@DrSuperEvil: There's no need for that at all. I just gave the SCV one doodad model (one of the Aiur Ruined Ships) and when it moves it assumes the texture of the ground it is standing on. That's a perfect blend in my opinion.
What about just giving it the Terrain texture for some parts? Just like some doodads. The unit would automatically blend with its surroundings. It may be off topic, but I can imagine a human sniper laying down covered like that. Like in this
Just replace the human with some kind of robot and we have our stealth ability visuals.
@DrSuperEvil: That would be awesome. The stealth units would look different from both standard cloak and burrow effects. Maybe some units could automatically hide when idle. Nos as good as cloak, but better than burrow.
We can put both to test in game. The blueprint idea, and the standard flyer transport, maybe with the ability I suggested for it, an alternative ground mode that would be a "slow-moving" bunker. We can do it for most cases we have more than one idea for the unit. Over time we will have enough feedback to decide which version is going to be used. And I think it is going great, since we actually have more ideas than we can use, better than lacking good ideas ;-)
@AtikLyar: Thats what I'm trying to say the whole time. There are many things in common for the 3 races. In my opinion the 4th race should stick to that.
Workers, the building that unlocks the first combat unit and higher tier buildings, an upgrade building that unlocks a turret, a transport flyer, a detector flyer, a second upgrade building for higher tier, and so on.
EDIT: Attached a picture so we can plan the tech tree, I used the blueprint as a start. The Fusion Reactor is one idea I had, so players wont need to rely on their town halls as their only power source. It would be morphed from the standard power line structure and would be cheaper than a town hall.
We are all giving this new race more restrictions than any of the 3 original races have. And then we are trying to balance these restrictions with buffs that may be unbalacing themselves. Cheaper/faster workers make a huge impact in economies, its not whitout a purpose that blizzard gave the 3 races workers with the same cost, speed, attack range and so on. If we walk away from that formula, we must expect several balance issues.
Keep this new race's functionality closer to that of original races. But that's just my opinion.
Guys, first we need to get smoe basic combat units working. If we start messing with the races' economy there no way we can know how unbalancing it will be. There are some interesting ideas there, but remember that blizzard scrapped some ideas just because there were exploits, or cheese tactics to be used against, or some other problem.
Basically what I saying is that we need to be at least in alpha testing phase to check these ideas separately.
EDIT: temporary building over mineral fields is a good idea. Must not be avaiable from start though. That "everything made of workers" is not a good idea. Other players would hunt workers like hell, and "robot" players would have a hard time keeping their economies running and their workers production up to their need.
@Jaxter184: I agree with you. Defining strengths and weaknesses is one of the most important decisions to make. The blueprint says this race has good stealth and hit and run tactics, so cloaked units and fast moving/cliff jumper units should be in.
'better get the island expo' LOL, what kind of strength is that? I guess you mean something like Lift Off?
One more Xel'Naga failure then. Considering they are the most powerful species in the galaxy, they are masters of epic fail lol. Its a good idea, but I'd like to tie this new race to the Starcraft universe without using the whole Xel'Naga-sped-up-evolution-and-failure-now-lets-get-revenge once more. C'mon they can't be responsible for everything that crosses Terran path ;-)
One idea for the Hauler transport: It has 2 modes. The standard air transport mode and a slow ground mode. When on ground mode it opens small slits that allow units to attack from inside, so it would be some kind of mobile bunker. It would be great for bringing reinforcements into battle.
Some thoughts on the Scout Drone: It needs a starcraftish name, I think Vigilant is a good one. If its going to cost 50 minerals it can't be weaker than a marine. It can't be much faster than Zerglings or this race will be too powerful in early rushes, specially because its not a melee unit, microing them would be OP against melee units. Don't make both Scout Drones and SCUs able to target air units, stick to the other races' formulas in this case.
