If you don't mind, perhaps instead of redesigning the demo droid, I have a new idea for a unit.
It's a parasite style unit. It's a slow little robot with low life. It can walk up to structures and slowly take them over. But, it also has 2 other abilities. The first of them is an ability that creates a little spy bot on any unit, even an enemy. This little spy bot is unkillable, but the unit can be killed itself to disable it. The spy bot itself reveals a fairly large range, sometimes further than your own units. This could be used to either create good scouts or just to spy on enemies. Its last ability allows it to create a little floating drone that repairs nearby allies slowly. Can also repair shields maybe? Only lasts about 10 seconds? This ability doesn't stack with other drone thingys. How does this sound? It has a little bit of use and it can be pretty useful and it doesn't seem too powerful. I don't think demolition droid has anything to do with these types of abilities so I suggest a new unit entirely.
I think the clanker should be replaced with one of the lighter tier spellcasters. It might work out nicely. Having a spellcaster so early might just be a good idea. The protoss did it and that worked. Should we try the demolition droid or petard at tier 1.5?
Bonuses: Attacks bounce once dealing 2 dmg instead of 2 to the 2nd target?
Abilities: Can be upgraded to make defensive structures spawn 1-2 scout drones on death
Edit: Oh and for tiers, the way I define it is by how many buildings were needed to be built. So for example marine is tier 1 marauder reaper hellion are tier 1.5 but I call em tier 1. Siege tank ghost viking and medivac tier 2. Banshee and raven tier 2.5. And finally, thor battlecruiser tier 3.
Oh, and here's a capitol ship I was working on. I'd post it in data, but I don't know if you guys would want this in there. So, what do you think? It was originally for my own purposes, but I've given up sicne I couldn't find a way to tint the sentry beam and the explosion red.
Anyway, what do you think? Could this work for the powerhouse air?
I think...I did this right...I did it based on my knowledge...it's a new doc with the roles that I know of and what units fit them based on what I know
Alright...I think I've finished for tonight. If you guys would like me to change it, just ask.
Just to say so, I'm actually quite surprised at how many roles have actually been filled and how many we might still want. However, I do have something to say. There seems to be a lot of early game units and not as many late and mid game units...just saying...
Yea, I think we might want a separate unit for artillery and maybe...just maybe...a separate unit for anti ground airship and in return remove a few low tech units that we don't need. I'm not the lead designer here and it's a public design thread, so I'm going to ask the people what units they think aren't needed and what roles do they think need to be filled.
Edit: Oh, and sorry about the messiness...
I'll give a little description of what this is....the top part has a list of units for each race describing each unit specifically and saying what their basic roles are. Then going down you will see I say It's time to balance some races. At that point down it's listing all the units that kind of have similar roles. Then it gives a description of what that role is, then it will say if a unit form the race fits or if it doesn't it just says 000000 and it says if it should be filled or if it's just a role that exists and isn't needed. The bottom has a blank space for any units that didn't fit, but I found some spots, so that's unimportant. That's about it.
Here's an example of what 1 unit in one of the "table reports" looks like. I did one on the probe real quick.
Update: 2nd example shows off the zealot which also includes unit role. Probe is obviously the worker so it didn't need that. I will post 1 final example showing off a building and how those work.
Fine, if you can replace a siege tank with whatever you're talking about, then go ahead, but I'm just saying it should be its own unit.
Edit: I think it's about time we got a bit more organized. I think there's 2 ways to settle the issue. 1 is to wait for a long time until the race is closing on finishing and testing how powerful the artillery unit idea is. The other is a lot better, in my opinion. I think we need to take notes on all the details on balance for all the units, upgrades, structures, amount of unit types, etc for the protoss, terran, zerg, and this race. Then I think we should compare and contrast and see what holes need to be filled. I will volunteer to do the protoss and terran and if nobody else will, the zerg too. I'd like it if we got somebody to strip all the unit and structure ideas off of the main page and updated it and got that working so we can compare them. What does everybdoy else think?
The walker isn't an artillery unit. If the walker can outrange defenses with a range of 7 and can only attack ground, then it's perfect. But, I don't think so.
Well, the idea was to create a siege tank based unit, but more towards this race. I think (my opinion) that it needs to be its own unit. It was meant to be an aoe long ranged unit. That's the general purpose. If we decide to make the unit an upgrade to an already existing unit, the race wouldn't exactly have the focus on artillery like the other 3. This is my thinking.
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Is this abandoned or heavily delayed?
@DrSuperEvil: Go
Or maybe, I've never heard...
If you don't mind, perhaps instead of redesigning the demo droid, I have a new idea for a unit.
