Staredit Network > Forums > SC1 UMS Theory and Ideas > Topic: Meet the Line-up.
Meet the Line-up.
Aug 31 2009, 9:46 pm
By: Norm
Pages: < 1 2 3
 

Sep 4 2009, 9:33 pm Norm Post #41



Finalized the Roster for my upcoming AoS. Give Feedback plx.



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Sep 5 2009, 1:08 am fat_flying_pigs Post #42



Some ideas to make the characters truly fit their name:
Psychopath - Jim Marine///Artificial Intelligence - Goliath / Vulture (Perhaps you were planing to spawn a # of mines for the amount of fuel)
Last Stand - Instead of just setting the life at 60% with some effects, spawn stacked mines on an enemy civ, then remove the civ. Mines explode damaging all units around him.

Illusionist - Tassadar///Ninja - Dark Templar (tassy for playing with people's head) (dt because he can reappear cloaked)
Fake Death - Like the teamfotress2 spy ability. Hero can cast a spell to fake his death. Moves hero else where, makes the hero, and kills him. Then: hero spawns at a random time at that spot. OR creates an obs over which can move around. hero spawns at the obs. when hero actually dies, he spawns a false obs.

Necromancer - Fenix Dragoon (I like this character!)
Curious to know if there will be a skeleton limit, or if the skeletons will have a timed limit (like wc3). Also, there should be the option to use un-upgraded skeletons after the upgrade. My guess is that you will have melee as the 1st level, and work toward ranged with the later levels. However, melee units can provide a wall of sorts, and surround enemy units, something more difficult to do with ranged units.

Ninja - Dark Templar
You stated that ninjas are masters of technique, however, you missed the part where they are also fast. You already made a fast unit affected by Night/Day , the Crimson Wolf. Although it has god ideas, the name and idea of the character doesn't match the spells.

Rune Mage - Infested Kerrigan
Seems like a typical spell whore unit. Overall, nothing really stands out about it. It has potential in this game, but nothing original.

Psychopath - Jim Marine
An idea: A spell that allows the hero to suicide via (infests). If he kills any other hero as he dies, he gains (2)x the exp. A psychotic spell for the Psychopath.

What you actually asked for: Feedback!
I'm curious to know whether this will be a hero based game (like ts), or a spawn based game (heroes must push spawn to kill their opponents, as spawn can do a great deal of damage if left unattended), or wc3 spawn based, where you can't "back door" or rush the opposing buildings w/o your spawn attacking it as well.
It would be nice if side quests were available (like the rag quest in CHW), and other objectives were made other than the temple, like a power generator, and/or a communications tower.
I like the hero ideas! It made me realize that my spells are lame compared to yours.
If you could, please post a picture of the terrain.



None.

Sep 5 2009, 1:38 am Norm Post #43



Quote from fat_flying_pigs
Some ideas to make the characters truly fit their name:
Psychopath - Jim Marine///Artificial Intelligence - Goliath / Vulture (Perhaps you were planing to spawn a # of mines for the amount of fuel)
Last Stand - Instead of just setting the life at 60% with some effects, spawn stacked mines on an enemy civ, then remove the civ. Mines explode damaging all units around him.

His passive ability converts any leftover fuel into an explosion that damages any nearby enemies. This happens 100% of the time. For each X amount of fuel, 1 Cloaked Tom Wraith is created at the location of AI's death. With Ship upgrades and a lot of leftover fuel, this could be a deadly counterattack. (Of course I'm going to make flashy explosions too!!!)

Quote from fat_flying_pigs
Illusionist - Tassadar///Ninja - Dark Templar (tassy for playing with people's head) (dt because he can reappear cloaked)
Fake Death - Like the teamfotress2 spy ability. Hero can cast a spell to fake his death. Moves hero else where, makes the hero, and kills him. Then: hero spawns at a random time at that spot. OR creates an obs over which can move around. hero spawns at the obs. when hero actually dies, he spawns a false obs.

