For your abilities, take away the Health Cost of Overgeneration (I was pointing out Frenzy so that you could use it as a template) and lower the cost of it and Saliva to 50. I changed my mind on this one. Radius 3 is pretty big.
Lastly, tell me more of this mysterious Murkag. Can I meet him? What is he? Behemoth, Leviathan, Swarm Lord, some new evolution?
Once that is done, I just need to find the time to double check the point totals of you and Half (probably later tonight), and then both of you should be approved. Yay!!! I have Zergy minions!!! I am happy.
I can't really help you with that unless I know what you have in mind, which is why I requested a PM containing just that.
With the information I have now, I would suggest you ally yourself with the Gracken Brood. Draal has already been established (in the previous game) to be an extremely old cerebrate and will likely have some, if not all of the information you are after.
And remove the breeds known. The tech of your allies has no baring on the tech you currently possess. It is only relevant to you as what tech will be available for you to purchase from them.
That's funny, because my data says an unupgraded zergling has a speed of 2.9 and an upgraded speed of 4.7 with a 1.3 multiplier while on creep (making it around a speed 6).
Under my "Allowed units", the first option there is a Cerebrate, which I built to be an alternative to the queen. His first ability, fervor, looks remarkably like what you are going for. Just saying.
Regardless, I don't think speed should be a restricter on the use of this ability, there really isn't a point if you can smart target it, and it needs to have a range and radius of effect defined. Now, if it is a global effect... It's cost needs to be increased somewhat. Probably to 150, though I would much prefer it to have a defined radius of effect.
Parasitic Projectiles should not be permanent. It's a cool ability, and I like the support role of this character, but it should have a defined duration. Perhaps 30 seconds?
Saliva also needs a range and radius defined.
If you are going for more hit and run tactics, you should increase your ship's maneuverability (possibly trading places with Cargo as you aren't really using all of that space right now.
Lastly, the Avatar aspect is cool, but you still can't circumvent the death rules with it. If a hero unit dies you still need to pay in points to revive it. Having lore ready for its revival is nice, just don't expect a get out of jail free card for it. That goes for all of y'all's clever plans and such. Rules need to be respected so that no one gets ridiculously over powered (without earning it).
To buy the ability to build observers you pay their tech cost (which is figured by taking their mineral cost divided by 25 (1) and their gas cost divided by 12.5 (6) and their supply cost (1) and adding it all together (8).)(All the unit costs are in the big charts below the character creation charts.)
Once you know how to build a unit, you buy the raw materials and/or man power to create that unit at a cost of 1 point per 10 supply. So for every point you spend you could buy 10 observers.
I really like your character concept, but I don't see any connection to the Themos Brood in your backstory. Nor does it look like your character would have much reason to ally himself with Lilith, except for the tech that you seem to have without buying. Being allied to a brood does not automatically grant you their tech, it just states what they have ready access to for purposes of future purchases and strategic considerations. You will need to rethink your army selection with this in mind.
The Overmind has deliberately cut himself off from the workings of the rest of the Swarm. You will need to give me a pretty good reason why you and he are bffs.
You need Modifiers, probably Armored, Biological, Heroic, Structure.
A 0 movement speed does not refund you points. Sorry.
Mind Control needs some balancing. I like the idea of it being maintained but it's energy cost does not need to vary based on racial considerations. It does, however need to be much higher then in minutes. I would say have it cost 1 energy per second (or .9, which is the standard decay I think) per controlled creature, keep the initial cost, have it break if controlled units get out of range and make Psionic and Heroic units immune. This makes it usable for strategic defense, without it being game breakingly overpowered.
Also, Teleport: I like that you are having energy be the practical restriction on his movement, but it is always possible to upgrade your energy later in the game, thus nullifying this particular restriction. Therefor, I suggest you change the wording of this ability to cost All of Yi'fury's energy. This nullifies that scaling issue, while also keeping the use of Mind Control or Teleport a strategic choice. In addition, the target destination must have creep on it. Lastly, I think it needs a more zergy name, like Transplant or some biological lingo.
Finally, please fill me in on what you have in mind... either here or via private message. If you are intending to play a villain, I need to be able to give you room to be villainous.
I'm not sure what the other two think, but I'm not sure anyone's characters are fully finalized yet.
Also, your character can have a backup plan for when he 'dies' but that does not circumvent the death rules. Having that Dragoon is good, but you will still need to pay the 10% (either in points or in stat adjustments) to revive a hero reduced to 0 HP.