This race will need a raider, some kind of fast unit, maybe able to move over cliffs, but it can't be the first unit. I think the Clanker's role could be merged/moved to another unit. The Science Vessel's Nano Repair ability would fit this race perfectly (for that "mending works" idea). The Crazyhorse Truck model fits the Drillbot idea, check its attack animation and you will see ;-) It could even keep the Crazyhorse name.
You guys want these robots to look rusty and... what was the word? Clanky? But if they're so advanced I'd give them a mix of Terran and mechanical Protoss look, and to make them different from other races give them a bluish/cyan color. I imagine the droid a mix of probe and SCV, with arms but not as cubic as the SCV.
Very interesting. I'm reading the document and its awesome, I've already had some ideas about it. Gonna write them down here or I'll forget them.
-Individual upgrades: Better stick to morph options like Zerg and leave upgrades as they are for the standard races. Other players may find difficult to know what they're countering if each unit of a single unit type has different abilities. This can become a serious issue if you give them many options.
-Power line: I think it can be done. Effects and behaviors together can do pretty much anything.
-Ideas for temporary unit models: Command Bio-Dome or Protoss Archive for "Town Hall". Hivemind Emulator or New Folsom Tower model for Power Line structure. Automated Refinery for Processing Plant. Use the A.R.E.S. model for some mech unit. Use that funny Super Crane Advanced model, it even fits the race back story as it looks like the cranes in the campaign mission.
And my back story idea: Castanar was the Dominion's main lab for alien research. One of their research projects was to uncover the secrets of Protoss robotic brains, such as probes and Sentries. The Dominion wanted to improve MULES and other units for other tasks and even combat, and they were making incredible advances when Raynor got there. During the Hybrid rampage a prototype Droid went rogue and escaped, taking with him information on many research projects, unit schematics and a set of objectives: colonize empty worlds, upgrade all schematics to improve their performance and eliminate hostiles. Now this new "race" is on the loose, waiting to strike anyone on its path.
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@DrSuperEvil: There's no need for that at all. I just gave the SCV one doodad model (one of the Aiur Ruined Ships) and when it moves it assumes the texture of the ground it is standing on. That's a perfect blend in my opinion.
What about just giving it the Terrain texture for some parts? Just like some doodads. The unit would automatically blend with its surroundings. It may be off topic, but I can imagine a human sniper laying down covered like that. Like in this
Just replace the human with some kind of robot and we have our stealth ability visuals.
@DrSuperEvil: That would be awesome. The stealth units would look different from both standard cloak and burrow effects. Maybe some units could automatically hide when idle. Nos as good as cloak, but better than burrow.
We can put both to test in game. The blueprint idea, and the standard flyer transport, maybe with the ability I suggested for it, an alternative ground mode that would be a "slow-moving" bunker. We can do it for most cases we have more than one idea for the unit. Over time we will have enough feedback to decide which version is going to be used. And I think it is going great, since we actually have more ideas than we can use, better than lacking good ideas ;-)
@AtikLyar: Thats what I'm trying to say the whole time. There are many things in common for the 3 races. In my opinion the 4th race should stick to that. Workers, the building that unlocks the first combat unit and higher tier buildings, an upgrade building that unlocks a turret, a transport flyer, a detector flyer, a second upgrade building for higher tier, and so on.
EDIT: Attached a picture so we can plan the tech tree, I used the blueprint as a start. The Fusion Reactor is one idea I had, so players wont need to rely on their town halls as their only power source. It would be morphed from the standard power line structure and would be cheaper than a town hall.
We are all giving this new race more restrictions than any of the 3 original races have. And then we are trying to balance these restrictions with buffs that may be unbalacing themselves. Cheaper/faster workers make a huge impact in economies, its not whitout a purpose that blizzard gave the 3 races workers with the same cost, speed, attack range and so on. If we walk away from that formula, we must expect several balance issues.
Keep this new race's functionality closer to that of original races. But that's just my opinion.
