@topspin429: Go Right now all you can do is download the latest map file from the data thread and test it. There are no enemies to fight, but you can tech up and check what is already in.
@Sarconis: Go We have some T1 structures and units, not all of them. The power system and the auto-harvester are in separate files and still need to be moved to the project map file.
Okay, so what if the detector was a sort of "flying healer" medivac style.
I'm assuming repair would work to heal buildings and units, as everything would be mechanical. So what if it had eight arms sticking off the central piece. Four would have searchlights and the other four would have repair tools. They could fly around as detectors and make base repairs of work on your army.
Its a good idea, it would be great if they had the ability to repair more than one unit at a time. And some range as well, SCVs aren't good for repairing units during battle since they need to be that close. We can make these arms work like a Spine Crawler's tentacle: moving to the target's place and following it.
One important note here (at least in my opinion): This project will only achieve good progress when we start some kind of alpha testing. You know, the Blizzard's way of doing it: Throw in all ideas, get some people to play it and give feedback and then start changing, creating, scrapping, until its finished. I know it may be too early in development to do that. We need more units and some abilities. But we must work to get to an alpha testing point.
We should be using the brainstorm thread, but I guess its ok. Tihnking aobut the unit roles, we need one basic fighter flyer, one detector that might also have other roles (like Ravens and Science Vessels), I don't feel its a good idea to "waste" a "unit slot" with a unit that can only detect. That fits the Observer well for protoss, let's not copy it. We also need one strong fighter/ capital ship.
But the project blueprint already covers some of these.
@AtikLYar: Interesting questions. I think we shouldn't stick to the droid/drone/bot concept too much. They are all commanded by robotic AI, but it doesn't mean they all have to look like standard droids. I agree with you, use wheels and treads for low tier and other slow-moving units, while walkers are higher tier, fast-moving units.
@topspin429: Go Right now all you can do is download the latest map file from the data thread and test it. There are no enemies to fight, but you can tech up and check what is already in.
@Sarconis: Go We have some T1 structures and units, not all of them. The power system and the auto-harvester are in separate files and still need to be moved to the project map file.
@Sarconis: Go So check the art and brainstorming threads, we need help there too :-)
2 to 4 range would be good. More than 4 would be too much. I'm thinking about 2 targets at a time, just like the upgraded Medivac from the campaign.
Its a good idea, it would be great if they had the ability to repair more than one unit at a time. And some range as well, SCVs aren't good for repairing units during battle since they need to be that close. We can make these arms work like a Spine Crawler's tentacle: moving to the target's place and following it.
One important note here (at least in my opinion): This project will only achieve good progress when we start some kind of alpha testing. You know, the Blizzard's way of doing it: Throw in all ideas, get some people to play it and give feedback and then start changing, creating, scrapping, until its finished. I know it may be too early in development to do that. We need more units and some abilities. But we must work to get to an alpha testing point.
We should be using the brainstorm thread, but I guess its ok. Tihnking aobut the unit roles, we need one basic fighter flyer, one detector that might also have other roles (like Ravens and Science Vessels), I don't feel its a good idea to "waste" a "unit slot" with a unit that can only detect. That fits the Observer well for protoss, let's not copy it. We also need one strong fighter/ capital ship.
But the project blueprint already covers some of these.
@AtikLYar: Interesting questions. I think we shouldn't stick to the droid/drone/bot concept too much. They are all commanded by robotic AI, but it doesn't mean they all have to look like standard droids. I agree with you, use wheels and treads for low tier and other slow-moving units, while walkers are higher tier, fast-moving units.
And what about the flyers?
I can help with data and some interface such as icons, wireframes and even some texture works.