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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.