It's a parasite style unit. It's a slow little robot with low life. It can walk up to structures and slowly take them over. But, it also has 2 other abilities. The first of them is an ability that creates a little spy bot on any unit, even an enemy. This little spy bot is unkillable, but the unit can be killed itself to disable it. The spy bot itself reveals a fairly large range, sometimes further than your own units. This could be used to either create good scouts or just to spy on enemies. Its last ability allows it to create a little floating drone that repairs nearby allies slowly. Can also repair shields maybe? Only lasts about 10 seconds? This ability doesn't stack with other drone thingys. How does this sound? It has a little bit of use and it can be pretty useful and it doesn't seem too powerful. I don't think demolition droid has anything to do with these types of abilities so I suggest a new unit entirely.
Sound good?
I think the clanker should be replaced with one of the lighter tier spellcasters. It might work out nicely. Having a spellcaster so early might just be a good idea. The protoss did it and that worked. Should we try the demolition droid or petard at tier 1.5?
@AtikLYar: Go
Zerg tier 1 is zergling roach baneling queen
How about...
Scout Drone
Life: 15
Shields: 15
Weapon: Range of 4 dmg 5 weaponspeed 0.90 or so
Speed: 3-4 maybe 4-5
Bonuses: Attacks bounce once dealing 2 dmg instead of 2 to the 2nd target?
Abilities: Can be upgraded to make defensive structures spawn 1-2 scout drones on death
Edit: Oh and for tiers, the way I define it is by how many buildings were needed to be built. So for example marine is tier 1 marauder reaper hellion are tier 1.5 but I call em tier 1. Siege tank ghost viking and medivac tier 2. Banshee and raven tier 2.5. And finally, thor battlecruiser tier 3.
@SoulFilcher: Go
Yea
Oh, and here's a capitol ship I was working on. I'd post it in data, but I don't know if you guys would want this in there. So, what do you think? It was originally for my own purposes, but I've given up sicne I couldn't find a way to tint the sentry beam and the explosion red.
Anyway, what do you think? Could this work for the powerhouse air?
I think...I did this right...I did it based on my knowledge...it's a new doc with the roles that I know of and what units fit them based on what I know
The (#) is the tier and I put a ? if I didnt know
Alright...I think I've finished for tonight. If you guys would like me to change it, just ask.
Just to say so, I'm actually quite surprised at how many roles have actually been filled and how many we might still want. However, I do have something to say. There seems to be a lot of early game units and not as many late and mid game units...just saying...
Yea, I think we might want a separate unit for artillery and maybe...just maybe...a separate unit for anti ground airship and in return remove a few low tech units that we don't need. I'm not the lead designer here and it's a public design thread, so I'm going to ask the people what units they think aren't needed and what roles do they think need to be filled.
Edit: Oh, and sorry about the messiness...
I'll give a little description of what this is....the top part has a list of units for each race describing each unit specifically and saying what their basic roles are. Then going down you will see I say It's time to balance some races. At that point down it's listing all the units that kind of have similar roles. Then it gives a description of what that role is, then it will say if a unit form the race fits or if it doesn't it just says 000000 and it says if it should be filled or if it's just a role that exists and isn't needed. The bottom has a blank space for any units that didn't fit, but I found some spots, so that's unimportant. That's about it.
Alright. If I went the fast and easy way that you suggested, I suppose...I could do it tonight and fairly easily. Gimme an hour or so.
Here's an example of what 1 unit in one of the "table reports" looks like. I did one on the probe real quick.
Update: 2nd example shows off the zealot which also includes unit role. Probe is obviously the worker so it didn't need that. I will post 1 final example showing off a building and how those work.
Fine, if you can replace a siege tank with whatever you're talking about, then go ahead, but I'm just saying it should be its own unit.
Edit: I think it's about time we got a bit more organized. I think there's 2 ways to settle the issue. 1 is to wait for a long time until the race is closing on finishing and testing how powerful the artillery unit idea is. The other is a lot better, in my opinion. I think we need to take notes on all the details on balance for all the units, upgrades, structures, amount of unit types, etc for the protoss, terran, zerg, and this race. Then I think we should compare and contrast and see what holes need to be filled. I will volunteer to do the protoss and terran and if nobody else will, the zerg too. I'd like it if we got somebody to strip all the unit and structure ideas off of the main page and updated it and got that working so we can compare them. What does everybdoy else think?
Swarm Host
The walker isn't an artillery unit. If the walker can outrange defenses with a range of 7 and can only attack ground, then it's perfect. But, I don't think so.
Well, the idea was to create a siege tank based unit, but more towards this race. I think (my opinion) that it needs to be its own unit. It was meant to be an aoe long ranged unit. That's the general purpose. If we decide to make the unit an upgrade to an already existing unit, the race wouldn't exactly have the focus on artillery like the other 3. This is my thinking.