That could be a good idea, the only problem is that anyone who has played as the Hero will know that they merely faked their death and camp whichever spot they faked at. Also, cloaked units are visible when it is light out, so observer would be eZ'd (Besides it's used for Ninja's abilities) It also might be redundant because of his relationship with the Ultralisk possession. Thank you though =).

Quote from fat_flying_pigs
Necromancer - Fenix Dragoon (I like this character!)
Curious to know if there will be a skeleton limit, or if the skeletons will have a timed limit (like wc3). Also, there should be the option to use un-upgraded skeletons after the upgrade. My guess is that you will have melee as the 1st level, and work toward ranged with the later levels. However, melee units can provide a wall of sorts, and surround enemy units, something more difficult to do with ranged units.

This guy is one of my favorites as well in Theory. What happens is that you do have a set maximum amount of skeletons you can have. You need to construct spires to increase the maximum amount. This will also increase the chance that you summon one when you kill things. In addition, you can create Greater Spires which give your a chance to summon Skeleton Archers (better skeletons). All skeletons are ranged, but do minimal damage, so their effectiveness is in numbers. The Necromancer's spells revolve around these skeletons as well, and you can even use night time advantage to deceive the enemy into thinking you have few skeletons, when really you have a ton hidden somewhere and you can use a spell which calls them all to your position. "Gravedancer" is an additional summon for the Necromancer. It's a melee unit, and you will be able to do a combination spell called "Lich Candle" - which sacrifices Gravedancer to burn into a nearby enemy, burning off a ton of their MP.

Quote from fat_flying_pigs
Ninja - Dark Templar
You stated that ninjas are masters of technique, however, you missed the part where they are also fast. You already made a fast unit affected by Night/Day , the Crimson Wolf. Although it has god ideas, the name and idea of the character doesn't match the spells.

I see what you're saying here. I think that once I explain his spell layout better you will see that he is a perfect combination of Speed and Stealth. What he lacks in actual movement speed, he gains in spell effects and the ability to combo spells. "Smoke bomb" is a technique that can move you and any nearby allies to any location predetermined by your Spy Sentry (Observer, Invisible + High Defenses at night time, vulnerable during day). He also specializes in an evade technique, which can be combo'd into a move called "Substitution" which will make enemies fall into a trap in their attempts to hit the Ninja. I'm also giving him some shurikens and a cool Level 4 move called "Shadow Stitch". If you play as this guy and still think he's not Ninja enough, I'll think of a better name =).


Quote from fat_flying_pigs
Rune Mage - Infested Kerrigan
Seems like a typical spell whore unit. Overall, nothing really stands out about it. It has potential in this game, but nothing original.

You might be right with this assertion, as it's hard for me to tell how my ideas will translate into actual gameplay. I just hope that her Level 3 and 4 spells and spell combos will bring something fresh to the tired magician theme.


Quote from fat_flying_pigs
Psychopath - Jim Marine
An idea: A spell that allows the hero to suicide via (infests). If he kills any other hero as he dies, he gains (2)x the exp. A psychotic spell for the Psychopath.

o.O Suicides? I don't know how many people are going to want to throw away lives when they barely have any. I promise that I have 4 pretty hectic attacks planned out for this guy including every type of explosive unit SC offers. In Addition we have "Mobile Time Bomb" with Combo spell "Premature Detonation" which is a beast in itself. Add the psychopath's mobile bombing machine that doubles as a transport into the mix, and we're at 7-8 ways to bring your opponents to an explosive death.


Quote from fat_flying_pigs
What you actually asked for: Feedback!
I'm curious to know whether this will be a hero based game (like ts), or a spawn based game (heroes must push spawn to kill their opponents, as spawn can do a great deal of damage if left unattended), or wc3 spawn based, where you can't "back door" or rush the opposing buildings w/o your spawn attacking it as well.
It would be nice if side quests were available (like the rag quest in CHW), and other objectives were made other than the temple, like a power generator, and/or a communications tower.
I like the hero ideas! It made me realize that my spells are lame compared to yours.
If you could, please post a picture of the terrain.

