A lot of these replies already make a lot of the points I would make, but I'll throw in a some extra.
@ HSL the scv's on the battlefield thing would be good cause they can repair tanks or other mechanic units, I wonder why triggers like that hadnlt been added in yet o.O
There are no 'triggers' that can make SCVs repair units. SCV repairing units is part of the regular "build-base" computer AIs, which I don't use in this map. Another aspect is that repair costs are based on unit build times and costs, which I currently set to 0 and small numbers like 0/0 or 1/1 because it's also used for the Dark Archon's MC. So I'd have to change these values around to fit both repair and MC which would take a bit of fiddling. I also doubt that the SCVs would repair if I did all of this anyway.
The probes are certainly good for taking Ghost's lockdown.
Yes, the probes are present because Protoss players are forced to spend money on pylons to build, so giving them a unit was only fair. Initially when I introduced probes they were way too strong for the price, but now they're about right. They certainly are very good at soaking up lockdowns, which is why I'll never remove them - I consider this a feature.
Oh, and actually, hero Zerg casters could have an interesting use: When one dies, do something useful. Magellan could be used the same way, but that seems odd thematically. It's just a (probably stupid) thought.
That's an interesting possibility. I'd have to make them unique (hero-type) units however, as the only way to detect that a unit has died at a certain position on the map is to center a location on them every cycle, then when you discover that the location is not at it's previous 'storage' spot but has moved somewhere on the map and yet there is no unit present, that unit must have died. I do this with the mothership where it has an extra attack on death that can kill more units in a wider area around it, because the mothership often ends up suiciding especially vs terran goliaths.
I don't see much use for the Hero Firebat/Vulture, they won't do much use late game due to their damage type.
Yes. There is nothing special about the firebat hero whatsoever, however Raynor vulture has a faster attack rate with a cooldown of 22 instead of 30. This is quite common for a lot of the 'named' heroes where the base unit has a standard 30 cooldown: Fenix, Raynor BC and Zeratul. As I've found in earlier versions of DS, having the hero and standard versions in the map as 'regular' units is generally difficult to balance.
Magellan (Vessel), I suggested that to Lanth for extra detection with no support/attacks (D.Matrix, Irrd).
Yes, I've considered this, but ultimately went with just making all science vessals a bit cheaper, rather than making the first one especially cheap (and giving you a no-spells magellan). Ultimately every unit type I add to the map needs half a dozen triggers changed for it and I quite like the balance of the existing science vessals. Terran are often the last player to get detection due to their cost compared to the other races and I'm fine with that. Each race has strengths and weaknesses and this is one terrans.
Drone doesn't have much use and where would he be put in a building?[/quotes]
Drones are actually used as a special effect unit. They used to be used on the reaver when it spawned a baneling, but I moved the drone to the infestor (so probablly no one notices it any more) after I made Infested Kerrigan a buildable unit, as she was previously on the infestor.
[quote]Devouring One, I suggested that to be added with the Ultralisk.
Although I can't see any purpose for this, since devouring ones have the same niche as ultralisks: melee damage and the devouring one has no notable features compared to regular zerglings.
And isn't Infested Duran used at the end after the victory/defeat? It seems he would be more of a Zerg Hero instead of a regular spawning unit.
Yes, although this in itself isn't much of a reason because that cinematic could easily be removed entirely. I'm resistant to using these hero ghosts just because they look identical to the regular ghosts (which use lockdown) so 'reading' them on the battlefield is not easy. But certainly one of Zerg's drawbacks at the moment is they only have hydralisks for ranged which is Explosive damage, although ghosts doing concussive isn't particularly helpful either. Protoss also only have Explosive ranged units, except for Immortals but they can only target ground and have very short range.
I thought the Hero Dark Templar was being used? Isn't he the one with the speed or is that the regular one? Because I know Zeratul has a faster attack rate.
There are 3 types of dark templar in the game, the hero and Zeratul versions are from SC vanilla and Zeratul has a faster attack rate, both walk at a 'slow' speed. The 3rd templar was the standard trainable unit that was introduced in brood war; it has the same stats as the hero version except the movement speed is increased (and spells can target them, etc). I make use of the standard unit and the zeratul hero, the standard hero is unused. There's no compelling reason to begin using them.
Mojo is used in the beginning for choice isn't he? Aside that he would be useful for a hallucination.
Yes, Mojo is used at the beginning, but I could replace him with another air unit such as the matriarch. Basically it needs to be a fast-moving air unit not used for other purposes, which rules out the various BC heroes, Danimoth etc.
I doubt Danimoth is going to be added in, I think Lanth said he doesn't want the uniqueness of the Hero units to be ruined, only wanting one of them on the field to set them apart from the other units.
Yes, Danimoth especially because the mothership is a very powerful hero so being able to visually track it on the battlefield is a point of interest for observing how the battle is going. If I was going to use Danimoth, I'd use him as the void ray.
Post has been edited 1 time(s), last time on Feb 19 2012, 7:55 pm by Lanthanide.
None.