Never played it. Always wanted to, but I could never get it.
And I've seriously nerfed the unit selection; I took Marauders out and made the max amount of combinations to be 4. It was to complicated, especially since I was aiming to do the same for the other two races.
I'm thinking I might change it around to multiple bases around the map that players need to capt in order to create revenue. Bases break down into four different types:
Home - keep this yours or else you lose.
Mine - capture this to create revenue.
Outpost - use this to build units.
Installments - use this to combine units into heroes.
I'd like some suggestions on which units from Protoss and Zerg I should use.
Ling, Hydra, Roach seem obvious, but I'd like your suggestions. I'd prefer to have the same selection size for all races.
Just a simple mod to test out some of Galaxy's functions and help me get used to the GUI. If anyone ever played Altered Starcraft, this game will be slightly like that. With Terrans getting faster build time, Protoss having lower cost, and Zergs being stronger. However, not only will that change, there will also be 'hero' like units that the player can get by trading in certain units.
ie: 10 Marines => Alpha Marine, which would be slightly greater in strength than the 10 marines.
Later, the player could also combine their Alpha units to create specialized units with actual hero properties. Taking the example from before, combing 10 Alpha Marines would create a Omega Marine. However, not only could the player upgrade to a hero unit, he or she could add in extra units with desirable skills that they would want for the hero.
ie: Player adds an Alpha Medic to the 10 Alpha Marines and gets a Medic Marine. or Player adds an Alpha Ghost to the 10 Alpha Marines and gets a SpecOps Marine.
To give an idea I'll outline the basics for a marine's advancement.
Marine
10 Marines = Alpha Marine
10 Alpha Marines = Omega Marine
Skills
-Stim Shots - Improve movement speed and damage due to better accuracy.
10 Alpha Marines + Alpha Medic = Medic Marine
Skills
-Stim Shots
-Medicine Gas - Heals all units around it slightly
10 Alpha Marines + Alpha Ghost = SpecOps Marine
-Rifle - Farther range, slower shoot speed.
-Light armor - Weaker, but faster movement speed.
Skills
-Stim Shots
-Head Shot - shoot to kill one non-hero unit instantly
10 Alpha Marines + Alpha Marauder = Heavy Marine
-Gatling Gun - shoot faster, but weaker. Cannot attack Air.
-Heavy Armor - Stronger, but slower movement.
Skills
-Stim Shots
-Radioactive Bullets - Peirce armor for a devastating attack.
10 Alpha Marines + Alpha Reaper = Assault Marine
-Assault Riffle - Farther range, slower shoot speed. (Shorter range but faster than SpecOps)
Skills
-Stim Shots
-Jet Pack - can jump up and down cliffs
-Shot Gun - Shoot in a short distance in front for major damage.
Depending on how complex the combinations end up becoming I may restrict the players from continuing farther up the tech tree.
Also instead of this being played like a normal deathmatch game, this will become more like king of the hill. Player's will start with strong defenses guarding their main base to stop an enemy attack, but in order to win they must end up controlling the hill for the longest time. Also, to stop players from just rushing in the first few seconds of the game, natural destructibles will be in place to force the player to tech up more.
I'd like to hear your comments on this.
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Maybe. Once I get the basics down I might add in some of the units I took out (with extra powers and such).
Never played it. Always wanted to, but I could never get it.
And I've seriously nerfed the unit selection; I took Marauders out and made the max amount of combinations to be 4. It was to complicated, especially since I was aiming to do the same for the other two races.
Its just a rough estimate. I have a chart that I made during school that I'll digitize and upload later.
Just added a basic sheet.
Deciding on weither or not anything above Omega should really be considered a complete hero.
I'm thinking I might change it around to multiple bases around the map that players need to capt in order to create revenue. Bases break down into four different types:
Home - keep this yours or else you lose.
Mine - capture this to create revenue.
Outpost - use this to build units.
Installments - use this to combine units into heroes.
I'd like some suggestions on which units from Protoss and Zerg I should use.
Ling, Hydra, Roach seem obvious, but I'd like your suggestions. I'd prefer to have the same selection size for all races.
Just a simple mod to test out some of Galaxy's functions and help me get used to the GUI. If anyone ever played Altered Starcraft, this game will be slightly like that. With Terrans getting faster build time, Protoss having lower cost, and Zergs being stronger. However, not only will that change, there will also be 'hero' like units that the player can get by trading in certain units.
ie: 10 Marines => Alpha Marine, which would be slightly greater in strength than the 10 marines.
Later, the player could also combine their Alpha units to create specialized units with actual hero properties. Taking the example from before, combing 10 Alpha Marines would create a Omega Marine. However, not only could the player upgrade to a hero unit, he or she could add in extra units with desirable skills that they would want for the hero.
ie: Player adds an Alpha Medic to the 10 Alpha Marines and gets a Medic Marine. or Player adds an Alpha Ghost to the 10 Alpha Marines and gets a SpecOps Marine.
To give an idea I'll outline the basics for a marine's advancement.
Marine
10 Marines = Alpha Marine
10 Alpha Marines = Omega Marine
10 Alpha Marines + Alpha Medic = Medic Marine
10 Alpha Marines + Alpha Ghost = SpecOps Marine
10 Alpha Marines + Alpha Marauder = Heavy Marine
10 Alpha Marines + Alpha Reaper = Assault Marine
Depending on how complex the combinations end up becoming I may restrict the players from continuing farther up the tech tree.
Also instead of this being played like a normal deathmatch game, this will become more like king of the hill. Player's will start with strong defenses guarding their main base to stop an enemy attack, but in order to win they must end up controlling the hill for the longest time. Also, to stop players from just rushing in the first few seconds of the game, natural destructibles will be in place to force the player to tech up more.
I'd like to hear your comments on this.