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VOX - their fleet has arrived too | Aug 16th 2009, 11:39am | |
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I will try and get those stats done quickly and post them as soon as I can. I'll need to get sinistha to help too. As to your suggestions about the sandflea and lightning spikes, they will be implemented.
Finding a niche for the obsidian conduit is gonna take a little more thinking so hang in there. There will be an update soon. |
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| Aug 16th 2009, 01:19pm | |
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Here you go. The stats. Defxon will list the abilities.
VOXOID Minerals: 50 Vespene: 0 Supply: 1 Build Time: 17 Producer: Pinnacle Hit Points: 60 Armor: Light, 0 Movement: Normal Damage: 5 Range: Melee Speed: Normal Targets: Ground EXARCH Minerals: 125 Vespene: 0 Supply: 3 Build Time: 30 Producer: Hydrovat Hit Points: 150 Armor: Armored, 0 Movement: Normal Damage: 0 Range: 0 Speed: Normal SENTINEL Minerals: 75 Vespene: 0 Supply: 1 Build Time: 28 Producer: Bastion Hit Points: 60 Armor: Light, 0 Movement: Normal Damage: 15 Range: 0 Speed: Normal Targets: Ground VANGUARD Minerals: 50 Vespene: 50 Supply: 1 Build Time: 28 Producer: Bastion Requires: Enclave Hit Points: 60 Armor: Light, 0 Movement: Normal Damage: 12 Range: 6 Speed: Normal Targets: Air, Ground INFERNAL Minerals: 125 Vespene: 50 Supply: 2 Build Time: 38 Producer: Bastion Requires: Circle of Fire Hit Points: 150 Armor: Armored, 1 Movement: Normal Damage: 25 Range: 5 Speed: Normal Targets: Ground ELEMANCER Minerals: 50 Vespene: 150 Supply: 2 Build Time: 42 Producer: Bastion Requires: Planar Sanctum Hit Points: 60 Armor: Light, 0 Movement: Normal Damage: 5 Range: 4 Speed: Slow Targets: Air, Ground PROWLER Minerals: 100 Vespene: 0 Supply: 2 Build Time: 30 Producer: Assembler Hit Points: 90 Armor: Armored, 1 Movement: Fast Damage: 8x2 Range: 7 Speed: Fast Targets: Air, Ground SAND FLEA Minerals: 25 Vespene: 100 Supply: 1 Build Time: 20 Producer: Assembler Requires: Planar Sanctum Hit Points: 30 Armor: Light, 0 Movement: Fast Damage: 0 Range: 0 Speed: 0 DECIMATOR Minerals: 200 Vespene: 150 Supply: 3 Build Time: 50 Producer: Assembler Requires: Artificer Hit Points: 150 Armor: Armored, 1 Movement: Normal Damage: 50 (+10 splash damage) Range: 11 Speed: Slow Targets: Ground TITAN Minerals: 300 Vespene: 200 Supply: 6 Build Time: 65 Producer: Assembler Requires: War Edifice Hit Points: 500 Armor: Armored, 3 Movement: Normal Damage: 35 Range: 0 Speed: Normal Targets: Ground VOYAGER Minerals: 100 Vespene: 100 Supply: 2 Build Time: 42 Producer: Astral Relay Hit Points: 150 Armor: Armored, 0 Movement: Normal Damage: 0 Range: 0 Speed: 0 STORMBRINGER Minerals: 100 Vespene: 75 Supply: 2 Build Time: 35 Producer: Astral Relay Hit Points: 100 Armor: Armored, 1 Movement: Normal Damage: 10x3 (with overcharge, 10x6) Range: 6 Speed: Fast Targets: Air TALON Minerals: 200 Vespene: 150 Supply: 3 Build Time: 50 Producer: Astral Relay Requires: Circle of Fire Hit Points: 160 Armor: Armored, 1 Movement: Normal Damage: 15x2 Range: 5 Speed: Normal Targets: Air, Ground DREADNOUGHT Minerals: 300 Vespene: 200 Supply: 4 Build Time: 60 Producer: Astral Relay Requires: Astral Node Hit Points: 400 Armor: Armored, 3 Movement: Normal Damage: 45 Range: 8 Speed: Slow Targets: Air, Ground MONOLITH Minerals: 400 Vespene: 400 Supply: 8 Build Time: 120 Producer: Astral Relay Requires: War Edifice Hit Points: 600 (+50/hardpoint designated for armor) Armor: Armored, 3 Movement: Slow Damage: 6x4 (+6/hardpoint designated for weapons) Range: 7 Speed: Normal Targets: Ground
Ruin Begets Beauty
-Vega |
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| Aug 16th 2009, 05:23pm | |
Alright, why is it 60 hp? SCVs only have their high health because they are exposed as they are building buildings. Unless it has a reason to have high hp, I don't think it should deviate from 40.
