I suggest you actually start something before we give you all this feedback. You will likely drop this project when you get caught up in all the planning and hesitate to map.
Anyway...
Portalmech: Interesting. Nothing wrong
Snipersnake: so... he cant chase. Weak.
Infested Gerbil: Lame bones
Mutant mudkip: might consider changing name... D-web is dumb because then you cant attack since hes melee
Cyberdude: No idea how you would heal it over time in a bunker. Same as snipersnake. You can't move, so its pretty weak. Its for hiding.
Sneak: so he can't kill anyhting. Again, a running away skill
Sniperchick: Same as cyberdude but crappier
Gunnercycle: Same as above
Explosive thingy maker: Cool idea
Animated fart: how would you do that?
Berserker: same as above
Necrophiliac: decent, but cant run
Portalmech: k
Snipersnake: He can chase with his Mutalisk.
Infested Gerbil: I guess you're right.
Mutant Mudkip: Oh. Didn't realize that.
Cyberdude: You can go into combat, then run into a bunker when you're low on HP. Maybe I'll make the Bunker heal him faster than I was originally planning.
Sneak: It's not just a running away skill. It can also be used to rescue allies in trouble, or to scout. Though, in order to make it useful in combat, I'll make it so he does damage to anything he flies over while in Scourge form.
Sniperchick: I'm taking her out for technical reasons. (Namely, cloak detection eats up a player slot, and I'd prefer to have 4v4 instead of 3v3.)
Gunnercycle: Disagree.
Explosive Thingy Maker: k. Oh, I'll make his mines hit hovering units, btw.
Animated Fart: I'll detect attacking using a variant of vHP.
Berserker: Same as above.
Necrophiliac: Yes he can, what are you talking about?
...Also, the building a probe to heal thing kinda beats the purpose of having a no-building spell casting system. Maybe use a "if no foes are in location (around the hero)".
Good point. I'll take out healing altogether. Every hero has some way to heal anyway. (Gunnercycle will get mines back on death.)
If drones cancel whatever they are morphing into, they will emerge with full hp. So there would be no need for the player to wait for the extractor to be finished.
I'm removing the Infested Gerbil, so this doesn't matter.
Anyway. New character list:
Portalgunner (Infested Duran): Has two Portals (Science Vessels). Anything which touches one Portal is teleported to the other. No spells. (His unit and name were changed for a reason.)
Snipersnake (Defiler): Has a Mutant Bat Thingy (Mutalisk), which can't move or attack when the Snipersnake is unburrowed. The Snipersnake has no spells and can be seen while burrowed.
Robotic Kitten (Probe): Can build an Assimilator (at a gas cost) to turn into a Dragoon temporarily.
Infested Gerbil (Zergling): Can burrow (at a gas cost) to create a Disruption Web. Burrowing while under a Disruption Web will summon a Guardian (at a gas cost).
Cyberdude (SCV): Can build Bunkers (at a gas cost). While in a Bunker, the Cyberdude is healed over time.
Sneak (Hydralisk): Can burrow (at a gas cost) to turn into a Scourge (like a boss) for five seconds. Flying over enemies hurts them.
APC (Siege Tank): Has four Marines "inside" it. Siege Mode deploys the Marines. Tank Mode teleports them back inside. While inside, the Marines are slowly healed.
Gunnercycle (Vulture): Can plant a mine to heal.
Explosive Thingy Maker (Reaver): Can build a Scarab (at a gas cost) to summon a Spider Mine (and destroy the Scarab).
Animated Fart (Archon): Summons a Turd (Broodling) with every attack.
Beserker (Firebat): Gets one gas with every attack and loses gas over time. When his gas hits 30, he temporarily turns into a hero Firebat.
Necrophiliac (Lurker): Can burrow (at a gas cost) to summon an Infested Terran.
Post has been edited 1 time(s), last time on Jan 12 2010, 8:32 pm by TassadarZeratul.
None.