If you can add an ability into Starcraft
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bovienchien
Vietnam1142 Posts
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Airking990
United States193 Posts
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prosatan
Romania7061 Posts
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iPlaY.NettleS
Australia4253 Posts
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Golgotha
Korea (South)8418 Posts
This will probably be broken, but allow zerglings to move...while burrowed. edit: I am at 8,000!!!! | ||
[Fin]Vittu
Canada507 Posts
That is how I would like to deal with carriers. | ||
Cele
Germany4012 Posts
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ne4aJIb
Russian Federation3208 Posts
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prosatan
Romania7061 Posts
On April 26 2018 17:09 Golgotha wrote: I love threads like this! Much fun. This will probably be broken, but allow zerglings to move...while burrowed. edit: I am at 8,000!!!! hahaha nice 8000 post Golgotha | ||
GTR
51134 Posts
On April 20 2005 16:30 NewbSaibot wrote: what if battlecruisers could shoot 4 yamatos, tanks had an extra 10 matrix range, protoss had green, then blue shields, and zerg be invisible, even to detectors? what then huh? | ||
RowdierBob
Australia12660 Posts
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KameZerg
Sweden1736 Posts
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Golgotha
Korea (South)8418 Posts
Thanks man! your scout idea is probably the most realistic here. I actually wish they would change it somehow to make it more useful. but not sure how you would do that without making P too strong. maelstrom on scouts would be OP imo. maybe a teleport or blink ability? | ||
Navane
Netherlands2690 Posts
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ninazerg
United States7290 Posts
On March 16 2018 22:19 AtlasOfMeCH wrote: Moving on in to what I believe to be a quality thought process which led me to a potential missing "design classification" element of the zerg race which would have been titled "thematic utility tools" It is my opinion that I was the first one to refer to zerg as a "parallel race" (parallel production), which actually led me to starting to view zerg's potential missing philosophy as one of dimension and so therefor "delayed reaction" The thoughts considered points such as all zerg warriors being double in cost, production time, and coming in pairs like zerglings with zerglings coming in quads. This would have actually aligned a lot of unit costs in to the alignment of protoss unit costs and out of what seemed to be a closer alignment to terran in unit costs. The other point was in terms of mathematical proportion. Zerg have 3 larva per hatchery, so why couldn't zerg have 6 zerglings produce from 1 egg for 150 minerals but then face the consequence of slowly losing life off creep? Neither of these ideas felt beautiful enough to care about and seemed to relate to the swarm or overmind in a bland way at best. When I started to look at things from a more abstract point of "thematic utility tools" I did so by considering the roles of both the bunker and the shield battery which are unlocked by terran and protoss' 150 mineral warrior starter buildings, barrack and gateway. I was able to identify a thematic perception of each. Bunker = Postional Ability and Shield Battery would either = Aggressive Quality or Reactive Quality. Since the sunken colony was unlocked by the spawning pool and did not have any element of offensive direction as suggested by its classification, I felt like it could be out of place both in classification aim but also relative to the other race's design and other/previous design schemes of its time. It seemed like the evolution chamber would unlock the sunken colony and spore colony and that the current sunk position would be replaced by a thematic utility tool that would either represent "reactive quantity" or "aggressive quantity". I think it may be possible that the creep colony itself might have been confused as sort of zerg's thematic utility tool that may not have properly received enough love. Think about what the term colony implies. Group, and when I think of group, I think of Swarm. That is what led me to the swarm wreather unit idea, a sort of unit existing as a totally mobile thematic utility tool. This all came back to what I believe is the perfect consideration for addressing the potential missing dimension of the zerg race. If the creep colony cost 100 minerals and could covert between a static sunken colony and back to a creep colony for a 25 mineral cost and refund (and time duration) then the numbers would be in alignment. If the sunken colony was unlocked by the evolution chamber just like the spore, then this might seem more proper. This thematic utility tool could function by releasing *broodlings proportionally to the amount of life that it loses, up to and equal to the power output of 6 zerglings if the colony/wreather was fully destroyed. I believe it would be tactically interesting to be able to attack your colony/wreathers to release these broodlings, but I'm not sure if it would be balanced if this unit was considered a hostile target. However, in terms of how it might function with burrow, might be how the tool/unit would truly shine. Imagine if it could detonate its life pool while burrowed to convert in to the amount of brood-ling equivalent to the power of 6 zerglings since the full cost of the tool/wreather would be 150 