@Above
It's not just that..
The audience has also changed quite dramatically. The people who play SC2 are more used to WC3 style of gaming...
They currently seem to have more patience than BW pubbies, and also they are more used to have overcomplicated things in a map.
They also prefer QWER, items, and many other nuances that I'm still trying to grasp.
Temple Siege by itself also have to have its own ... "specialty". It needs to be different from the rest of the AoS's. It is already exceptionally hard to get a game popular with the shitty custom map system... If I'm going to spend time in creating something, I will make sure it stays at least at the 2nd page.
Another thing is that a lot of things would feel awkward if they were directly translated into SC2. Take, for instance, Mutant's Fury Swipe. It'd be weird to have unburrowing zerglings. Other examples would be Medic's Disable, Warrior's Charge of Courage, and etc...
Finally, there are a lot of things in TS1 that needed more work. Medic n Dark Mage are good examples, as their abilities were really limited by SC1's triggering. We can easily evolve these heroes @SC2. The Spawn system is also poorly done in TS1. We haven't discussed the spawn system yet, but I do have a few ideas that I can bring out.
Spawn System Ideas and Others
1. Keep it the same - Make Temples to spawn special spawns which has around the same Exp/Kill ratio to normal spawns. Keep Morale so that spawns have more dmg/armor/hp with higher morale. Spawns will start off melee, while spawn leaders will be ranged.
2. Adopt LoL's system, where killing an "Inhibitor" will cause you to spawn stronger ones. Keep everything else the same.
3. Adopt Civilization's system - the Main temple will be able to "Produce" certain spawns over a long period of time w/o money, but one can Use money to instantly buy a spawn. This way, a team has to strategize a certain spawn to go for as they continue with the game. A small Spawn tech-tree can be placed to balance things a bit.
Other things can be incorporated. For example, we can have Teleport pads that allow you to teleport to captured outpost, rather than have it available in the beginning. One can choose to produce this over time for free, or buy it instantly. This system, however, doesn't work with building temples... And a hybrid of using the probe to produce things w/o money and stuff may be confusing (if you're not confused already).
There is also a need to improve things as well.
For instance, I feel there is a need to incorporate a gameplay mechanic that involves map control, as map control creates a perfect dilemma - More map control = better chances of winning, but getting map control is costly and may risk you the game.
The assimilators work to a certain extent, as you need to spend money to build assims, which you could've used for upgrading your hero.
However, by late game, assiming doesn't really matter as either they die too quickly, or the other team has so much money that they can just rebuild it without a dent in their pockets.
An Idea to remedy this is that Assimilators actually needs to be mined by computer workers. The amt of workers can be set by the hero simply by going to the assimilator and setting it... Heroes need to also support the base by buying workers (or, if we adopt the civ system, queue to produce more workers), which can then be used to mine the assim's.
This would cause assiming to be more risky, as opponents can come in to break the worker lines. It will also make it a lot harder to mass assim's, and actually have a trade-off for assiming... It'd also increase the use of Defensive buildings.
Lastly, we can allow players to build a secondary base to allow workers to mine closer.. Which can be built in Outposts
Morale will probably stay the same as before.. For every 2 assims alive, you get +1 Morale.
And successfully mining gas will award you more minerals than before.
But this is just an idea, and there're obvious cons to this... It's more complicated, and may affect the game too much.
There're also a lot more things to build for successful assiming.
Basically, I want the spawns and buildings to play a bigger role. To evolve.. from TS1. I want it to be a viable 2ndary strategy, and that the best players need to satisfy both Hero control and Base control.
Reason behind this is that this is a strategy lacking in the most common AoS's today.
Almost all AoS's nowadays focus on building your hero... They go through great lengths to include plenty of different variables in a hero, such as magic penetration, magic def, attack, def, HP, HP Regen, Agility, Stun time, etc. etc. etc... And what amounts is a mess of similar abilities and items that provide minuscule ups to different things of a hero.
As you should know, I'm against Items, as they will bring nothing in terms of gameplay to Temple Siege, since the upgrading system works just as well. So, turning the attention away from the heroes may be a good idea.
Lastly, I want to discuss minerals as a whole. There're two current problems with moving this to SC2
1. Money Upgrades in TS1 also upgrades Spell Damage b/c of the way spells were made in SC1. How will this work in SC2?
2. Money Upgrades only affected Attack, Armor, and Spawns in TS1. What about the other stats, such as HP and Mana? And, more importantly, how will things balance with Choosing which stat to up? In TS1, stat ups can also allow you to get a flat rate 35 minerals, which becomes increasingly less in value as things cost more and more. HP and Mana used to depend solely on Leveling.. How will it work if it also can be upgrade via minerals?
This is where adopting the Civ System may come in handy... as Everything can have an "an excuse" to have a monetary value. But it still works without it.. the second question is simpler. Things should be able to balance out, as we can make it more and more expensive to upgrade HP/Mana/whatever stat we want using money.. but still cost a flat rate of One Level up Stat to upgrade.
The first problem is when I start scratching my head.... Adopting every single AoS out there would mean that Level up Stat points are mostly used to Level up your abilities. If we were to incorporate a monetary value to it, how will it work? I am thinking that it should work exactly the same as every other stat. So that you can use money to up Attack/Armor/Hp/Mana/L1/L2/L3/ and even L4 as long as you have unlocked the spells with the Stat points. The Stat points will still provide a flat rate of 1 for 1 level for each of these stats (3 to unlock L2/L3/L4), as they will become increasingly more expensive.
But then another problem arises... Not all spells are damaging spells. So what gets up'd???
I'm going to need suggestions for this.
Post has been edited 4 time(s), last time on Feb 17 2011, 9:49 pm by UnholyUrine.
None.