Well, I'm hoping to strike a good balance with spawn base and Hero PvP. For example, the spawns grow in level and power much more quickly than you'd see in TS. The layout is AoS like DoTA and many other games of that structure, so nothing original there. I'm just trying to push the world of SC AoS maps to an even higher level than they've already been reached. I won't have any quests and such included in the map, but I will have Items and Secret Equipment available for the players to fight over. Expect anything from minerals laying on the ground, MP potions, charms that increase EXP gain and the likes.

Thanks for your compliment about my spells =) I really appreciate all of your input actually. As for the terrain, It's finished, but not yet finalized. I might put a picture of it up in the terrain forum once I finalize it 100%, but this topic isn't the place for it.



None.

Sep 6 2009, 2:27 am fat_flying_pigs Post #44



Quote from Norm
Quote from fat_flying_pigs
Psychopath - Jim Marine
An idea: A spell that allows the hero to suicide via (infests). If he kills any other hero as he dies, he gains (2)x the exp. A psychotic spell for the Psychopath.

o.O Suicides? I don't know how many people are going to want to throw away lives when they barely have any. I promise that I have 4 pretty hectic attacks planned out for this guy including every type of explosive unit SC offers. In Addition we have "Mobile Time Bomb" with Combo spell "Premature Detonation" which is a beast in itself. Add the psychopath's mobile bombing machine that doubles as a transport into the mix, and we're at 7-8 ways to bring your opponents to an explosive death.

In TS 2v2 or 3v3, many times, we suicide in order to deal the final blows to an enemy hero. Sometimes it is because that hero is particularly dangerous against our character set, or because he has 1 life, and I have 2. Giving the psychopath a suicide spell enables him to kill a weakened opponent who's existence in the game poses a serious threat; although it would seem that both sides lose equally, if the spell is used correctly, the psychopath's team gains an advantage (the exp bonus is a possible extra). Another possible use would allow the spell to critically damage (or kill weakened) heroes. If there were 2 heroes clustering together, you could damage/kill both (of course, this would have to be a high level spell).



None.

Sep 11 2009, 8:42 pm Norm Post #45



Quote from fat_flying_pigs
Quote from Norm
Quote from fat_flying_pigs
Psychopath - Jim Marine
An idea: A spell that allows the hero to suicide via (infests). If he kills any other hero as he dies, he gains (2)x the exp. A psychotic spell for the Psychopath.

o.O Suicides? I don't know how many people are going to want to throw away lives when they barely have any. I promise that I have 4 pretty hectic attacks planned out for this guy including every type of explosive unit SC offers. In Addition we have "Mobile Time Bomb" with Combo spell "Premature Detonation" which is a beast in itself. Add the psychopath's mobile bombing machine that doubles as a transport into the mix, and we're at 7-8 ways to bring your opponents to an explosive death.

In TS 2v2 or 3v3, many times, we suicide in order to deal the final blows to an enemy hero. Sometimes it is because that hero is particularly dangerous against our character set, or because he has 1 life, and I have 2. Giving the psychopath a suicide spell enables him to kill a weakened opponent who's existence in the game poses a serious threat; although it would seem that both sides lose equally, if the spell is used correctly, the psychopath's team gains an advantage (the exp bonus is a possible extra). Another possible use would allow the spell to critically damage (or kill weakened) heroes. If there were 2 heroes clustering together, you could damage/kill both (of course, this would have to be a high level spell).

Alright, I think I have a spell planned out that would make your scenario work very well. I totally agree with your interpretation of the psychopath, and I hope that when my map is completed, you will be satisfied with the way the hero turns out.

p.s. the map is coming along nicely.



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