minerals, 100 + 50 for drone. Even at this point if it were to be considered over powered, a delay before the detonation could be in place to show that the point of this unit is to keep the enemy moving while he is out on the field with no detection. And if the enemy does not keep moving then there are consequences that seem very relevant to what the swarm philosophy is all about and so would be based on what it is. On March 18 2018 15:04 AtlasOfMeCH wrote: At this point, I would like to go back to the point I made in regard to the philosophy that "the best defense is a good offense" and how I would rather take an overlord that could output the damage of merely 1 drone with all the rest of my drones losing their ability to attack, just to be able to convey a sense of offense on my opponent while simultaneously more concretely justifying the reason why overlords occupy larva. Imagine if the ability to attack was taken away from drones because their occupancy of larva is justified with the role of mineral harvesting, while the role of the overlord would be justified in a way that could be inspired by how the reaver functions with its production of scarabs. Let's just consider an example of how it could work, if we merely took the time and care to MAKE it work.... Broodlords might produce broodlings linearly at 25 mineras a pop, or what ever cost is necessary to the potential output of their value power. The ability to produce broodlings might not be possible until the evolution chamber is complete so as to represent the concept "the best defense is a good offense" such as a QUALITY offense in terms of harassment Could it all be MADE to work and MADE to be balanced? 1. The broodlings produce and occupy the necessary food for the time being, unlike a scarab, until they die. 2. If the broodlings do not kill anything and their life time expires, the minerals spent to produce the broodlings is refunded. 3. If the broodlings are killed before their time expires, then the minerals used to create them is not refunded. 4. If the broodlings kill a target, all and any broodlings that made or assisted in the kill would not refund the minerals used to create them upon expiration. 5. Name of unit changed from Overlord to Lord brooder - "Science tends to progress most fruitfully when we learn to examine the things that seem the simplest, instead of the things that seem the most mysterious" - On March 18 2018 22:43 AtlasOfMeCH wrote: I would like to finally clean up these points in the following expression A. When the spawning pool completes, it unlocks offense and a spark of "defensive offense" ( Creep Colony 2.0) B. When the evolution chamber completes, it unlocks static defense and a spark of "offensive defense" ( Overlord 2.0 ) Therefor rendering the combination of the overlord and the creep colony as a concept equivalent thematic utility tool in the same classification as the bunker and shield battery. A. When the spawning pool completes, all creep colonies on the map and from this time out so long as the spawning pool is not killed become closer to a unit, gaining complete mobility freedom and releasing broodlings to a proportion of the amount of life that they lose up to a value equivalent of the total amount that it has cost to make the creep colony at this point...(drone + colony cost). It would be controversial as to whether this entity would be recognized as a hostile target, most likely not and target-able by your own units. Also now at this point, gaining the ability to mutate in to a final stage form which requires a total time duration to achieve that is as a complete dimension to zerg's parallel production...(considering 6 zerglings produced for 150 minerals and triple the duration as example) and similarly achieving a power potential equivalent to the dimension when the final cost for mutating to final form has been factored, especially seen when it can burrow and execute a delayed detonation that releases all broodlings sacrificed by its life pool at one time. B. When the evolution chamber completes, all overlords and overlords from this time out so long as there does not end up being zero evolution chambers on the map.... grant the overlord the ability to produce broodlings in such a way that was aforementioned 2 posts ago. C. Every additional hatchery on the map cuts the production of any and all tech buildings in half, even the lair and hive, as a kind of halving diminished production time speed increased with every additional hatchery. D. The ability that could be researched or possibly occur naturally on creep for zerglings to leap at their target, sacrificing all of their life pool down to 1 hp as offensive damage output. Inspired by the idea of a conceptual combining of the zealot charge and terran stimpack. The entire zerg philosophy completed as a translation of the prior.... A + B : (The unity of offense and defense adding the spark elements of "defensive offense" and "offensive defense") C : (Do not make buildings unless you are going to use them) D : (Do not make units unless you are going to use them) On March 22 2018 06:03 AtlasOfMeCH wrote: To really get at a point that has the least amount of potential of buffing the race... I once suggested that the queen in starcraft 2, as it clearly being the identified utility tool of THAT GAME, be able to fulfill a number of different Role Extremities where classification conflict might actually be a quality concept..... The Queen as The Glass Harasser: after mutation its armor becomes negative 