jamaylott
06-06-2007, 09:21 AM
Okay here goes, thought about this during a 12 hour shift at work today sanding floors.
Terran Base-to-Base Bombing*
Wouldn't it be nice, if for just once, that 7 minute Nuke-Rush could acctually work? Heres just a few thoughts on how to make the Nuke more...... "Sneaky".... More on SNEAKY-NESS on the NEXT MENU
a few mods for this sneaky nuke rush,...,..., Give the rens' an EMP bomb, that is, an EMP which could wipe the sheilds off a few (if not many) nearby TOSS buildings.... given a balanced amount of time for the bomb to drop (not necessarily the same as nuke)... a terran BAse-to-Base launch could bring GREAT mechanics against the protoss.
follow out with a nuke or a heavy tank or air raid and it would become something that SCARED THE CRAP out of any protoss player. i see it something like "EXECUTOR! THE TERRANS HAVE LAUNCHED THEIR EMP BOMB, QUICK, LOCATE THAT PESTULANT GHOST" or whatever.
As for the Zerg component, How about a "Chemical/Irridate bomb" that irridated all buildings and hatcheries.... This chemical bomb would (for a shortish period) dissable the Zergs ability to hatch HUNDREDS of units in a given second, and destroying MASSIVE drones, slowing zerg gathering and operations. even if for only 60 seconds...
okayy next we have Wraiths.
Wraiths******************************************* **********************
This is a smallish notion.
I would love to see the wraith get a sort of "sonic boom" or "afterburner" It would be great for Hit and run air raids and sort of balance out the new "Blink ability" on the protoss. It would also be great for base defense, pressing hoy key 6/7 or whatever and bam, 2 seeconds you got all your wraiths to fight those nasty mutalisks. maybey lower thier armor or defense or soemthing to balance...
Ultralisks**************************************** **************************
Another smally...
Could we please change the attacking script a tad? Im sorry, it just KILLS ME TO SEE the toughest zerg unit attack enemys like a MOUNTAIN GOAT IN HEAT.... IT ARCS ITS BACK AND HUMPS FOR LORDS SAKE.
instead, i thought a charge/trample ability would be nice.... it could squash those pesky marines bats and small; zergt (but not zealots) and it would do damage to structures based on its distance from them, eg: the harder the run it gets at something, the more damage it does.... just a lil tweak i guess.
OKAY.......... so WTF is a Gambit?
GAAMMMMBIIIIIIIIIITTTTTTTSSSSSSSSSSS************** ** READ THIS, ITS COOL.... i hope.... ***********
At the begining of a game, there is always like a 3 min window or so of "warm up" build gather-ers and send em to the minerals, then set a few hotkeys and BUTTON mash or whatever to make those first few minutes got by ASAP.
well here goes.
A gambit is a COMMAND that is issued and scripted on a very Java/Boolean True/False System..... a brief example would be
SCV : Ally : Nearest Visible: HP<60% : REPAIR.
so all SCVs, if there is a unit within ITS PERSONAL sight who is friendley and is repairable, the SCV will do this without consent of the player. However, THE PLAYER HAD TO SET THIS GAMBIT WHILE HE WAITED/BUILT GATHERERS during the begineing (the player could also modify its gambits to fight off enemy strategy...)....
these gambits could be set for all kinds of players, with all races.... heres a couple more, one from each race i guess.
Toss>>> ALL PROTOSS UNITS : SHEILD BATTERY : NEAREST REVEALED (so not restricted to the unts peronal sight, but to the players) : SHIELD<25% : RONDEVOUS (or MOVE for those french haters)
then for the battery...... SHIELD BATTERY : ALLY ANY : SHIELD<100% : ENERGIZE....
so now the toss units will retreat to shield batteries after they have taken damage, allowing for their fellow units with health to fight on while the damaged ones get a recharge... cool? !!!
Zerg>>> LARVA : ALLY ANY : INACTIVE 240 SECONDS : BUILD OVERLORD....
so now unused larva will build overlords, there is a down fall to this chosen gambit thogh, it will drain funds, so instead of choosing "ALLY ANY" it should have been written "Minerals>1200" So now, if theres excess funds, it will build some detectors.
This kind of BASIC coding would bring a TOTALY RAD and NEW experiance to RTS and SC in general. It would not only pit the "Hand eye" skill of players against one another, but their brain power.
i have a WHOLE list of gambits i got from places, and theres probably over 100,000 different options.
okay one last one for the rens....
