GENERAL- Remove free Civilian for tutorial completion.
- Remove Civilians on player elimination, in addition to removing P12 civs when people drop or leave.
- Give pylons controlled by players who drop/leave/get eliminated back to the appropriate base.
- Fix grammar and spelling errors, text inconsistencies.
- Fix placement of location on the Spell Level upgrade for easier purchasing.
- Improve advanced spawning levels such that the challenge they provide to the other team is more equivalent to the experience they give.
- Make HP upgrade percentage amounts consistent and truthful.
- Decrease cost of Photon Cannons from 120 to 80.
- Decrease cost of Pylon from 20 to 15.
- Increase and shield HP amounts for Protoss Buildings by 25% (excluding Pylon and Photon Cannons.) Increase Pylon's HP from 300 to 500.
- Start White and Yellow off with 3 or 5 shield upgrades.
- Change P6 Brown to a more minimap friendly color.
- Reset Mana to 0 upon death. (Hi, I just died, but fortunately I have mana from BEYOND THE GRAVE.) In addition, you may or may not want to have death remove Summoner's Ultra/Lings, Dark Archons, Companion Archers, and/or Nuclear Ghosts, etc.
- Get rid of our ability to upgrade Protoss Air.
- Move the Temple Builder purchase away from the heal so one can micro to save his base without blowing his cash.
- Make sure spell effect units that die always die. IE, no Archers flying about in Dropships or random Devourers.
- Give players a Map Revealer in the center of the skill point are for vision at all times.
TERRAIN- Improve building placement for north base to protect the geyser closest to the top path exit.
- Clogging problems for north base spawns in the top right base, they go up the ramp and back down the same one. This conflicting pathing leads to problems.
- There are minor building placement changes I would make in the bases that I am too lazy to detail. Generally, the bases need to be more defensible.
- There is also a lot of unused terrain on the borders of the map. Whether or not you want to get this involved is your choice.
ARCHER- Increase attack upgrade of Archer's Companions from +1 to +2. Maximum of 12.
- Apparently we can upgrade Hydra speed and range for the Companions. Might want to move that building near the other upgrades so it isn't a big secret.
- Remove his buildings when he is eliminated.
- Increase cost of Spore/Sunken colonies from 0 gas to 20 gas, double build time.
- Increase cost of Hatchery from 0 gas to 40 gas.
- Still difficult to attack hit things with the fourth spell, it charges up for so long. How about a Guardian power arrow that does around 250 + 15 for three shots?
- Disable Overlord speed upgrade.
ASSASSIN- Make it visible on the beacon for the hero selection.
- Decrease duration for the third spell slightly. Logically, one cannot assassinate a building, so why can this guy do it so easily?
ASSAULT- Decrease HP on Bomber from 550 to 350. IMO, he just really shouldn't be able to hide in the Bomber all the time. Classes without air attacks can really get cheesed by the Assault class, and it's frustrating. I'm ready to say make the Bomber disappear after awhile. Or just not give it bombs at all and call it a Transport.
(On that subject, I was toying with the implications of purchasable Transports for 50 minerals or so. They would, of course, get less HP than the Bomber's transport. This could open a whole new lot of strategy, in addition to bringing some otherwise "unused" terrain on the edges into use.)
- Remove Nuclear Silos after hero selection for non-Assault players.
- Maximum of 1 Nuclear Ghost.
- Increase cost of Nuclear Missile from 0m/50g to 10m/100g.
DARK MAGE- Dark Mage has too much HP. Especially since she's a "mage". The other Mage in this game only gets 2800, Dark Mage gets almost double that. I would decrease it to 5000, or even 4500.
- Increase Maelstrom cost from 65 to 100 and/or spawn Dark Archon at lower energy. Or ooh, you can switch the first and second spells and decrease the duration of that Curse of Weakness. IMO, the class doesn't have a Mage "dynamic" at the moment right now. I'm assuming you don't want to do such drastic changes, but that would make for an interesting revamp.
- Decrease Dark Archon's shields from 500 to 200.
- Increase cost of Ensnare from 20 to 50... maybe even 60 or 70.
LIGHT MAGE- Increase HP from 2800 to 3000.
MECH- The mech doesn't really need more HP. Given that it can change between the various forms, it currently has a maximum of 11,500 HP available to it. That's 5000 more than Warrior!
- Increase attack upgrade for sieged tank spells from +2 to +6.
- Give the speed upgrade to the Vulture form, but decrease its HP from 3200 to 3000 or 2800 to compensate.
- Make Vultures on Rail Gun change out slower such that they are all able to attack.
MEDIC- Increase Healing Spirit (Medic) HP from 90 to 150. Maximum of 12. (why anyone would max Meds anyway, I dunno.)
- Boost range and duration of Disable.
MUTANT- Decrease attack upgrade for Lurker spell from +4 to +3 -OR- change Lurker's base attack from 35 to 15.
- Increase duration of Transform (final spell).
SPECIAL OPS- Final burst of mines from Mine Drone (final spell) is not invincible.
- Add maximum amount for summoning Science Vessels (4) and SCV (2).
- Increase HP of Turrets from 100 to 250.
- Increase HP of SCV from 60 to 100.
SUMMONER-Increase cost of Adrenal Glands (Zergling Attack speed) to 80 or 100. Leave attack upgrades for Zerglings at +2.
VOLT- Decrase attack upgrade of Supercharged Volt (final spell) from +12 to +8.
- Slightly decrease duration of final spell.
- Any way to make the Magnetic Charge not slow down the Volt? If someone is out of range, you just look dumb and feel dumber.
- Decrease sensitivity for first spell's hit detection. (I hope the location for heroes getting hit isn't a full 1x1 tile size). Reduce mana drainage per hit to 5 and duration of paralysis.
WARRIOR-Allow Warrior to cast other spells during his defensive shield spells.
Post has been edited 2 time(s), last time on Aug 21 2008, 12:57 pm by Mini Moose 2707.