Perhaps, just throwing an idea out there, that when the hauler gets close to the edge of a cliff or something, and there's space or water there, then it can do a blink type thing? Or maybe, when it reaches space, just to be cool, it shoots rockets out from under it, making it look like it's floating over the space?
That is true, yes. It is a big structure. But if you know that you're going to use an autoharvester, then why place the town hall in the spot of where the auto harvester is supposed to be? What I'm trying to say is, it's all part of the strategy of this race.
That part of the process will occur later on when we begin testing the units out against the other 3 races. From what we have already on the test map, I think the scout drone should have a small time increase, becuase they build pretty fast. All the others should probably be toned down slightly.
@DrSuperEvil: Go No, Marauders are better against armored. While the race will have only mechanic units, both light and armored will be present. We have to avoid situations where this race will be uneven depending on which race it is facing.
Well, The only problematic attributes that really effect gameplay is light, armored, massive, biological, and mechanical. Light, armored, and massive, to me, shouldn't be much of a problem. The only way That I can think of for there to be a biological unit on a robotic race is either A) There is 1 or 2 units that indicate that there are humans helping the race (Which would possibly require a small tweek in the backround story of the race), or B) There is a robotic, zombie like person that is maybe half human half robotic, which would make this unit biological, and mechanical (or robotic), and then light or armored (depending on the unit chosen). Other than that, I can't quite see how we could fit a biological unit.
Although I do like the idea of the scout drone being a broodling type unit, where it pops out of buildings when the buildings are destroyed. Maybe each building can have a single upgrade, and cost a certain amount of minerals? Or maybe upgrade scout drones to load into buildings to add extra support? (Load 5 scout drones into a building, and they can fire at targets in a certain radius?
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.
I love talkin' 'bout that sort of stuff. :) I know, I can think kind of oddly sometimes about the "fairness" of each unit, but since I can't really do much with the data editor (since I'm a noobie, and don't have much time to get better with it), I will make sure to keep myself updated on the discussions.
Marine weaknesses: Hydralisk, banglings (depending on situation), colossus, battlecruisers (They're alright against them, not the best), that's all I got at the moment. I'm not sure bout the HOTS units, since I haven't played with them yet.
But anyways, I just want to let you guys know that if you need / want any help with the strategy portion of it, let me know, PM me, post it here, or whatever. I just want ot help with anything that I can :)
Well, we sort of are. It's just, I/we thought Zeldarules would be helping alot with the project, so he would keep it updated. But, he hasn't made an comments in the last 50 or so post, so chances are he is busy. But yes, we are technically, running it ourselves
I actually like the T1.5 air idea. It could be good for the beginning, and killing expos in early game. Kind of like an air version of zerglings (Good early game. Kills expos quickly) It seems similar anyways. So if we do go with this idea, I think it should be good vs marines. Most air units are bad vs. marines, and I think it would be nice to have an air unit that is good vs light. It would be good vs. light, and bio? Or 1 or the other?