Mechanisms We <3, Note this ISN'T a "BC/Cari should be able to pwnage all" topic

Discussion in 'StarCraft 2 Strategy Discussion' started by jamaylott, Jun 4, 2007.

Mechanisms We <3, Note this ISN'T a "BC/Cari should be able to pwnage all" topic

  1. jamaylott

    jamaylott New Member

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    For all of you who wish to express their thoughs on "Realism" and Starcraft.... dont let the door hit you in the ass on the way out.

    SC is all about Hard-Counters, that is: A counter attack that requires SPECIFIC strategy in order to come out on top; aka, "This unit works good in this situation, but gets licked in that other one."

    Whether its a special unit ability, Such as a Psi Storm from the beloved HT;

    Or a mechanic such as High Ground;

    SC thrives on this kind of "little things that matter" gameplay to deliver such a (insert real word here to describe magnificintlyawesomeplethoraofintsensePWNAGE-ING) experiance

    But what about a few more, Little things, couldn't hurt right?





    Lets start with the Zerg *******************************************************

    *Burrowing* Wouldn't it be nice if that feature was a tad more..... sneaky? An example would be Having an upgrade say: "Advanced Burrowing" that made it so Units that were burrowed, COULD NOT be detected.
    -However, Lurkers wouldnt be able to attack, instead, they would have to be at an appropriate LURKING depth, and therefore be detectable when they attack.



    Any suggestions? What if only the basic-small units, like Dras and Lings could do the Adv. Burrow?

    Perhaps emerging with no detection could have a Slight affect on basic units like Zealots, Marines ect, which would give the emgerging Zerg a preemptive Strike?

    I think it would make for a pretty rad suprise, imagine just cruising, with your SV and troops, all safe and sound, when imideatly you are SURROUND by Drooling Hydralisks and Gnashing Zerglings.... it would fuck that little Infantry/Medic rush up pretty good id say.

    okay one last Zerg ability.

    *Tunneling* Well if the Zerg can burrow (and belive me, this ISNT FOR REALISMS SAKE), what if small basic Zerg units could "TUNNEL" a short distance? This ability would take some sort of stamina/energy to do, but could be sweet i think if it was properly balanced and limited

    Do you think it would work? Perhaps for only a very short distance, say 30% farther than the unit could see? ofcourse you couldn't tunnel up a mountain, save that for drops. But you could tunnel a little bit past a bunker or Photon Cannon, and then take minimal fire upon your way to the enemys command center.


    Also, Would anyone else like to See the STICKY ASS PURPLE CREEP acctually SLOW Enemy units down (except Zerg). LIke an instant ensnare ability? just a thought




    Okay enough Zerg, Time for the Protoss!!! ****************************************************************

    *ESP* I was thinkin of this the other day, but i dunno.... What if the HT could "Sense" units, but couldn't nessecarily (typo) see them - That is Sensing units and ALERTING you, the executor, that there is an "Enemy Pressence" Near by. Ofcourse they wouldnt be BLIND, they would be able to see and remove shroud like any other ground unit.

    An example would be sensing Enemy Dark Templar, or Wraiths, or tunneling units. notifying you to get some kind of detector over there

    And, the HT could sense a unit that was OUT of its sight. Kind of like a "Spider Sense" if you wish, I just think it would help balance the Tunelling, as well as sort of give you a quick 2 second heads up, you know, GET THE BLOOD PUMPING.



    Okay these are a bit far out, but kind of interesting, still on Protoss here btw.


    What if Probes (and perhaps smallish Orbs) didn't cost any Supply/Units. They would also build a little faster, collect less resources and are limited to an independant number... say like 100?

    HOWEVER! be MUCH weaker aswell, that is, a Probe would make a very weak scout, easily being defeated by an SCV or drone. This Mechanic would allow for the protoss production of powerful units, but force them to keep their eyes open.




    Okay enough Toss, Time for the Terrans!!!!************************************************************


    This was hardest for me, cuz ive heard rumors of marine shields ECT. I acctually dont have much to add except mabey beefing up the SV's defence, they pop like balloons for sakes......