Please be patient with us on this. We weren't intending to commit to start this up until after we were all clear from school considerations and the Void of time created by the impending Diablo 3 release. Ya'll votes have been heard, but don't be surprised if the start up is a little staggered as a result.
That is a risk of having a large stockpile of energy. It is lessened by the Heroic modifier, but it should still be a consideration.
As I see it, a hero character has three options: Forgo the use of abilities and just go for full stats and passive abilities; this hero will likely be Immune to all energy considerations and can safely state his energy as '0' without anything to worry about. Use abilities, but have them all tied to cooldowns; such a character could also forgo energy, but will often be locked out of actions because they are on cooldown. Use abilities tied to energy; such a character has the maximum amount of flexibility in the application of his abilities, but risks being targeted by 'anti-caster' abilities such as silences and Energy drains (Mitigated by half because of the Heroic Modifier).
All of these are valid. But, power and flexibility should cost. This is how we keep some semblance of balance.
I apologize if I over explained. I have an awful habit of hitting people with a wall of text to explain rather simple questions.
Your abilities don't need to be in 'RPG form'. Build your character as if you would build him on a custom map. Circumstances can be derived from that knowledge.
We will be starting the game as soon as we have enough fully created characters to make a worthwhile start, and once the GMs have the time to discuss and implement the reset in the under-the-table stats we have set up.
If you want to be stealthy, I'd trade your Weapons score with your Maneuverability, or even just rearrange your stats to have a higher Maneuverability.
Weapons and Armor are for when you are in a fight, Man and Sec are for avoiding and/or properly starting a fight.
1. Character creation will always be open. As this is for the most part a sand box setting, characters can come and go as they please at any time.
2. For purposes of Lore, the Events of the Starcraft games happened in a different part of the galaxy, at least a century prior. They happened, but don't have a whole lot of baring on what is happening now. Members of the Terran and Protoss factions are descendants of more far flung colonization or ships that ran away from the events of the Koprulu sector. This is done so that we can both honor and not contradict the existing and in progress story of the games. References can be made, but keep them as obscure and obtuse as possible.
Ah, good. Cause I may be using it in plenty of other ways as well. >=D
Flagship's don't fit into the normal unit models. This is one of those moments where we tweak with the rules to make it work and rule that you have "Super" Battlecruisers or Carriers or what have you that are built to be huge mobile command stations. That is why we slim down their stats, in order to realistically carry what they can carry, they would be way out of the league of any of the standard game units. Therefor, we simply place them in a different, related but not always relevant, weight category.
That doesn't mean a Flagship has to be Huge, Zeratul's ship would be an example of one that is pretty compact and stealthy. But they often are. In addition, because of their cost and battlefield role, they are often custom built, so it is certainly reasonable to fashion your own ship type that suits your purposes.
All that said, using your Flagship to circumvent the rules of combat is generally frowned upon. You should still expect to have to build a base and gather resources on ground missions. Therefor, you should not expect to be able to use your flagship to drop your units directly where you need them.
Edit: My zerg armies make use of the Leviathan, Behemoth, and Swarm Lord to transport their armies, as well as a number of Infested Battlecruisers from the War, and a few 'Spores' or globs of biological material that crash into planets releasing zerg DNA and vital proteins into the atmosphere. The parameters of a flagship are simply that it belongs in the Flagship weight class and that it can transport troops at faster then light-speed. Everything else is open to imagining and interpreting as you see fit (subject to GM approval).
It's a difficult balance point to find between starting at a reasonably weak level for a new character and being strong enough to be able to realistically have an affect on the world (even if it is a small one). As it is, you start with enough points to have a reasonable chance of winning against a single standard enemy army, but you will have to use all of your tools to do so. You will need to rely on your allies and strategy to win larger fights at the beginning.
Also keep in mind that you will need to buy (or at least understand why you are not buying) an Army, a Flagship (to house said army and to get around the sector) as well as your particular hero units. So far, 300 points has suited for starting characters. We may get to a point that we have enough high level characters in the 'verse to accommodate starting at a lower point total, but for now I think we're sticking with this number.
Your points will remain and can be banked indefinitely, they just don't do you much good in that form except to bribe others.
... Looks like Doc has you, I'll post this anyway seeing as how it has a little more info...
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@Mozared: Go
For your abilities, take away the Health Cost of Overgeneration (I was pointing out Frenzy so that you could use it as a template)
and lower the cost of it and Saliva to 50. I changed my mind on this one. Radius 3 is pretty big.Lastly, tell me more of this mysterious Murkag. Can I meet him? What is he? Behemoth, Leviathan, Swarm Lord, some new evolution?
