a wide area napalm attack.
Thoughts?
The T3 ground if surrounded automatically blasts multiple targets at close range while otherwise it is long range high damage.
Dont forget to ocassionally upload a latest version onto the data forums thread for this project.
Edit: With the land unit you could just use a Switch effect and two Enumerate Area validators so it only needs one weapon.
With the air unit I think the repair should be a seperate ability. A wide area napalm attack sounds more like an anti ground weapon. Like the tempory pulling other air units out the sky with it (maybe some token damage too?). With the AA attack maybe make the impacts coat the target in gum or something that stacks slowing the movement speed of the target by ever increasing amounts?
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I always had an issue with humans having the worst technology but somehow surviving due to their "ingenuity". Really wish there would be 1 game where this role was given to someone else.
What I was thinking skimming over this article was a race kindof like the little hooded guys in Star Wars, roaming around and using scrap parts from all three races to build better units. Works really well with the idea that units are upgraded individually into new units (like zergling-baneling, except a much larger tree).
Frankly I think once you start dealing with a purely robotic race 99% of people will either think Matrix or Terran, and having the backstory dependent on AI doesn't help that (just look at how many backstories you have given are of this race being created by Terran).
I guess I haven't really read everything here, but thats just my first impression (will continue to read tho).
EDIT:
OOOH! Just thought of a really cool way to make the race so unique. All units are built out of upgrades from previous units (in a branching tree), so you can build the highest tier unit from the lowest tier unit whenever you want (but its going to be a very long build time). In order to build higher tier units faster, you would have to build an attachment onto a tier 1, 2, or 3 production building (up to 3? attachments per building) that would make that building able to produce that unit, a bit like a tech lab on a terran building. This would cut out the intermediate steps in building higher tier units through the tree, thus decreasing build time.
So basically, you can either go the route of build some tier one buildings and specialize them, building crappy units, then build some tier 2 buildings and specialize, building moderate units, etc... Or you can build some crappy units, upgrade em individually, then when they finish upgrade em again, and again.
You had better have a purpose for this army however, as if it dies its going to take a long time (but not more resources) to build again. The upside is that you sink less resources in your production buildings (could be op, but easily balanced), get high tier units slightly faster (also could be seen as op, but really isnt considering how few units you would have), and have the ability to throw in units of a different tech path whenever you want.
Edit 2: If I'm really late on the bandwagon here, I apologize (I haven't really gotten a sense of how much actual work in the editor you guys have done).
@HamsterBoo: Go Well, we had many different ideas going on, but I guess in general people that are still interested in this project agree we can't make this race too different from standard SC2 system. Of course I can't say it for everybody, maybe some of the guys disagree. The current "morph" system is the result of much discussion and we can say it was "nerfed" from the original idea so it would be easier to understand and to use. DrSuperEvil is the one working on it.
Though Imine was one of the background ideas linking this new "race" to Terrans I'd like to get a better idea, someone suggested Xel'Naga origin but I feel its overused.
Thought they got individual upgrades via buffs and low tier stuff merged into higher tier stuff. Incase any of you ever check the data forum thread for this project, the merge system is done. Also how was it nerfed from the original idea?
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@DrSuperEvil: Go Sorry, not actually the system, but how many units/variations we get. Still last time I checked there were more morphs/merge than any brood could get :-)
I suggested that. Along with a race that downloaded their entire consciousness into a databank and became the machines.
I am not a fan of the 'created by terrans' at all... just saying.
@SoulFilcher: Go
I definitely agree. If I could explain my idea better, however, it would be very similar to a cross between zerg and terran mechanics (ie, not too differentfrom the standard SC2 system). It is similar to zerg in that all units are buildable from a single unit (larva) with a possible intermediate stage (zergling-baneling). Where it differs, is that there are more intermediate stages and you do not need the tech to upgrade. It is similar to Terran in that you can build tiered buildings (barracks, factory, starport) and then add addons to specialize the individual buildings to produce units (tech lab). Where it differs, is that a each unit has its respective addon (instead of the all purpose tech lab).
As to your second point, I think all the races kindof feel overused right now. I also think the race has somewhat been built on Terran-centric views (it is all very human-robot like), so it is hard to break out of the race being Terran-created.
edit: I guess I didn't realize that when you guys were talking about morphs, you meant a normal number of units, plus variations on those units (which I agree is ridiculous). I wrote assuming that the morph system was a necessary step for producing higher tier units (like the zergling-baneling morph).
As I saw it, the morph system was for individual upgrade.
Like if you game one siege tank siege mode. But you increased the armor of another one instead.
And if you check the artwork thread, we actually aren't super human-like.
Basicly like what terran battlecruisers used to have and it does not have to be a morph, it could just be a buff/other behaviour.
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Oh, I was looking at about the bit where you say lower tier units can morph into higher tier units (to recycle them). I can see why having the battlecruiser-esk morph for every unit would be an issue (anything significant enough is too confusing for the other player, while anything insignificant is insignificant).
I guess I was thinking more along the lines of "You build a zealot, zealot can morph into either dark templar or high templar, or get leg speed". It doesn't have the insignificance problem or the too confusing problem.
So what is the current unit building mechanic? I read the document but it doesn't seem very clear. Are units built terran style?
with brainstorming for the buildings, we did not go into much detail except for the vitals.
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The buildings are still a WIP, but we do have how the units work.
A few basic ground T1 units are built like normal tarren/protoss ones.
There are also some weak flying sorta-kind T1.5 units, build from another building.
Full-on T2 units are merges built like the archons.
T3 units are build like buildings on the field, and are massive powerhouses.
The air unit production was never fully decided on, well at least the T3 was not.
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I remember vague disagreement about what I called T1.5. There was a discussion about whether air units should be able to come normally, or have to come from combining ground units. I think we mostly decided that at least the tech air unit can be built normal.
I don't remember anything about the T3 air...
I say merge and stick with it as a race mechanic.
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I don't think a T1.5 air unit will work. It will be very difficult for zerg to deal with early on. The only earlygame aa they have are queens which are difficult to use offensively early on.