Guys, first we need to get smoe basic combat units working. If we start messing with the races' economy there no way we can know how unbalancing it will be. There are some interesting ideas there, but remember that blizzard scrapped some ideas just because there were exploits, or cheese tactics to be used against, or some other problem.
Basically what I saying is that we need to be at least in alpha testing phase to check these ideas separately.
EDIT: temporary building over mineral fields is a good idea. Must not be avaiable from start though. That "everything made of workers" is not a good idea. Other players would hunt workers like hell, and "robot" players would have a hard time keeping their economies running and their workers production up to their need.
@Jaxter184: I agree with you. Defining strengths and weaknesses is one of the most important decisions to make. The blueprint says this race has good stealth and hit and run tactics, so cloaked units and fast moving/cliff jumper units should be in.
'better get the island expo' LOL, what kind of strength is that? I guess you mean something like Lift Off?
One more Xel'Naga failure then. Considering they are the most powerful species in the galaxy, they are masters of epic fail lol. Its a good idea, but I'd like to tie this new race to the Starcraft universe without using the whole Xel'Naga-sped-up-evolution-and-failure-now-lets-get-revenge once more. C'mon they can't be responsible for everything that crosses Terran path ;-)
@DrSuperEvil: Yes, I think it is.
One idea for the Hauler transport: It has 2 modes. The standard air transport mode and a slow ground mode. When on ground mode it opens small slits that allow units to attack from inside, so it would be some kind of mobile bunker. It would be great for bringing reinforcements into battle.
Some thoughts on the Scout Drone: It needs a starcraftish name, I think Vigilant is a good one. If its going to cost 50 minerals it can't be weaker than a marine. It can't be much faster than Zerglings or this race will be too powerful in early rushes, specially because its not a melee unit, microing them would be OP against melee units. Don't make both Scout Drones and SCUs able to target air units, stick to the other races' formulas in this case.
This race will need a raider, some kind of fast unit, maybe able to move over cliffs, but it can't be the first unit. I think the Clanker's role could be merged/moved to another unit. The Science Vessel's Nano Repair ability would fit this race perfectly (for that "mending works" idea). The Crazyhorse Truck model fits the Drillbot idea, check its attack animation and you will see ;-) It could even keep the Crazyhorse name.
You guys want these robots to look rusty and... what was the word? Clanky? But if they're so advanced I'd give them a mix of Terran and mechanical Protoss look, and to make them different from other races give them a bluish/cyan color. I imagine the droid a mix of probe and SCV, with arms but not as cubic as the SCV.
How different it must be from the other races? Can it have abilities like repair, lift off, shields?
Very interesting. I'm reading the document and its awesome, I've already had some ideas about it. Gonna write them down here or I'll forget them.
-Individual upgrades: Better stick to morph options like Zerg and leave upgrades as they are for the standard races. Other players may find difficult to know what they're countering if each unit of a single unit type has different abilities. This can become a serious issue if you give them many options.
-Power line: I think it can be done. Effects and behaviors together can do pretty much anything.
-Ideas for temporary unit models: Command Bio-Dome or Protoss Archive for "Town Hall". Hivemind Emulator or New Folsom Tower model for Power Line structure. Automated Refinery for Processing Plant. Use the A.R.E.S. model for some mech unit. Use that funny Super Crane Advanced model, it even fits the race back story as it looks like the cranes in the campaign mission.
And my back story idea: Castanar was the Dominion's main lab for alien research. One of their research projects was to uncover the secrets of Protoss robotic brains, such as probes and Sentries. The Dominion wanted to improve MULES and other units for other tasks and even combat, and they were making incredible advances when Raynor got there. During the Hybrid rampage a prototype Droid went rogue and escaped, taking with him information on many research projects, unit schematics and a set of objectives: colonize empty worlds, upgrade all schematics to improve their performance and eliminate hostiles. Now this new "race" is on the loose, waiting to strike anyone on its path.