jamaylott
06-05-2007, 03:28 AM
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 **** 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!
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 **** 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!