    But I did think about this today....

    What if Marines got a "Grenade upgrade" say as many as 1 per upgrade for 3 upgrades. So at least when those Zerg decide to throw you a suprise party you can Micro Manage a couple grenades and explode a few of them to smitherines.



    Okay, time for the most RIDONCULOUS idea of the day..... Mobile Bunkers, Slow ASS, Clogging Forts of doom. Keep the original bunker, but for a $pricy$ upgrade, you could fortify any new position. Also, up it to 10 men instead of 8, and the price to 500.

    Also, Ghosts get an "Instant Kill Chance" on small units like Lings, Marines, Bats and Hydras, NOT Zealots, they got those shields remember :) but then the ghost is kind of like a sniper rather than a walking ground unit with a laser pointer.



    Okay, well, if you are gonna be a moron and talk about how a BC should be able to wipe 2 fleets of Marines off the map, forget it. as for the rest of you who were patient enough to read this far, post away!
     
  2. reject_666_6

    reject_666_6 New Member

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    Re: Mechanisms We <3, Note this ISN'T a "BC/Cari should be able to pwnage all" t

    I believe the word you're looking for at the beginning was "orgasmic" ;).

    You have a nice bunch of ideas there! Some of your idea we have thought about in other threads, but some of 'em a new for me (probably because they're so far-fetched; you really think outside the box!)

    And, finally, that was a directly indirect flame towards people who like a little realism in their game. I'll let it slip because you said it to a general group of people, but be careful...
     
  3. WHAT!

    WHAT! New Member

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    i like the ghost idea,but maybe the ghost could get a upgrade like emp bullets that could pierce the shield and hit them in their soft gooey face.Zerg adv.burrow sounds Awesome,maybe lurkers couldint get it(like you said),to have them attack first and not be hit first sounds nice,able to move uhh,maybe the nydus worm can do that.i like the protoss HT detecting enemies,but not revealing them.these are some pretty awesome ideas :good:
     
  4. jamaylott

    jamaylott New Member

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    Cool, some positive feedback!


    Firstly, I just want to say that i didnt mean to BLAM anyone who likes realism. I too enjoy realism as well, but i just don't like it when it takes away from really balanced game mechanics :)


    okay well, theres gotta be more people out there with some cool ideas! lets hear em!

    I got a few more, but i would rather read what other people have to post, before i go off and write a novel again :good:


    post away all!
     
  5. Remy

    Remy New Member

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    Good to see that creative efforts don't get flamed out of existence on these forums, it's very different else where. Of course, the ideas posted not being completely absurd also helps. I just wanted to squeeze in one more positive reply to help fend off lurking flamers.

    Tunneling can not go past cannons, because they detect, getting cannons would be the counter to tunneling. But just letting you know, if I'm not wrong about my assumptions, tunneling is in SC2 in the form of Nydus Worms. We'll see if I'm right about this in due time though.

    I think most ideas are very interesting and creative. I've always thought Zerg creep should do a little more than prevent T/P buildings, that never stopped cannon rushing. If it aided passively in base defense with your slow unit idea it could add to racial identity. Love it.

    I have mixed feelings on the ghost thing. Having pathetic concussive damage at late game tier 3 tech is silly, but on the other hand ghost is Terran's 3rd caster unit, albeit more "hybrid" than other casters in the game. I wouldn't mind ghost sniping units off even if it was like one shotting a templar or something. But instead of % chance (I don't want to see RPG elements in SC) I would rather it be an additional special ability available only while cloaked. Then, when you "Snipe" the ability uncloaks you as a side effect, also cost energy for using it in the first place of course. A sniper taking on the role of picking off key units make good sense to me, both in gameplay and realism.

    Your new Toss worker idea would go nicely with Toss racial identity and gameplay as well I think, though Toss unit supply would need some minor adjustments of course. But I think instead of a set number, I think it should work proportionally to ur existin supply pool. For instance, each nexus provides 10 worker food and 4 combat unit food and each pylon provides 4 worker food and 6 combat unit food or something like that. Actual values decided after balancing of course.