BATTLE CRUISER : ENEMY UNIT NEAREST VISIBLE : HP>380 : YAMAMATO....
so the BC will yamamato any enemy unit with HP>380..... this would require some outs, like, if the BCs energy cant do it, it would keep trying and not fire... but rather switch to... ENEMY UNIT NEAREST VISIBLE : HP=ANY : ATTACK
More gambits or w/e next POST!
thanks for reading, happy posting.... ps, sorry bout being rude before..... just an old habit... lol
-jamaylott
Terran Base-to-Base Bombing*
Wouldn't it be nice, if for just once, that 7 minute Nuke-Rush could acctually work? Heres just a few thoughts on how to make the Nuke more...... "Sneaky".... More on SNEAKY-NESS on the NEXT MENU
a few mods for this sneaky nuke rush,...,..., Give the rens' an EMP bomb, that is, an EMP which could wipe the sheilds off a few (if not many) nearby TOSS buildings.... given a balanced amount of time for the bomb to drop (not necessarily the same as nuke)... a terran BAse-to-Base launch could bring GREAT mechanics against the protoss.
follow out with a nuke or a heavy tank or air raid and it would become something that SCARED THE CRAP out of any protoss player. i see it something like "EXECUTOR! THE TERRANS HAVE LAUNCHED THEIR EMP BOMB, QUICK, LOCATE THAT PESTULANT GHOST" or whatever.
As for the Zerg component, How about a "Chemical/Irridate bomb" that irridated all buildings and hatcheries.... This chemical bomb would (for a shortish period) dissable the Zergs ability to hatch HUNDREDS of units in a given second, and destroying MASSIVE drones, slowing zerg gathering and operations. even if for only 60 seconds...
okayy next we have Wraiths.
Wraiths******************************************* **********************
This is a smallish notion.
I would love to see the wraith get a sort of "sonic boom" or "afterburner" It would be great for Hit and run air raids and sort of balance out the new "Blink ability" on the protoss. It would also be great for base defense, pressing hoy key 6/7 or whatever and bam, 2 seeconds you got all your wraiths to fight those nasty mutalisks. maybey lower thier armor or defense or soemthing to balance...
Ultralisks**************************************** **************************
Another smally...
Could we please change the attacking script a tad? Im sorry, it just KILLS ME TO SEE the toughest zerg unit attack enemys like a MOUNTAIN GOAT IN HEAT.... IT ARCS ITS BACK AND HUMPS FOR LORDS SAKE.
instead, i thought a charge/trample ability would be nice.... it could squash those pesky marines bats and small; zergt (but not zealots) and it would do damage to structures based on its distance from them, eg: the harder the run it gets at something, the more damage it does.... just a lil tweak i guess.
OKAY.......... so WTF is a Gambit?
GAAMMMMBIIIIIIIIIITTTTTTTSSSSSSSSSSS************** ** READ THIS, ITS COOL.... i hope.... ***********
At the begining of a game, there is always like a 3 min window or so of "warm up" build gather-ers and send em to the minerals, then set a few hotkeys and BUTTON mash or whatever to make those first few minutes got by ASAP.
well here goes.
A gambit is a COMMAND that is issued and scripted on a very Java/Boolean True/False System..... a brief example would be
SCV : Ally : Nearest Visible: HP<60% : REPAIR.
so all SCVs, if there is a unit within ITS PERSONAL sight who is friendley and is repairable, the SCV will do this without consent of the player. However, THE PLAYER HAD TO SET THIS GAMBIT WHILE HE WAITED/BUILT GATHERERS during the begineing (the player could also modify its gambits to fight off enemy strategy...)....
these gambits could be set for all kinds of players, with all races.... heres a couple more, one from each race i guess.
Toss>>> ALL PROTOSS UNITS : SHEILD BATTERY : NEAREST REVEALED (so not restricted to the unts peronal sight, but to the players) : SHIELD<25% : RONDEVOUS (or MOVE for those french haters)
then for the battery...... SHIELD BATTERY : ALLY ANY : SHIELD<100% : ENERGIZE....
so now the toss units will retreat to shield batteries after they have taken damage, allowing for their fellow units with health to fight on while the damaged ones get a recharge... cool? !!!
Zerg>>> LARVA : ALLY ANY : INACTIVE 240 SECONDS : BUILD OVERLORD....
so now unused larva will build overlords, there is a down fall to this chosen gambit thogh, it will drain funds, so instead of choosing "ALLY ANY" it should have been written "Minerals>1200" So now, if theres excess funds, it will build some detectors.
This kind of BASIC coding would bring a TOTALY RAD and NEW experiance to RTS and SC in general. It would not only pit the "Hand eye" skill of players against one another, but their brain power.
i have a WHOLE list of gambits i got from places, and theres probably over 100,000 different options.
okay one last one for the rens....
BATTLE CRUISER : ENEMY UNIT NEAREST VISIBLE : HP>380 : YAMAMATO....
so the BC will yamamato any enemy unit with HP>380..... this would require some outs, like, if the BCs energy cant do it, it would keep trying and not fire... but rather switch to... ENEMY UNIT NEAREST VISIBLE : HP=ANY : ATTACK
More gambits or w/e next POST!
thanks for reading, happy posting.... ps, sorry bout being rude before..... just an old habit... lol
-jamaylott