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    posted a message on Hybrid Campaign Project - Feedback

    A few comments:

    I always wondered, if I had found all hybrids, some kind of counter like "7/10 hybrids found" would have been nice.

    Blinking a major group of hybrids over the gap in the middle of the map was, well, annoying, as the distance between both sides was so far, that only the units at the utter edge would be able to reach the other side (I wanted to go back and kill the remaining marauders).

    The sentries (the robots) somehow disappeared, after they were activated and I blinked out of that room, I never saw them again, they should be wandering through the corridors, shouldn't they?

    Really cool was the northwest of the map, there were higher plateaus where you could blink your hybrids to and ambush the Terrans. Sadly, in regular SC2 campaigns you could hardly use plateaus, they e.g. disabled Overlord transporting in the Zerg campaign, there hardly were any 'closed' plateaus anyways, where you could deploy troops, imo a shame, but well, it was Blizzards decision.

    Something that I disliked a bit was killing the SCVs and Medics, sometimes they got killed inadvertently, I'd have liked to spare them, but some of the hybrid hunters got too close to them. I'd like to propose an ability similar to but not as efficient as mind control, the ability would be to convince units to stay neutral towards hybrids. To make it a bit cooler, the unit should only stay neutral until a non neutral enemy unit approaches it and stays around for e.g. 10 seconds (in a process like talking the neutralized unit out of its 'brainwash': "The hybrids are our enemies!", "What is wrong with you?", "Don't you remember what the hybrids have done to us?" etc). That would be cool. I imagine a whole Terran base neutralized that way, then some ghost comes up, decloaks without your notice, un-neutralizes the Terrans and your Hybrids would have to run. Wouldn't that be fun?

    Maneuvering through the corridors and micromanaging/fighting was quite hard, the units were always standing in the way. That is probably a general issue in SC2, in a narrow corridor you can hardly retreat a damaged unit, at least not in combat. Of course you can blink out, but I sometimes just blinked in before, ran into heavy resistance and had to wait for cooldown. The hybrids of course are meant to be huge and take a lot of place, so this is probably intentional.

    The Hybrid Hunter was somewhat cool, just a Hydralisk with slightly different colors, maybe it should even be a bit bigger, as it is Hybrid. Somehow it reminded me to the Hunter Killers of SC1, similar hit points, similar fun. Imo you probably shouldn't create (draw) a whole lot of new units, just scale up/down existing units, e.g. a worker would be a scaled down Hybrid Destroyer, simply by making it 1/4 of the size of the Hybrid Destroyer, with 1/4 of hitpoints/attack etc. Or make a High Templar twice as big to create a new hybrid unit. Maybe there is a tool that would do that automatically? I'd propose a similar approach with buildings, no need to create completely new buildings, I'd like to have e.g. slightly modified pylons that would neutralize all units within range or another type of pylon that would psionically (or via void energy) damage all units within range (there already is some kind of void energy pylon in LotV, the huge obelisk that produces the red clouds of void energy slowly damaging units, just googled it, they are called "Void corruptions").

    Posted in: Map Feedback
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    posted a message on Hybrid Collaboration Campaign

    Just tested the first map. It must have been a hell lot of work. SC2 downloaded something like 2GB of data, at least it told me so. I never developed a SC2 map on my own, so I'm just kind of consumer, but I'd like to contribute something.

    I posted a lengthy comment on http://www.sc2mapster.com/forums/player-zone/map-feedback/88876-hybrid-campaign-project-feedback.

    Posted in: Project Workplace
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    posted a message on Hybrid Collaboration Campaign

    I'd really like to see a hybrid campaign, if you still need some ideas:

    It would be cool to have a Hybrid unit, that could mind control enemy units, but only one or two enemies at a time. If the mind controlling hybrid gets killed or too far away from the controlled unit, the mind control would end (like the multiplayer infestor and not like the campaign infestor). The controlled units should still count for the enemy's supply, by controlling units until the enemy's supply cap is reached you could actually stop his unit production.

    There also should be an hybrid ability to make units neutral, towards the Hybrids and also the other factions, neutralized units would just stand around and taking no orders from anybody, in other words hippies ;-) As a little handicap the neutralizing Hybrid would have to stay for e.g. 10 seconds close to the target unit until the process of neutralizing would be finished. Being neutralized should only last as long as the neutralized units aren't approached by non-neutralized enemy units, when such an enemy unit would stay 10 seconds next to a neutralized unit, it would talk to the neutralized unit to stop the 'brainwash'. Neutralized units should also keep accounting for the enemy's supply cap.

    One application of mind control and neutralize would be to capture units by mind controlling, bringing them to some isolated spot, releasing the mind control and neutralizing them, and as neutralized units wouldn't do anything, they'd stay there, until they'd eventually be 'freed'. Un-neutralizing should not only be possible by ground units but also by air units like Wraiths (maybe uncloaking should be required to make it a bit harder).

    Another cool ability would be mind controlling buildings like factories, a bit like engineers in C&C, the hybrid would have to be 'sitting' for some time on the building like a SC1 zerg queen, all units produced from then on would be automatically on the side of the hybrids (and stay there, even if the hybrid gets killed), they should be unaltered (not like SCVs becoming infested terrans), the controlling hybrid would have to stay within a certain distance of the building, otherwise the control over the building would end.

    You probably already have enough ideas for a storyline, but I'd propose something like the Hybrids aren't evil, just want to survive. But they notice, that their rational appeal and their attempts of negotiations lead to nothing, if done from a position of weakness, so they try to gain enough economical, military and political power to scare the Tal'darim away and force/convince/bribe the other factions like Daelam and Terrans to negotiate some kind of truce and finally peace agreement. This means that they are always on the verge of becoming evil tyrants or exploiters, but they always try to do the 'right' thing, eventually reaching some kind of balance. Missions would be to gain control over Mining Combinates, capture/control/bribe politicians or military leaders, fend huge armies off, gaining control over shipyards etc. There should always be different possibilities to achieve the goals, either by destroying everything or doing extensive mind controlling or maybe bribe strategical units. Bribing could have some time factor, the bribed unit might stay loyal only for a few minutes, after that you'd have to bribe it again. For actions like bribing there would be some special hybrid that could take the shape of enemy units (maybe restricted to bio and ground units), a bit like the spies in C&C, yet vulnerable to detectors, you (as the player) would still see the true hybrid shape shining through every few seconds (don't know, if that can be done in SC2).

    Posted in: Project Workplace
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