Once that is done, I just need to find the time to double check the point totals of you and Half (probably later tonight), and then both of you should be approved. Yay!!! I have Zergy minions!!! I am happy.
I don't have a lot of time here, so I will address the major points I see for now.
@Ha1fDead: Go
I can't really help you with that unless I know what you have in mind, which is why I requested a PM containing just that.
With the information I have now, I would suggest you ally yourself with the Gracken Brood. Draal has already been established (in the previous game) to be an extremely old cerebrate and will likely have some, if not all of the information you are after.
This post from the old story best displays Draal's character and motives.
And remove the breeds known. The tech of your allies has no baring on the tech you currently possess. It is only relevant to you as what tech will be available for you to purchase from them.
@Mozared: Go
That's funny, because my data says an unupgraded zergling has a speed of 2.9 and an upgraded speed of 4.7 with a 1.3 multiplier while on creep (making it around a speed 6).
Under my "Allowed units", the first option there is a Cerebrate, which I built to be an alternative to the queen. His first ability, fervor, looks remarkably like what you are going for. Just saying.
Regardless, I don't think speed should be a restricter on the use of this ability, there really isn't a point if you can smart target it, and it needs to have a range and radius of effect defined. Now, if it is a global effect... It's cost needs to be increased somewhat. Probably to 150, though I would much prefer it to have a defined radius of effect.
Parasitic Projectiles should not be permanent. It's a cool ability, and I like the support role of this character, but it should have a defined duration. Perhaps 30 seconds?
Saliva also needs a range and radius defined.
If you are going for more hit and run tactics, you should increase your ship's maneuverability (possibly trading places with Cargo as you aren't really using all of that space right now.
Lastly, the Avatar aspect is cool, but you still can't circumvent the death rules with it. If a hero unit dies you still need to pay in points to revive it. Having lore ready for its revival is nice, just don't expect a get out of jail free card for it. That goes for all of y'all's clever plans and such. Rules need to be respected so that no one gets ridiculously over powered (without earning it).
To buy the ability to build observers you pay their tech cost (which is figured by taking their mineral cost divided by 25 (1) and their gas cost divided by 12.5 (6) and their supply cost (1) and adding it all together (8).)(All the unit costs are in the big charts below the character creation charts.)
Once you know how to build a unit, you buy the raw materials and/or man power to create that unit at a cost of 1 point per 10 supply. So for every point you spend you could buy 10 observers.
@Ha1fDead: Go
I really like your character concept, but I don't see any connection to the Themos Brood in your backstory. Nor does it look like your character would have much reason to ally himself with Lilith, except for the tech that you seem to have without buying. Being allied to a brood does not automatically grant you their tech, it just states what they have ready access to for purposes of future purchases and strategic considerations. You will need to rethink your army selection with this in mind.
The Overmind has deliberately cut himself off from the workings of the rest of the Swarm. You will need to give me a pretty good reason why you and he are bffs.
You need Modifiers, probably Armored, Biological, Heroic, Structure.
A 0 movement speed does not refund you points. Sorry.
Mind Control needs some balancing. I like the idea of it being maintained but it's energy cost does not need to vary based on racial considerations. It does, however need to be much higher then in minutes. I would say have it cost 1 energy per second (or .9, which is the standard decay I think) per controlled creature, keep the initial cost, have it break if controlled units get out of range and make Psionic and Heroic units immune. This makes it usable for strategic defense, without it being game breakingly overpowered.
Also, Teleport: I like that you are having energy be the practical restriction on his movement, but it is always possible to upgrade your energy later in the game, thus nullifying this particular restriction. Therefor, I suggest you change the wording of this ability to cost All of Yi'fury's energy. This nullifies that scaling issue, while also keeping the use of Mind Control or Teleport a strategic choice. In addition, the target destination must have creep on it. Lastly, I think it needs a more zergy name, like Transplant or some biological lingo.
Finally, please fill me in on what you have in mind... either here or via private message. If you are intending to play a villain, I need to be able to give you room to be villainous.
Edit: @yukaboy: Go
I'm not sure what the other two think, but I'm not sure anyone's characters are fully finalized yet.
Also, your character can have a backup plan for when he 'dies' but that does not circumvent the death rules. Having that Dragoon is good, but you will still need to pay the 10% (either in points or in stat adjustments) to revive a hero reduced to 0 HP.
