Upgrades

Discussion in 'StarCraft 2 Strategy Discussion' started by reject_666_6, May 29, 2007.

Upgrades

  1. reject_666_6

    reject_666_6 New Member

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    Upgrades were a pretty simple thing in Starcraft. There were general damage + armor upgrades that had 3 levels. Then every normal unit had a special ability or increased stat upgrade. All casters had "reaserch spell X" and a +X energy upgrades. Not much else after that.

    My questions are:
    1. Will they make upgrades researchable in the same building that the respective units are made in (ala Warcraft 3), or will they still be made in special upgrade buildings?
    2. Will casters' spells still be researchable one by one + energy upgrade, or will an "Initiate - Adept - Master" system like in Warcraft 3 be used (this system gives the spells in order of power and provides an increment in energy and regen and stuff)?
    3. Are add-ons still there? I've probably missed them, but I'm too lazy to check the trailer ;D.
     
  2. l2k

    l2k New Member

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    I have seen the demo 2 times, but i never observe about the research thingy... The presenter never talked about that I think... Well, I do believe they wanna maintain the old SC feel rather than following WC methods...

    Anyway, definitely there will be more researches this time (zealot charge, stalker blink, immortal shield...etc) But i hope they will make the passive because I am a lazy guy :p
     
  3. mc2

    mc2 New Member

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    Starcraft 2 should have the same ungrade system as Starcraft 1 where there's a specialised structure for it.
    They shouldn't adopt any of Warcraft's features because Starcraft is not Warcraft in space.
     
  4. TheDarkTemplar

    TheDarkTemplar New Member

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    Totally agree with mc2, it ain't WarCraft in space and as much as I enjoy playing WC, I wanna play StarCraft ;)
     
  5. coalescence

    coalescence New Member

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    I don't think they will make the immortal shield an upgrade.
     
  6. reject_666_6

    reject_666_6 New Member

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    Starcraft 2 is whatever Blizz wants it to be. We'll never know for certain how they'll make it; but hey, we might absolutely love the game for all the combinations they pull off...
     
  7. Remy

    Remy New Member

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    Combat unit upgrades in WC3 are handled the same way as in SC1. Attack and armor upgrades are researched in war mill not barracks, Orc example.

    Caster unit upgrades in WC3 are designed to allow spells researchable in a specific order, this was their control. This system wouldn't work for SC without some overhaul. A Terran would never research EMP first against Zerg for example.
     
  8. Gold

    Gold New Member

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    i wonder if they will have auto cast, that was one of the issuses between starcraft and warcraft3 but it makes sence for starcraft to ahve it since blizzard keeps saying starcraft is about big battles over micromangement, maybe they have never seen a boxer game?
     
  9. Fenix

    Fenix Moderator

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    I think auto-cast would work fine, except for one thing. WarCraft spellcasting is more towards buffs, like Bloodlust, Lightning Shield, that stuff. StarCraft is more offense oriented, such as Plague, Psionic Storm, EMP. I think the Queen would work well as an autocaster though.
     
  10. reject_666_6

    reject_666_6 New Member

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    Actually, they're not that similar. Damage and armor upgrades are done in a separate building, but specific stat and ability upgrades are done differently: in Wc3 at the place the units are made at, below the units themselves, and in Sc1at the prerequisite building for the actual unit.
     
  11. Remy

    Remy New Member

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    Not that different really. Attack/armor upgrades in a separate building just like SC1. The only difference is, when you take a closer look at War3 tech tree, a lot of times the "pre-req" building IS your upgrades building or unit production building itself.

    For example, in War3 the pre-req building for casters is the caster production building itself. Where as you need the Science Facility as pre-req to make Science Vessels, but they're produced from the Starport. In the case of Troll Headhunters, they required War Mill which is the Orc upgrades building. However, War Mill is also partial pre-req for some of the other units as well, so in War3's case it just made more sense to have specific unit upgrades together with the units since there aren't many specific pre-req buildings otherwise.

    This is true for other races as well. You make Shades in Sacrificial Pit and Frost Wyrms in Boneyards, each unit made in its own pre-req building unless partial pre-req is shared else where. In StarCraft they grouped all same-type units to be produced out of the same buildings, all infantry in one, all robotics in one, all air in one, etc. Hence, more specific pre-req buildings to begin with, that's the difference.

    So to answer the main topic from a different angle, it's not likely that SC2 will have units all produced from their own separate buildings. That's not how SC tech tree was built and would require an overhaul.
     
  12. mc2

    mc2 New Member

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    how about something similar to the unit production of zerg?
    like the hatch/lair/hive would produce something and u can ungrade via that "something" (ok that's a horrible idea)

    with terrans i want to see more add on buildings.
    eg the engineering bay and academy should be an add on to the barracks
    or maybe u can do add on to bunker so they can detect?
    and do something about reducing the sizes of supply depots
     
  13. reject_666_6

    reject_666_6 New Member

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    :DI was talkin' specifically about the Terrans and their Academy, in Wc3 all races' basic fighter units have their upgrades right below them.

    And you just gave me a good idea, adding on a BUNKER to a building. Think about the huge defensive capabilities!!!
     
  14. mc2

    mc2 New Member

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    Thats a good idea, adding a bunker to a building and having infrantry in it.
    Or the ability to have a dropship plop a siege tank on top of the bunker :p
     
  15. reject_666_6

    reject_666_6 New Member

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    Or having a Siege Tank fire directly FROM the dropship! ;) These are all stupid strats, I know, but somebody will implement them one day!
     
  16. Remy

    Remy New Member

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    How is attaching a bunker to a building different from just building one next to it? Or do you mean a researched upgrade where all buildings could double as bunkers?

    I'm really interested in the idea is why I'm asking. Plz don't take offense.
     
  17. mc2

    mc2 New Member

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    its a good idea that every building could be upgraded to have an in-built bunker
    the command center really need something like this to counter early zealot rushes
     
  18. reject_666_6

    reject_666_6 New Member

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    Yes, a built-in bunker, built sort of like an addon but without being separate from the building in any way. You can select the bunker separately to load/unload units, but it shares the same life-pool with the building.
     
  19. Remy

    Remy New Member

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    This is indeed an interesting idea.  As long as they could completely balance this, it's not half bad at all.

    But I will hold my judgement on Terran early-game capabilities til I see some stuff on Terran released.  All I'm praying for every day now is just for Zerg not to suck lol.  I hope this time around everyone comes back strong early- mid- to end-game.  Not that any of em sucked back in SC1...