1 and it can fly at high movement speed and has a weak attack. The Meat Shield Exclusive: Sacrifices its ability to attack and gains armor + movement speed and is recognized as a hostile target out in front of zerg armies The Siege Unit Launcher: Cannot attack but can throw units a siege distance to do "building exclusive" damage This just makes me feel like these would have been the perfect ideas for the justification of the overlord occupying larva... The overlord could have been the glass harasser The Sacrifice Ensnarer, consuming zerglings to fire them off as ensnare exploding bullets Or the meat shield exclusive.... gaining armor, high ground movement speed, and recognized as a hostile target with no ability to attack. Think about how this could have worked with the creep colony utility tool unit that releases broodlings based on how much life it loses while unburrowed, but can detonate while burrowed to release all the broodlings while the overlord fires consumed zerglings as ensnare exploding ammunition.... And as overpowered as that might ultimately seem, if there was a problem with it then they could apply the rule that enemy units can only be reduced down to 1 life by broodlings. | ||
SuGo
United States681 Posts
But some food for thought: Any change that's been mentioned in this thread, immediately throws an unbalance to the game (if you think impact to the other races as well) ... and yes, I know most of the suggestions here are just for fun and to joke about it. It gives you appreciation for Blizzard, who somehow, made the game SO balanced that it's the best RTS of all time... crazy that they thought so deep into it and made it almost "perfect." And then, we sit here as a community, mentioning one thing that immediately throws the balance away. Not an attack on anyone, simply an appreciation for the game we currently have and how it's so hard to achieve. | ||
Poegim
Poland261 Posts
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valaki
Hungary2476 Posts
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WGT-Baal
France3155 Posts
After it is researched, Dragoons are equipped with an actual brain,including state of the art protoss GPS-equivalent to go smoothly from point A to point B. Valaki's idea is brilliant! Rolling reavers would be so cool | ||
Golgotha
Korea (South)8418 Posts
On April 26 2018 22:50 valaki wrote: - Protoss: Roll ability to Reaver so it will be able to roll on the ground. Needs to be upgraded first and has some transformation time like Siege mode does. Obviously can't fire while rolling. That's such a cute idea. Reavers balling up and rolling around. That would be the new zerg nightmare | ||
[AS]Rattus
422 Posts
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jello_biafra
United Kingdom6631 Posts
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EndingLife
United States1558 Posts
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BisuDagger
Bisutopia19033 Posts
Name: The Chrysalis Path Description: For 10 seconds dragoon's pathing issues are resolved Energy cost: 50 | ||
prosatan
Romania7061 Posts
On April 26 2018 18:19 Golgotha wrote: Thanks man! your scout idea is probably the most realistic here. I actually wish they would change it somehow to make it more useful. but not sure how you would do that without making P too strong. maelstrom on scouts would be OP imo. maybe a teleport or blink ability? Yes ! Teleport ability to be able to teleport in zerg base! Thus forcing zerg to build more spore colonies :D | ||
iFU.pauline
France1388 Posts
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29 fps
United States5717 Posts
Give guardians a melee air to air attack because who wouldn't be scared of a spider on their face. A research upgrade at the Robotics Support Bay so that reavers shots never dud. | ||
funnybananaman
United States830 Posts
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RJGooner
United States2038 Posts
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DSK
England1106 Posts
+ Show Spoiler + | ||
[DUF]MethodMan
Germany1716 Posts
On April 27 2018 00:25 BisuDagger wrote: Dragoon Ability: Name: The Chrysalis Path Description: For 10 seconds dragoon's pathing issues are resolved Energy cost: 50 This. Or just straight-up SC2 Blink. | ||
Freakling
Germany1525 Posts
On April 26 2018 15:52 iPlaY.NettleS wrote: Nydus-Sunken-Ling-Flood rushes gogo!Love the ability in sc2 that allows overlords to drop creep underneath them.Probably make it researchable for 150/150 at lair.Would need extra abilities for the others races since it'd be pretty strong but strategy wise i think it adds a lot. I am pretty sure if you give Arbiters reverse recall (Teleport from the Arbiter to any other spot on the map that the player has vision of) and give Vutures the ability to hover over cliffs, everything will be perfectly balanced again On April 26 2018 22:50 valaki wrote: + Show Spoiler [The scary thing is:] +- Protoss: Roll ability to Reaver so it will be able to roll on the ground. Needs to be upgraded first and has some transformation time like Siege mode does. Obviously can't fire while rolling. On April 26 2018 23:05 WGT-Baal wrote: Ability: robotic brain After it is researched, Dragoons are equipped with an actual brain,including state of the art protoss GPS-equivalent to go smoothly from point A to point B. So you think they only put brain damaged Protoss into those goon exoskeletons? Anyway, why just fix the pathfinding for goons. Let all unit profit from a completely reworked pathfinding. + Show