Staredit Network > Forums > SC1 UMS Theory and Ideas > Topic: AoS Hero Attributes
AoS Hero Attributes
Feb 21 2010, 7:54 pm
By: fat_flying_pigs  
Polls
READ BELOW BEFORE YOU VOTE /// Which of these attributes are the most OP for a hero.
READ BELOW BEFORE YOU VOTE /// Which of these attributes are the most OP for a hero.
Answer Votes Percentage % Voters
Concussion Damage 1
 
2%
Normal Damage 1
 
2%
Explosive Damage 0
 
0%
None.
Piercing Damage 1
 
2%
Splash Damage 2
 
4%
Poison 1
 
2%
Radiation 1
 
2%
Corruption 1
 
2%
Decay 3
 
6%
Size 1
 
2%
# of Weapons 3
 
6%
Weapon Cooldown 4
 
8%
Movement Speed 3
 
6%
% Organic 0
 
0%
None.
HP 0
 
0%
None.
HP Regen Rate 2
 
4%
Armor (Elements) 0
 
0%
None.
Armor (Dmg Type) 0
 
0%
None.
Shield Amount 0
 
0%
None.
Shield Regen Rate 2
 
4%
Attack Accuracy 0
 
0%
None.
Nat Element Bonus (A) 0
 
0%
None.
Nat Element Bonus (D) 0
 
0%
None.
Evasion 2
 
4%
Temp Attack Bonus 2
 
4%
Temp Defence Bonus 1
 
2%
Temp Movement Bonus 1
 
2%
Temp Regen Bonus 1
 
2%
Perma Aura 3
 
6%
Energy Amount 1
 
2%
Energy Regen Rate 3
 
6%
Psionic Dominance 2
 
4%
Tactical Rank # 1
 
2%
Exp Rate 1
 
2%
# Spell/Abilities 1
 
2%
Fear 2
 
4%
Courage 1
 
2%
Moral 1
 
2%
Initial Level 0
 
0%
None.
Day Light 1
 
2%
Jump Height/Cooldown 1
 
2%
Elevation Accuracy Bonus 3
 
6%
Elevation Evasion Bonus 1
 
2%
Tree Evasion 2
 
4%
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Poll has 57 votes. You can vote for at most 6 option(s).

Feb 21 2010, 7:54 pm fat_flying_pigs Post #1



Stage 1
Stage 1 Results

Stage 2
Of these Hero Attributes, which ones do you like the most? Each thing has a description that may be different from SC's rules; this is intentional. For these, just think of how this attribute can be used by the hero, or how a hero would use it.

Concussion Damage - Organic/Soft units take more damage
Normal Damage - ...
Explosive Damage - AoE effect - Large units take more damage.
Piercing Damage - This damage is dealt as though the enemy has no armor/shields/resistances.
Splash Damage - Damage that affects units other than the targeted unit
Poison - Does damage over time.
Radiation - X counts of radiation will kill the unit regardless of hp. This also impairs the radiated unit in some way.
Corruption - X counts of corruption will kill the unit regardless of hp.
Decay - Does damage over time. This also impairs the poisoned unit in some way.
Size - ...
# of Weapons - Number of weapons that fire. If 1 weapon misses, the other may/may not.
Weapon Cooldown - ...
Unit Movement Speed - ...
% Organic - % of the unit that is organic. Humans/Zerg/Some Toss are 100%, while cyborgs are some fraction, and machines are 0%
HP - ...
HP Regen Rate - Rate HP regens
Armor (Elements) - Armor that only defends against elemental damage. Exactly what an "element" is has not yet been decided.
Armor (Dmg Type) - Armor that only defends against non-elemental damage and non direct damage (poison, etc.).
Shield Amount - ...
Shield Regen Rate - Rate Shields regens
Attack Accuracy - Accuracy of each weapon, independently.
Natural Element Attack Bonus - Elemental Attack Bonus that the hero starts with.
Natural Element Defense Bonus - Elemental Defense Bonus that the hero starts with.
Evasion - % Chance to passively evade an attack (or the ability to trigger a duration of 100% evade).
Temp Attack Bonus - Temporary attack bonus (may/may not include elemental/direct damage bonus)
Temp Defense Bonus - Temporary defense bonus (may/may not include elemental bonus)
Temp Movement Bonus - Temporary movement speed bonus.
Temp Regen Bonus - Temporary bonus to a regenerative property, such as HP, or mana.
Perma Aura - Permanent Aura. This affects the hero and near by allies, or if it is a negative aura, only near by enemies. Think WC3 auras.
Mana Amount - Mana Max
Mana Regen Rate - Rate at which mana regens
Psionic Dominance - Dominance of your hero/other units. Units with high psionic dominance can control other units (summoner) by creating them, or taking them from the spawn. The summoned units need to have a total dominance less than the hero's.
Tactical Rank # - Ability to order spawn around. The hero can order any amount of spawn to do anything, if and only if the spawn unit's rank is BELOW the heroes (not equal to).
Exp Rate - Rate at which the hero gains experience. EXP gain rate is not the same for all heroes; some will exp faster than others depending on what they choose to do.
# Spell/Abilities[/color] - # of spells. Some units will have more than others.
Fear - Fear is affected by appearance, size, kills, and if you are losing. Fear affects opposing spawn & heroes when they are near the hero; it lessens their moral (individual unit) and their team's moral. Fear on a unit will impair the unit in some way.
Courage - Courage is affected by appearance, size, kills, and if your are winning. Courage affects the hero 2x, and near by spawn and heroes 1X. Courage on an individual unit provides a stat boost for that unit. Courage and Fear counter each other.
Moral - Moral provides a boost in npc production, stat boosts, better ai, and more. If moral is very low (less than 10%), you probably lost the game.
Initial Level - The level the hero starts at. Some heroes start at higher levels than others.
Day Light - Time of day. This light may just be a timer, or may be the WC3 day/night. It may have dusk/dawn, and may have multiple suns/moons. Depends on the editor. The hero gains a stat boost, or special abilities at certain times of the day.
Jump Height/Cooldown - ... If the units can jump...
Elevation Accuracy Bonus - If unit is higher than the defending unit, it gains an accuracy boost for each attacking weapon, and spells/abilities. (only if SC2 has this feature)
Elevation Evasion Bonus - If unit is higher than the attacking unit, it gains an evasion boost. (only if SC2 has this feature)
Tree Evasion - If trees provide cover, then this boosts the units evasion chance as long as it is under it. This evades air attack as well.

