@Custom UI
I've always thought that the Upgrade system would be done using a Custom UI window, but last time I suggested it, people did not like the bulkiness of the UI or they did not like the fact that it'd slow down plays.
Again, Command Cards is just One way.. I'm using it to suggest my Upgrade Tech Tree ideas, which is more important to get through to everyone here.
Ahli and Luzz will have to decide on what UI to use

. Hopefully HotS will give better options
@Upgrade Window
We can still stick to the Upgrade Tech Tree idea that I've suggested, correct?
How do you think we should organize it?
Please do a drawing!!
Questions to Ahli/Devlin/Luzz
I know it is possible to implement Doodads as Actors into abilities so they look cool
But how does it work? I remember maps like Smashcraft uses them and they fade away after a while
Also, how hard is it to start randomizing them? (for example, if we use Rock Pillars as Mutant's Hyper Claw, Is it difficult to produce a spell effect that shoots rock pillar from the ground, but have the pillars randomize between several doodads?)
How hard is it to control them?
There are some really good ones like the Cracks on the floors
Rock pillars that look like Spines sticking out of the ground
There's also protoss beacons, electric arcs, and stuff
Finally, is it hard to tint them into different colors?
If we can use this:

and tint it red, we can use it for Dark Mage's spell effects.
Also, what about Spell Death Effects like Baneling's explosion?
Here are Moar Hero Upgrade Tech Tree ideas!
Summoner

At the moment, Summoner still has a problem with L2 and L3. They are either lackluster spells are do not have enough effect to have players use them efficiently.
But, I believe I have come up with a good solution.
- Switch Dark Swarm to L3. Make its duration longer to compensate OR make it so that enemies do 0 dmg under swarm (including melee units)
- New L2 - Summon Changeling - Unit changeling, speed Fast (faster than spawns), but only 35 hp. no attack. It can burrow (probably allow moving while burrowed as well), but only before it has transformed.
- Changeling has the ability to change into the current spawn (if broodlings are being spawned, it will change into broodling) and be the enemy base's color. Therefore, cannons and base spawns will not attack it (after it has transformed). When it transformed, it will be the same speed as the unit it has transformed into (It will be slower) and will still only have 35 hp.
- The transformed changeling should be just like the changeling in the melee game.. players will have to specifically target it to kill it. It should still be in effect of enemy AoE spells, though.
- Changeling is NOT affected by summoner's range (it can go anywhere in the map without losing HP)
- Changeling has another ability that sacrifices itself to do a SMALL explosion around it, dealing 100+10 damage and stunning foes inside it's SMALL AoE for 5 seconds. The changeling can use this ability at any time.
This allows the Summoner Player to be useful in scouting like it was in TS1, as well as allow Summoner to support allies and gank unexpecting/careless heroes.
I think unit control was a big factor in summoner's gameplay, and this will definitely increase that playstyle.
Upgrades:
Normal Weapon upgrades - Upgrades all summons
Armor Upgrades - Upgrades all summons and Summoner
Special Upgrades:
- Summoner's Gambit - Gives zerglings ability to morph into Banelings for free(have morphing time around 2 seconds). Banelings will do 50+5 damage (with extra damage towards buildings) - Cost about 50-70.
- Vexing Fiends - Increase speed of all summons - Cost about 100
- Corruption Mist - Gives Summons under Dark Swarm double Attack Speed. Causes enemies to have 50% speed under Dark Swarm (not sure how difficult this will be to make) - Cost about 75-100
- Summy's Gambit allows summy to gank heroes early.
- Speed of summons gives summy even more control
- Dark swarm could use a buff. Slowly enemies down makes Dark Swarm a possible ganking spell rather than solely for killing cannons/defense.
Assault

A thing to change with the assault is its current L3.
Not that it's effects/actors are bad, it looks awesome. But it is too easy to use and requires too little input from the player.
Let's make it so that the Bombs do not go off until 4 seconds later (I don't know what time it takes right now, but it needs to be about 1.5x slower). This includes the tiny bombs. They do not settle in until much later. This gives time for players to run away.
We might also want to try to slow down the projectile speed.
I've also noticed that the current Assault does extra damage to buildings. Let's delete that and make it into a special upgrade.
Me and Ahli have also decided to switch Assault's L1 and L2, so afterburn is now L2 and Null blast is L1.
Upgrades
Normal weapon upgrades normal weapon ONLY
Special upgrades = Bomb Upgrade. Upgrades Null blast (if we ever decide to put dmg in it), L3 and L4 bombs dmg
- That should keep Assault from being a one trick pony.. hopefully
Armor = infantry armor
Special armor = ship armor
Special Upgrades:
- Fuel Reserves - Instead of two rocket jumps, each recharge allows the assault to rocket jump 5 times. Cost 50-70
- Canister Bombs (or w/e that weapon is called that the assault uses to deal dmg to buildings) - Assault will use a secondary weapon on buildings that do a lot more damage. (Should this be upgraded with the bomb upgrade or the normal weapon upgrade??) Cost 60-80
- ???? something to do with Null blast maybe..
- Extra rocket jump buffs its normal attack strategy, as it allows better heckling and escape plans.
- Canister bombs give assault the option to control enemy player's Assimilators, and early cannon takedown.
Post has been edited 2 time(s), last time on Apr 22 2012, 2:41 am by UnholyUrine.
None.