Whoa, isn't 3 supply too high? 2 sounds good.
interesting, but even though it has high cost, how do you justify a supply 1, tier one unit having 15 attack?
So these guys can mass early armies huh? These are basically unspecialized, right?
Uh, this guys should have his damage broken up into a bonus (15 attack, 10 bonus against ?)
Really vulnerable unit, is this guy a flier?
For it's speed, it should probably have shorter range, otherwise kite capabilities are too strong, right?
For being a support unit and a detector, it should probably be supply 2.
Outclassed by the siege tank, isn't it?
Tough guy, huh? Should he really be normal move speed?
Should probably be more minerals, with such high firepower.
High cost. But high range and damage. No real complaints, except that maybe it should have a separate weapon against light air units.
How many hardpoints does this thing have? |
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| Aug 16th 2009, 06:13pm | |
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Here's the general idea for the obsidian conduit.
OBSIDIAN CONDUIT Role: Static Base Defense Energy: 200 Has three different types of ammo, each requires energy to use. 1. Penetrative Munition: Each shot destroys 1 armor but does no damage. Slow rate of firing. 2. Conversion Ray: Does 5 dmg/shot, gaining 3 energy in the process 3. Limpet Shots: Each shot slows down the enemy unit somewhat, which each charge decreasing the movement speed til it slows down to a halt. |
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| Aug 16th 2009, 06:27pm | |
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sweet comsept but i dont think it would fit in the starcraft unerverse
i play with my sack in the sun i play with my sack for lots of fun
(hackysack) |
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| Aug 16th 2009, 06:40pm | |
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@clubby:
1. Darn. I thought the drone had 60 HP. My mistake. Yeah, we'll drop the voxoid's hp to 40. 2. Wasn't sure whether the exarch should cost 2 or 3 supply. I'll drop it down to 2. 3. Sentinel. Point taken. Will increase the supply cost to 2. 4. Vanguard's are massable long range units that can hit air and ground. Their specialty is their repeater bolts, which slowly gain an increase in attack speed, so long as the vanguard keeps firing, even if the vanguard switches target. Whether to cap this bonus at 50% or 100% is still up for discussion. It is an upgrade available at the building analogous to the twilight council. 5. Infernals do more damage against armored units. Yeah, the damage break up is up to defxon to decide. 15+10 sounds good to me. They gain a +3 damage bonus and +3 armor bonus when they turn into turret mode. 6. Elemancers are the high templar equivalent that can attack but aren't frontline units. Their low HP and damage is cuz they do not serve as frontline units. They are the main ground casters. 7. I think for the prowler, they'll have 5 range vs ground, 7 vs air, they have the ability to deploy more guns, doing a damage of 8x4 but will have their HP dropped to 60 when in this mode. 8. Sandflea will have a supply of two. 9. Decimators are outclassed by the siege tank for two reasons. One, they have no minimum range. Two, their area of effect is large. Like 3-4. On impact, their blasts form giant fields that spread out and damage all units within that radius, kinda like how blackout did it in transformers 1 when attacking the soccenet base. They are primarily for killing massed units and buildings. They gain +40 damage vs buildings. 10. You think these guys should have an increased movement speed? 11. I think the stormbringers firepower should be nerfed rather than increasing the cost. Also, when using overcharge, they take constant damage. Also all three shots do not hit a single target. At max, only two of three shots will hit a single target, the other might hit another target behind or to the side. With overcharge, there are more beams, meant to hit more targets. 12. What do you propose for the dreadnought's air weapon? 13. The monolith comes with 4 guns on it. Then you have 4 more hardpoints and 4 extra that needs to be researched. Each hardpoint can be made into either a gun hardpoint which increases damage or an armor hardpoint which increases HP. Technically you can add 400 HP and turn this thing into a 1000 HP behemoth. One reason for doing this is because the monolith comes with the ability to build a "nuke type" device called the cataclysmer which sends a 500 dmg shockwave to surrounding units in a 6 range radius. +200 vs buildings. The catacylsmer has to be built for 200 minerals/200 vespene, and when fired, requires the monolith to land. And there's a five second firing delay. So if it lands in an enemies base, they have the option to flee or try and destroy the monolith before it fires. I'll let defxon add all the abilities and modifiers to this list.
