StarCraft
Moderator: Moderators
Well, try and think generalized... of course, most of these are more issues for the Command Engine, likely too complex for Spring.
- Display of unit-script variables as status-bars on the unit. That would be useful for shields, XP, mana, whatever.
- Spells - imho, they'd go best in the build-menu. To start, they could simply be weapons that are basically the same as the D-gun, except using a different button to fire it. Then you could focus on enhancing the weapon system to enable the spells you need - like "spawn unit X on impact" and suchlike.
- Better support for payload-based weapons to make the Reaver more doable.
- Units that exist only to follow the orders of an owner, but are physically independant from it.
- Display of unit-script variables as status-bars on the unit. That would be useful for shields, XP, mana, whatever.
- Spells - imho, they'd go best in the build-menu. To start, they could simply be weapons that are basically the same as the D-gun, except using a different button to fire it. Then you could focus on enhancing the weapon system to enable the spells you need - like "spawn unit X on impact" and suchlike.
- Better support for payload-based weapons to make the Reaver more doable.
- Units that exist only to follow the orders of an owner, but are physically independant from it.
the reaver is like the carrier it just uses aircraft that move along ground and self-d ala scourge.
One thing I would like to see is sort of small area reveal type spell.
As far as features it is good to suggest things but command engine is a good bit away guys so do not hold your breath.
...
Anyway, moders are BUSY with their mod so they cannot often stop to code.
One thing I would like to see is sort of small area reveal type spell.
As far as features it is good to suggest things but command engine is a good bit away guys so do not hold your breath.
I wrote a patch toFLOZi wrote:Arghs changes to flamethrower code, my fixing s3o cloaking... not major, but not entirely trivial, either. My point is that if modders desperately need something we do have the ability to do it ourselves and not trouble the people who are adding huge new parts to the engine.

Anyway, moders are BUSY with their mod so they cannot often stop to code.
I know, and the seperation of fireplatform and airbase is handy toosmoth wrote:the reaver is like the carrier it just uses aircraft that move along ground and self-d ala scourge.
One thing I would like to see is sort of small area reveal type spell.
As far as features it is good to suggest things but command engine is a good bit away guys so do not hold your breath.
I wrote a patch toFLOZi wrote:Arghs changes to flamethrower code, my fixing s3o cloaking... not major, but not entirely trivial, either. My point is that if modders desperately need something we do have the ability to do it ourselves and not trouble the people who are adding huge new parts to the engine....
Anyway, moders are BUSY with their mod so they cannot often stop to code.

- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07
Time to live is doable (you'll have to emit an explosion from the unit after some delay to kill it). If that unit has low cost and low build time and something with really long build range can make it, you'll have area reveal spell (or something close).pintle wrote:are reveal spell could be done with a unit with no weapons, big los and time to live maybe? (if time to live is doable)
slowdowning enemy units maybe.
or like the zerg parasite: you infect an enemy and can see everything he can see.
TNT attack in C&C (infantry places bomb on building which explodes after some seconds)
chainlighting that jumps from unit to unit.
But all this stuff is not really important because it does not create new gameplay.
Ressourcecollectors that have to return to a base or the need to build "supply" for units would be nice I think.
the Protoss Reaver is also impossible to make because nobody knows how Blizzard managed to give him and his scrabs this superstupid AI.
or like the zerg parasite: you infect an enemy and can see everything he can see.
TNT attack in C&C (infantry places bomb on building which explodes after some seconds)
chainlighting that jumps from unit to unit.
But all this stuff is not really important because it does not create new gameplay.
Ressourcecollectors that have to return to a base or the need to build "supply" for units would be nice I think.
the Protoss Reaver is also impossible to make because nobody knows how Blizzard managed to give him and his scrabs this superstupid AI.
what i mean is that every spell or ability has to be coded into the spring-engine but in the end <stupid example>a Maverik with the ability to split into 5 Peewees would not change the gameplay as much as having to pick up the ressources from metalextractors with lorries and transporting it to a storage</stupid example>Zpock wrote:Uh what do you mean no new gameplay? Unit special abilities add in a whole new dimension(s) in unit making allowing much more interesting units.knorke wrote:But all this stuff is not really important because it does not create new gameplay.
hm, just forget it

what might be useable for a number of effects:
units turning into different units with the click of a button.
(kill old unit, then create new unit)
this way you could make:
-units, that unfold to do stuff:
--artillery that has to deploy to shot
--mobile airfields that deploy to supply aircrafts
--moving metalextractors
-swichting weapons
-buildings units from some standard startunit (zerg style)
attaching units:
I think someone made a factory with wings, that were two units attached to each other with scripting or something?
But most of these things can be done, like deploying artillery and switcing weapons. (but could use cleaner ways to do it, currently its hackarounds that maybe dont work perfectly)
I think what's needed is abilities that let unit interact with eachother by other means then just damage. Like damage over time effects, invisibility 'spells', slowing other units, and other different buffs/debuffs. Yes and auras, autocasting..
In short, not starcraft, but kind of a WC3 ability system. I know people are going to call me a huge blasphemerer for bringing that game up, but think of the ability to mod these things in, then the mod decides if it actually uses it, so TA style gameplay isn't molested.
Combine with skeleton animation, this could be very cool for fantasy oriented modding.
And different economy systems with gatherers and stuff would own, yes.
I think what's needed is abilities that let unit interact with eachother by other means then just damage. Like damage over time effects, invisibility 'spells', slowing other units, and other different buffs/debuffs. Yes and auras, autocasting..
In short, not starcraft, but kind of a WC3 ability system. I know people are going to call me a huge blasphemerer for bringing that game up, but think of the ability to mod these things in, then the mod decides if it actually uses it, so TA style gameplay isn't molested.
Combine with skeleton animation, this could be very cool for fantasy oriented modding.
And different economy systems with gatherers and stuff would own, yes.
Last edited by Zpock on 24 Mar 2007, 10:44, edited 1 time in total.
BTW I just had a really epic starcraft game. The host kicked me out from his team becouse my stats suck (like 5-11), then I rejoined and was on the other team, so he was happy I guess.
Then the game went on for 30min. I made 20 carriers and went around the map pwning stuff. The other guys used templars tough so I had to go back and recharge shields all the time and be really careful. The game was very even and then they molested my expansion, while my main base ran out of minerals, so I had about 20 carrier fleet, no batteries to charge them with, and a bunch of scouts. I managed to flatten one guys base with my carrier, after wich I pwned the army attacking my base. Then I had no minerals and there were 1 enemy left. Started gathering minerals slowly from the middle to build a nexus. Then after a while we ganged up on the poor guy and killed him after a few minutes of calamity.
Then the game went on for 30min. I made 20 carriers and went around the map pwning stuff. The other guys used templars tough so I had to go back and recharge shields all the time and be really careful. The game was very even and then they molested my expansion, while my main base ran out of minerals, so I had about 20 carrier fleet, no batteries to charge them with, and a bunch of scouts. I managed to flatten one guys base with my carrier, after wich I pwned the army attacking my base. Then I had no minerals and there were 1 enemy left. Started gathering minerals slowly from the middle to build a nexus. Then after a while we ganged up on the poor guy and killed him after a few minutes of calamity.
there's a reason... its resources in starcraft u allways have to think where to expand next before your resoures are depletedknorke wrote:thats also cool about starcraft, even on maps where you can build 20 carriers (big game hunters i guess?) it never gets as dull as spring on speedmetal.
and i like the way stracraft resources work it prevents porcing