Spoiler + Nevermind, I think we just recreated SC2 deathballs… On April 27 2018 00:22 EndingLife wrote: Give scouts speed by default. That's enough. Just make it a more affordable upgrade and maybe move it to the Cybercore. What I think would actually help is to make the sight range upgrade also a +1 or +2 attack range upgrade. It's kind of pathetic how Scouts have the same measly damage output as Wraiths (and a lot less than Mutas), but with shorter attack range, slower projectiles and a slower attack anaimation, and all that for about 50% more price. Being more tanky only goes so far if the actual impact, damage-wise, is almost negligible… On April 27 2018 00:25 BisuDagger wrote: Again I have to ask: Why Dragoons in particular?Dragoon Ability: Name: The Chrysalis Path Description: For 10 seconds dragoon's pathing issues are resolved Energy cost: 50 On April 27 2018 01:39 29 fps wrote:A research upgrade at the Robotics Support Bay so that reavers shots never dud. So how would you do this? Have Scarabs never time-out? Or remove their collision? Make them air units maybe? Or just normal projectiles?How about changing the Firebat to have an attack that, instead of dealing straight damage, incinerates all targets in the AoE and deals damage over time? Also, Devourers need an actual Devour ability, where they bite bits out of other air units. | ||
asel
Germany1597 Posts
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TelecoM
United States10583 Posts
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yubo56
662 Posts
Jaehoon would have appreciated this in his games, I'd like to think (Edit: not at all serious, just want to meme about my favorite arbiter usage) | ||
Luddite
United States2315 Posts
Mutalisk nuke requires: lair, 150 mana all mutas on the map, including your own, instantly die. | ||
Ikirouta
Finland726 Posts
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Starecat
932 Posts
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BLinD-RawR
ALLEYCAT BLUES48991 Posts
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Letmelose
Korea (South)3227 Posts
On April 27 2018 13:26 BLinD-RawR wrote: I think tanks should be able to hit air units, that is all. 100 supplies worth of siege tanks with anti-air capabilities versus multiple rounds of various compositions of maxed out air units. I really don't want the game to devolve into how fast and efficiently a terran player can hit a critical mass of siege tanks that cannot be stopped. | ||
DSK
England1106 Posts
On April 27 2018 13:26 BLinD-RawR wrote: I think tanks should be able to hit air units, that is all. This is not the game you are looking for . | ||
Qikz
United Kingdom12010 Posts
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Chosi
Germany1297 Posts
-Rework medic's optic flare (blind) to give units a miss chance (like low vs high ground advantage) but therefore temporary instead of permanent and make the research requirement so that is available not before mid-game -Give Valkyries a high-damage single target suicide attack (like scourge) -Make Ghost's lockdown work on all types of targets (not only mechanical) -Rework nukes to require less time to actually fire and but therefore do far less damage to buildings (and probably rework the tech path to them and their supply costs) to make them more of a combat tool -Give the Scout a high-damage air-only aoe suicide attack (to be used against mutas, corsairs or maybe even interceptors) | ||
RowdierBob
Australia12660 Posts
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iwanabana
26 Posts
Archons with a 100/100 research could self sacrifice for a Kamehameha blast, a Protoss version of either a Yamato gun or a small nuke. Spell casting needs at least 10 seconds charging time (with obvious animation). If it dies before firing, a small area explosion damages only friendly units. I really like the rolling Reaver concept mentioned above! Queen Parasites slows down energy regen of infected unit(!) Perhaps OP against Protoss. | ||
Moonsalt
264 Posts
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jimminy_kriket
Canada5466 Posts
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Gh0st1
2 Posts
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prosatan
Romania7061 Posts
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Mun_Su
France2063 Posts
On April 27 2018 04:16 DSK wrote: Mechanised units that can be self-destructed, and have some splash/AOE damage as a result (friendly fire too). + Show Spoiler + https://www.youtube.com/watch?v=sx0RORlGHYQ Those TA memories *_* | ||
Cele
Germany4012 Posts
On April 28 2018 16:31 prosatan wrote: I very much like the idea with DWeb on Core , instead on fleet bacon ! protoss can fight against hydras and lurkers with web also, plus storm I also support the idea of protoss getting free supply (bacon) when building a fleet beacon! I think 8 bacon per beacon should be fine! | ||
Mirabel_
United States1768 Posts
The only unit I'd give anything else is the Protoss Scout - it'd get a stealth detection range tied to its vision range like that of the Observer and Overlord (and thus affected by its currently-worthless sight range upgrade). You would still never see more than one on the field at a time, but I can see valid new niches for it and its upgrades in all 3 matchups despite the existence of the cheaper sair and observer | ||
funnybananaman
United States830 Posts
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rackdude
United States882 Posts
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