    My post is getting long again...... :-[
     
  6. coalescence

    coalescence New Member

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    I like the ghost idea.

    And pleaes please please, stop bashing your enter button :D one time is enough.
     
  7. jamaylott

    jamaylott New Member

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    Good forum.


    Next on the menu.... Terran Nuking/Base to Base Bombing, Wraiths, Dark Templar, Ultralisks, Zerg Buildings and GAMBITS!!!


    check the board for it.


    Good stuff everyone!
     
  8. Fenix

    Fenix Moderator

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    Re: Mechanisms We <3, Note this ISN'T a "BC/Cari should be able to pwnage all" t

    For one with but four posts, I can already tell you're going to be a lovely asset to this forum. Your ideas are well thought out and are lain in a coherent manner.

    And I think your idea for Ghosts freaking rocks!!
     
  9. jamaylott

    jamaylott New Member

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    heh, okay, last bump, im sorry if it gets a little annoying, i just enjoy the positive feedback i guess :-\ 8) ^_^
     
  10. Gold

    Gold New Member

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    all really good ideas, jsut another reason why blizzard should visit this forum
     
  11. NotDeadYet

    NotDeadYet New Member

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    I don't like the advanced burrowing idea... I mean, you could take a bunch of Zerglings, run them into the enemy base, and then adv. burrow them. They would be invincible, and the enemy would always need to keep a lot of units in his base, hindering his ability to attack and expand, or else the zerglings would pop up and destroy everything. That would be very, very cheap.

    Also, having a sound play everytime someone brings a cloaked unit near a high templar could get annoying. Imagine: The enemy attacks with 25 cloaked wraiths, and you have six HT's in yoru base." Executor I sense Executor cloaked Executor sense enemy cloaked Executor enemy I sense a cloaked Executor I enemy..." Having the HT glow or something like that would be a better alternative.

    Your other ideas are pretty good. Keep up the excellent work! :good:
     
  12. coalescence

    coalescence New Member

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    Yeah, and you could also advanced burrow a few zerg at every mineral nod so none of your enemies can build there. It would be overpowered.
     
  13. jamaylott

    jamaylott New Member

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    You are forgetting about the E factor which is that of Energy, the purple stuff :)

    if Zerg could only Adv burrow for a limited time and then have a fairly lengthy cool down, wouldnt that "de-cheapify" the adv burrow?

    I thought of it being used more as a technique used after scouting some incoming units with a drone.... Adv. Burrow just before the group arrive and you could hold one grusume suprise party....


    check out the next menu! gambits ect.

    thanks for all the TERRIFIC replies!
     
  14. coalescence

    coalescence New Member

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    Ok, makes the idea alot better.
     
  15. Gold

    Gold New Member

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    I really like the "ghost get an instante kill" idea, makes them more like a sniper
    it jsut makes them alot better to get, and i gernerally dont see them very often in games unless osme one wants a nuke.
    so a chance of getting an insto kill on loew level units brings them into the early game, whislt there abilities extend far back into the late game
    like i siad, i really like that idea.
     
  16. jamaylott

    jamaylott New Member

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    yah, cool. i'd love it if you people could give me some advice on the other threads (the menu ones, and the gambit ones... they are a tad newer!) anyways..... thanks again!
     
  17. Gold

    Gold New Member

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    hey yeah no problem, i remeber when i posted my thoery on reapers nad vultures, people some people werent happy about that, so all the support you can get is all good you know?
     
  18. jamaylott

    jamaylott New Member

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    hehe, bump...
     
  19. Gold

    Gold New Member

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    hey chill man, i can tell your eager, but i think im the only one reading right now.

    i wonder waht the building that the protoss use to warp stuff in from the other side looks like,
    it would be cool in the campaign that you get to see it
     
  20. jamaylott

    jamaylott New Member

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    cool thanks for the thoughts!