Well, as I said to Zeldarules I don't have much free time right now to work on it. I've been the "basic data editor" while SuperEvil is the "amazing data editor" so far. I hope AtikLYar wil update the blueprint unitl I can get my hands on it.
Keep working on it guys! One topic I'd like to discuss is "unit roles and different strategies" how's this race compared to the others? We have to consider the new HoTS multiplayer, our units have to fill roles that all the 3 original races have, and many unit details must be decided, like how many units counter light or armored units, how many units counter air (someone said we have too many units that counter air). How many units counter Marines? ;-)
@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.
Well, Terrans are supposed to rely on brute force and thick armor much more than Protoss, still they can use things like Yamato Cannons, EMP, and such. Saying they are brute mechanic things doesn't mean they can't use beams, lasers and bright shining effects. They're still supposed to be advanced mechanic robots.
@DrSuperEvil: Go Reverse Graviton Beam would bring air units down so other ground units would be able to attack it. This idea is very popular and was even used as a joke to what give Protoss to make them better. I don't know, maybe we could use it for our race.
@DrSuperEvil: Go Yeah, it inherited the Left2Die Choker ability. Some other things were borrowed from that mod too. Reverse Graviton Beam to replace it?
@yukaboy: Go The Town Hall could be unable to receive resources when burrowed, just like CCs when lifted. But it was just an idea to follow the ones going on here. I'm not sure this race will need that kind of ability.
@AtikLYar: Go Instead of cloaking I'd say lower and when lowered they are hidden, just like zerg units, but they can't train or do anything else. Maybe just for some buildings, not all of them, like Terrans can't lift off all their buildings.
@littlefury916: Go Agreed, this crane thing looks like its way better than MULEs, but as I said before, let's wait for alpha testing so we can start balancing it.
And you guys need to keep in mind a standard limitation of Merge abilities: If you give the ability to more than 1 unit type, the player can use any combination of 2 units to merge. So if both the Scout and the Clanker have this ability, the player can use 2 Scouts, 2 Clankers or 1 Scout and 1 Clanker to merge.
And I said 'standard' because we can work on it and try to find a workaround.
Well, as I said to Zeldarules I don't have much free time right now to work on it. I've been the "basic data editor" while SuperEvil is the "amazing data editor" so far. I hope AtikLYar wil update the blueprint unitl I can get my hands on it.
Keep working on it guys! One topic I'd like to discuss is "unit roles and different strategies" how's this race compared to the others? We have to consider the new HoTS multiplayer, our units have to fill roles that all the 3 original races have, and many unit details must be decided, like how many units counter light or armored units, how many units counter air (someone said we have too many units that counter air). How many units counter Marines? ;-)
@DrSuperEvil: He will have a huge amount of work to catch up with all the ideas the thread accumulated over all this time.
@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.
@AtikLYar: Go Minerals and Vespene, just like everybody else in the Koprulu sector. :-)
Well, Terrans are supposed to rely on brute force and thick armor much more than Protoss, still they can use things like Yamato Cannons, EMP, and such. Saying they are brute mechanic things doesn't mean they can't use beams, lasers and bright shining effects. They're still supposed to be advanced mechanic robots.
@DrSuperEvil: Go Reverse Graviton Beam would bring air units down so other ground units would be able to attack it. This idea is very popular and was even used as a joke to what give Protoss to make them better. I don't know, maybe we could use it for our race.
@DrSuperEvil: Go Yeah, it inherited the Left2Die Choker ability. Some other things were borrowed from that mod too. Reverse Graviton Beam to replace it?
@yukaboy: Go The Town Hall could be unable to receive resources when burrowed, just like CCs when lifted. But it was just an idea to follow the ones going on here. I'm not sure this race will need that kind of ability.
@AtikLYar: Go Instead of cloaking I'd say lower and when lowered they are hidden, just like zerg units, but they can't train or do anything else. Maybe just for some buildings, not all of them, like Terrans can't lift off all their buildings.
@littlefury916: Go Agreed, this crane thing looks like its way better than MULEs, but as I said before, let's wait for alpha testing so we can start balancing it.
@jaxter184: Go What modes do you suggest for it?
@littlefury916: Go You can use any 2 units to merge into 1, just like with HTs and DTs. But according to DrSuperEvil this is no longer a limitation.
And you guys need to keep in mind a standard limitation of Merge abilities: If you give the ability to more than 1 unit type, the player can use any combination of 2 units to merge. So if both the Scout and the Clanker have this ability, the player can use 2 Scouts, 2 Clankers or 1 Scout and 1 Clanker to merge.
And I said 'standard' because we can work on it and try to find a workaround.
I can be a voice actor too.
EDIT: Directive? lol
@AtikLYar: Go I'd stop on the air/ground specializations.