Poison, radiation, corruption, and decay effects can be cured at base.

I need at least 20 people to vote. Thanks.

Post has been edited 8 time(s), last time on Feb 24 2010, 4:50 am by fat_flying_pigs.



None.

Feb 22 2010, 12:48 am TiKels Post #2



Whenever people start trying to pull real world physics into starcraft it always makes me giddy!

Gl on your project.



"If a topic that clearly interest noone needs to be closed to underline the "we don't want this here" message, is up to debate."

-NudeRaider

Feb 22 2010, 2:44 am Sacrieur Post #3

Still Napping

I like them all.



None.

Feb 22 2010, 4:24 am TiKels Post #4



"Solid" Bored me, but it isn't as generic sounding as like "time" or "gravity"
I probably should have picked solid as my fourth...



"If a topic that clearly interest noone needs to be closed to underline the "we don't want this here" message, is up to debate."

-NudeRaider

Feb 22 2010, 5:27 am fat_flying_pigs Post #5



Well, solids are things like hurling rocks, rock spikes from the ground, swords appearing from the air, land slides, bullets, etc.
Personal I like null/void, it has so many applications..

Also... VOTE PEOPLE! There are only have 4 voters, and I need more than 10.



None.

Feb 24 2010, 7:41 am fat_flying_pigs Post #6



bump .



None.

Feb 24 2010, 7:58 am rockz Post #7

ᴄʜᴇᴇsᴇ ɪᴛ!

It's "morale"

Unit stats, such as regen and attack speed are the coolest. IDK what you're trying to do here, as there are far too many choices, and a lot of them tie in together.

I also vote to keep things plausible, but it doesn't look like that's available anymore. Anti-matter and null/void seem far too similar and I don't know enough about them to use them. It seems like they collide and create gamma radiation. Strong force would theoretically kill/damage anyone near it, including the caster/creator, which is why I suggested weak force instead. Then again SC managed to do tactical nukes pretty well. Plasma is essentially just lightning, so cool.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Feb 24 2010, 8:12 am Fire_Kame Post #8

wth is starcraft

Having found this in the shoutbox, and not understanding what is going on, I selected E. I hope I helped.




Feb 24 2010, 7:59 pm ImagoDeo Post #9



NOTE: Talking about Stage 2 here.

They all can be overpowered based on the extent to which they are taken. It's difficult to pick and choose here.



None.

Feb 25 2010, 8:08 pm fat_flying_pigs Post #10



Quote from rockz
It's "morale"

Unit stats, such as regen and attack speed are the coolest. IDK what you're trying to do here, as there are far too many choices, and a lot of them tie in together.

I also vote to keep things plausible, but it doesn't look like that's available anymore. Anti-matter and null/void seem far too similar and I don't know enough about them to use them. It seems like they collide and create gamma radiation. Strong force would theoretically kill/damage anyone near it, including the caster/creator, which is why I suggested weak force instead. Then again SC managed to do tactical nukes pretty well. Plasma is essentially just lightning, so cool.
I know a lot of the spells tie together, and it's quite obvious from the way the votes are turning out. However, there are other factors in the game. You can have super fast attack speed, but if the enemy has a mob of spawn and a hero with a moral aura, you're fucked. Other things like decay can do damage after your hero has retreated. It's just a simple poll to see which attribute is the most popular.

Anti-matter causes the removal of matter and the creation of energy = boom. You do 2x damage, and different types of damage. As for Null: think of just adding a cubic meter of null in the middle of a room. The gas would immediately move to fill that spot creating a vortex. There are different applications for it such as massive suction, removal of gas to weaken chemical rxn spells, choking a unit (no air) to 1 hit kill, etc. Strong force is probably sucide, or tactical nuke. Plasma can also be used in a gun (plasma rifle).


Quote from Fire_Kame
Having found this in the shoutbox, and not understanding what is going on, I selected E. I hope I helped.
What's "E"?

Quote from ImagoDeo
NOTE: Talking about Stage 2 here.

They all can be overpowered based on the extent to which they are taken. It's difficult to pick and choose here.
They are all overpowered depending of how strong I make them. I just want to know which one you, SEN, thinks is the most OP idea.



None.

Feb 26 2010, 2:38 am rockz Post #11

ᴄʜᴇᴇsᴇ ɪᴛ!

Quote from fat_flying_pigs
You can have super fast attack speed, but if the enemy has a mob of spawn and a hero with a moral aura, you're fucked.
so an aura which makes the spawn know the difference between right and wrong? That would mean they would know that it's bad to kill, so they would be less likely to attack. Sounds like nobody's fucked.
Quote from fat_flying_pigs
They are all overpowered depending of how strong I make them. I just want to know which one you, SEN, thinks is the most OP idea.
Overpowered has a negative connotation, which means that we WOULDN'T want said things in a game. I voted for the things I do want in the game/thought were the most cool. Your questions are vague and your posts are confusing.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

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