Please be patient with us on this. We weren't intending to commit to start this up until after we were all clear from school considerations and the Void of time created by the impending Diablo 3 release. Ya'll votes have been heard, but don't be surprised if the start up is a little staggered as a result.
Edit again @ this post:@yukaboy: Go
That is a risk of having a large stockpile of energy. It is lessened by the Heroic modifier, but it should still be a consideration.
As I see it, a hero character has three options: Forgo the use of abilities and just go for full stats and passive abilities; this hero will likely be Immune to all energy considerations and can safely state his energy as '0' without anything to worry about. Use abilities, but have them all tied to cooldowns; such a character could also forgo energy, but will often be locked out of actions because they are on cooldown. Use abilities tied to energy; such a character has the maximum amount of flexibility in the application of his abilities, but risks being targeted by 'anti-caster' abilities such as silences and Energy drains (Mitigated by half because of the Heroic Modifier).
All of these are valid. But, power and flexibility should cost. This is how we keep some semblance of balance.
I apologize if I over explained. I have an awful habit of hitting people with a wall of text to explain rather simple questions.
@yukaboy: Go
Your abilities don't need to be in 'RPG form'. Build your character as if you would build him on a custom map. Circumstances can be derived from that knowledge.
We will be starting the game as soon as we have enough fully created characters to make a worthwhile start, and once the GMs have the time to discuss and implement the reset in the under-the-table stats we have set up.
@Zanryu1337: Go
If you want to be stealthy, I'd trade your Weapons score with your Maneuverability, or even just rearrange your stats to have a higher Maneuverability.
Weapons and Armor are for when you are in a fight, Man and Sec are for avoiding and/or properly starting a fight.
@Mozared: Go
1. Character creation will always be open. As this is for the most part a sand box setting, characters can come and go as they please at any time.
2. For purposes of Lore, the Events of the Starcraft games happened in a different part of the galaxy, at least a century prior. They happened, but don't have a whole lot of baring on what is happening now. Members of the Terran and Protoss factions are descendants of more far flung colonization or ships that ran away from the events of the Koprulu sector. This is done so that we can both honor and not contradict the existing and in progress story of the games. References can be made, but keep them as obscure and obtuse as possible.
@Zanryu1337: Go
Ah, good. Cause I may be using it in plenty of other ways as well. >=D
Flagship's don't fit into the normal unit models. This is one of those moments where we tweak with the rules to make it work and rule that you have "Super" Battlecruisers or Carriers or what have you that are built to be huge mobile command stations. That is why we slim down their stats, in order to realistically carry what they can carry, they would be way out of the league of any of the standard game units. Therefor, we simply place them in a different, related but not always relevant, weight category.
That doesn't mean a Flagship has to be Huge, Zeratul's ship would be an example of one that is pretty compact and stealthy. But they often are. In addition, because of their cost and battlefield role, they are often custom built, so it is certainly reasonable to fashion your own ship type that suits your purposes.
All that said, using your Flagship to circumvent the rules of combat is generally frowned upon. You should still expect to have to build a base and gather resources on ground missions. Therefor, you should not expect to be able to use your flagship to drop your units directly where you need them.
Edit: My zerg armies make use of the Leviathan, Behemoth, and Swarm Lord to transport their armies, as well as a number of Infested Battlecruisers from the War, and a few 'Spores' or globs of biological material that crash into planets releasing zerg DNA and vital proteins into the atmosphere. The parameters of a flagship are simply that it belongs in the Flagship weight class and that it can transport troops at faster then light-speed. Everything else is open to imagining and interpreting as you see fit (subject to GM approval).
@Markllousk: Go
It's a difficult balance point to find between starting at a reasonably weak level for a new character and being strong enough to be able to realistically have an affect on the world (even if it is a small one). As it is, you start with enough points to have a reasonable chance of winning against a single standard enemy army, but you will have to use all of your tools to do so. You will need to rely on your allies and strategy to win larger fights at the beginning.
Also keep in mind that you will need to buy (or at least understand why you are not buying) an Army, a Flagship (to house said army and to get around the sector) as well as your particular hero units. So far, 300 points has suited for starting characters. We may get to a point that we have enough high level characters in the 'verse to accommodate starting at a lower point total, but for now I think we're sticking with this number.
Your points will remain and can be banked indefinitely, they just don't do you much good in that form except to bribe others.
... Looks like Doc has you, I'll post this anyway seeing as how it has a little more info...