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.
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.
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.
@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.
I believe that with testing, and I mean playing it, we will find what kind of upgrades each unit will need. Most SC2 units have 1 upgrade only. Some have none, some have 2, and only some spellcasters have 3 (Raven is the only one I remember). It shows that some units are good and well balanced through all tiers, while some need upgrades so they can be used later. This is an important change from SC1 and BW, where many units had 2 upgrades and most spellcasters had 3 upgrades (all units with energy had energy upgrades), Ghost had 4 (always counting spell research). We can see SC2 uses a different approach, and I think we should stick to it.
So I keep the my opinion that many of the good ideas we post here must be kept and tested in game. Of course we can scrap some, but we can't rule out most of them.
Right now I think we need to brainstorm the higher tier tech tree. The map file got up to the tier1 building so we can't add higher tier units and abilities to be tested. I can work on the tier1 upgrade building, and maybe a temporary Clanker, but nothing more.
Basic weapon and armor upgrades should be used just like they are for the other races. And most probably shield upgrades too. There's still need to decide how many categories to use. ground and air like protoss? t1, t2 and t3?
@AtikLYar: I guess not all units/buildings will have shields. The Clanker is one that surely has, but units like the Droid and the Scout Drone probably wont. It makes their shield not as good as protoss shield and the related upgrade probably cheaper.
@DrSuperEvil: Lol Yeah and we still buy that $h!+ But we can use any of our ideas and it would be better. Xel'Naga made. man made, Protoss made or even Critter made is better than random atomic accident made.
The idea I gave (idk if any of you read it) was that the Dominion was experimenting on Protoss robotics and AI on Castanar when Raynor got there. Their project was supposed to be a new robotic worker that carried the terran/protoss advanced schematics it needed to colonize hostile worlds too harsh for Terrans. During the Hybrid rampage this worker escaped and now it is carrying on the plan. Eventually they will reappear as a new robotic race.
I dont want them to be Xel'Naga made. I prefer man made. But they're going to be a new melee race and maybe, just maybe, the community will work on a campaign for them, so I don't really care about that right now.
@Yukaboy: Shade and Mirage are excellent names! I thought about Phantom too but it sounds lika a male name and I was thinking about a new name for my cloaking dropship, I guess Shade or Mirage will do, thanks!
@DrSuperEvil: Why do they need a ground detector? Leave this role for the spellcaster flyer, and think of a new role for the ground thing.
Teleportation like Nydus isn't hard. Load units into structure, teleport them to a target or another structure.
I think there's no need to make flyer be morphed/merged from ground units, at least not all of them. Think about the zerg, they're supposed to morph a lot, still there aren't many units that come from lower tier units. This is just one of ways the race uses to get new units, must not be the only one though. We will probably have 2 or 3 merged units at most, and about 4 or 5 morphed units at most. And still this is more than zerg morphs or the only one protoss merge.
No, I didn't attach it. I replaced the model file for the SCV model. And there's no need for actor events to make the terrain texture work. So modellers could do the same for the units and we wouldn't need to use attachments. Well even if we do, I believe there's no problem attaching these model files to a unit, blizzard's original doodas probably lack needed attachment points but we won't use blizzard's anyway.
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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.
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.
@jaxter184: Go That would make a great option to basic structure morph. How does that actually work in game? Just like Refineries over Vespene?
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.
@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.
I believe that with testing, and I mean playing it, we will find what kind of upgrades each unit will need. Most SC2 units have 1 upgrade only. Some have none, some have 2, and only some spellcasters have 3 (Raven is the only one I remember). It shows that some units are good and well balanced through all tiers, while some need upgrades so they can be used later. This is an important change from SC1 and BW, where many units had 2 upgrades and most spellcasters had 3 upgrades (all units with energy had energy upgrades), Ghost had 4 (always counting spell research). We can see SC2 uses a different approach, and I think we should stick to it.
So I keep the my opinion that many of the good ideas we post here must be kept and tested in game. Of course we can scrap some, but we can't rule out most of them.
Right now I think we need to brainstorm the higher tier tech tree. The map file got up to the tier1 building so we can't add higher tier units and abilities to be tested. I can work on the tier1 upgrade building, and maybe a temporary Clanker, but nothing more.
Basic weapon and armor upgrades should be used just like they are for the other races. And most probably shield upgrades too. There's still need to decide how many categories to use. ground and air like protoss? t1, t2 and t3?
@AtikLYar: I guess not all units/buildings will have shields. The Clanker is one that surely has, but units like the Droid and the Scout Drone probably wont. It makes their shield not as good as protoss shield and the related upgrade probably cheaper.
@DrSuperEvil: Lol Yeah and we still buy that $h!+ But we can use any of our ideas and it would be better. Xel'Naga made. man made, Protoss made or even Critter made is better than random atomic accident made.
The idea I gave (idk if any of you read it) was that the Dominion was experimenting on Protoss robotics and AI on Castanar when Raynor got there. Their project was supposed to be a new robotic worker that carried the terran/protoss advanced schematics it needed to colonize hostile worlds too harsh for Terrans. During the Hybrid rampage this worker escaped and now it is carrying on the plan. Eventually they will reappear as a new robotic race.
I dont want them to be Xel'Naga made. I prefer man made. But they're going to be a new melee race and maybe, just maybe, the community will work on a campaign for them, so I don't really care about that right now.
@Yukaboy: Shade and Mirage are excellent names! I thought about Phantom too but it sounds lika a male name and I was thinking about a new name for my cloaking dropship, I guess Shade or Mirage will do, thanks!
@DrSuperEvil: Why do they need a ground detector? Leave this role for the spellcaster flyer, and think of a new role for the ground thing. Teleportation like Nydus isn't hard. Load units into structure, teleport them to a target or another structure.
I think there's no need to make flyer be morphed/merged from ground units, at least not all of them. Think about the zerg, they're supposed to morph a lot, still there aren't many units that come from lower tier units. This is just one of ways the race uses to get new units, must not be the only one though. We will probably have 2 or 3 merged units at most, and about 4 or 5 morphed units at most. And still this is more than zerg morphs or the only one protoss merge.
@AtikLyar: I'd give it more direct combat abilities than economy abilities. Maybe that can be used by the spellcaster flyer?
Yeah, it would be great. Using it along with that terrain texture feature would create a perfect camo visual.
No, I didn't attach it. I replaced the model file for the SCV model. And there's no need for actor events to make the terrain texture work. So modellers could do the same for the units and we wouldn't need to use attachments. Well even if we do, I believe there's no problem attaching these model files to a unit, blizzard's original doodas probably lack needed attachment points but we won't use blizzard's anyway.