@topspin429: Go He is saying that a new race needs more than simple combat units. Every race needs abilities, upgrades, economy boosters, scout units, and so on. I haven't checked the mod myself but I trust in DrSuperEvil's opinion about it. What we are doing here includes extensive work with all the melee details, and that's a lot of extra work to do.
Feel free to join us and bring more ideas, we definitely need them.
Guys, we need to do something about this project. Clearly the current number of collaborators won't make it happen. What about a rushed public test? We have already done some great stuff here, but if we don't release it somehow I fear this project will be buried here forever. I've been away from SC2 lately and I probably won't keep working on my own projects, but this is a community project and it must keep going.
@AtikLYar: Go That's one of the reasons I say the transport should be an air unit, just like the others. Some strategies will be messed up if the transport can't fly. Like dropping certain units from behind the mineral lines. Most maps dont have ground (at least pathable ground) near the edges of the map, which usually include the area behind the minerals for the main bases, many players drop units there to kill workers by surprise. While the Hauler may be as usefull as an air transport in most situations, it wont be able to cover all types of terrain.
@AtikLYar: Go I think this is better than fast build, because the ability to build them faster than depots/pylons/overlords would make early rushes and massing units very easy and difficult for other races to counter.
Another thing: What do you think of our new worker model? Do you think we will stick to it as it is right now? The colors in the texture doesnt match what was planned. I'm asking cause I can work on the unit icon and wireframes, but I'll do it when we decide the model wont be reworked.
@DrSuperEvil: Go That's my idea, forcing players to build supply structures AND power line structures as separate things is not a good idea. Since our system is a big drawback for this race we have to compensate somehow.
I see you guys are already thinking about specific strategies for this race :-) Yeah it would work, but it will make the harvester great for expansions and not that great for the main base. I cant wait for alpha.
Changing the topic: I foresee possible problems with the autoharvester because of its size and the need for power. If you think about Blizzard's melee maps, placing a Town Hall at the center of an expansion will leave no room for an autoharvester near the minerals. I hope alpha tests will prove me wrong.
And even if it doesn't become a problem, that will be the largest structure in melee games. I guess DrSuperEvil wouldn't be satisfied with a regular-sized structure. ;-)
I think you both have good points here, obviously T1 are supposed to be non-fused, but maybe some units are too strong, or their roles aren't supposed to appear in early game. I feel the Clanker or SCU will have to be fused and moved to a little higher tier, to fill a role similar to the Archon.
While in teory all that works, I still want to see how those ideas are going to be created visually, when we finally get to the point of using custom models. Right now I can't imagine 2 scout drones forming anything useful, and that goes for all our units right now. But maybe just because my mnid is stuck with their current models.
@AtikLYar: Go From those the Scout Drone, the SCU and very early versions of the Drillbot and Clanker are already in game. I can work on some of the others but we still havent fized the structures yet. And DrSuperEvil's merge system isnt included so merged units will have to be trained normally for now.
@AtikLYar: Go Ok, so you can tell what exactly we should be discussing here. I know many aspects were left undecided, like details of the high tier tech tree. We need to decide more things, some of them could have been already added to the map file.