Ruin Begets Beauty
-Vega |
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| Aug 16th 2009, 07:01pm | |
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REVISED UNIT LIST. (Upgrades come later) (second EDIT)
VOXOID Minerals: 50 Vespene: 0 Supply: 1 Build Time: 17 Producer: Pinnacle Hit Points: 40 Armor: Light, 0 Movement: Normal Damage: 5 Range: Melee Speed: Normal Targets: Ground Abilities: spark transfer: destroys the voxoid's outer casing and reveals the actual vox spark. the voxoid "spark" can then move towards any tech building and spawn as the unit that building allows. EXARCH Minerals: 125 Vespene: 0 Supply: 2 Build Time: 30 Producer: Hydrovat Hit Points: 150 Armor: Armored, 0 Movement: Normal Damage: 0 Range: 0 Speed: Normal Special - Renew - the only way the vox heal buildings and vehicles is through this spell. the exarch uses energy to heal buildings as the exarch is basically using its internal power source to reshape the damaged building by making said building leech minerals from the soil. Leech - This ability causes a thrall thats mining to basically transfer the minerals being mined directly from the mineral patch to the exarch who then transfers it to the pinnacle. basically, this allows the thrall to continuously mine minerals or gas without having to return to the pinnacle. When this is being done, no other thrall can mine that mineral patch though they may still mine the vespene gas. Infusion - Add 25% more HP to a unit permanently at the cost of 75 energy by infusing them with rock. umbral field- causes all surrounding friendlies to take 50% damage while in radius. cannot move in this mode and costs 150 energy. SENTINEL Minerals: 75 Vespene: 0 Supply: 2 Build Time: 28 Producer: Bastion Hit Points: 60 Armor: Light, 1 Movement: Normal Damage: 15 Range: 0 Speed: Normal Targets: Ground special - umbral armor: cannot attack, increases armor by 2. umbral armor can be turned on to approach ranged units, when they get close, switch to fighting mode as to minimize damage taken while on the move. can be used for escape purposes to as there is no movement speed penalty. This ability must be researched first. VANGUARD Minerals: 50 Vespene: 50 Supply: 1 Build Time: 28 Producer: Bastion Requires: Enclave Hit Points: 60 Armor: Light, 0 Movement: Normal Damage: 12 Range: 6 Speed: Normal Targets: Air, Ground special - repeater bolts (passive): steady increase in attack rate so long as the vanguard is continuously firing. Must be upgraded to gain this ability. INFERNAL Minerals: 125 Vespene: 50 Supply: 2 Build Time: 38 Producer: Bastion Requires: Circle of Fire Hit Points: 90 Armor: Armored, 1 Movement: Normal Damage: 15 dmg +10 vs armored. Range: 5 Speed: Normal Targets: Ground Special - Turret mode: loses mobility. turns into a turret. uses the surrounding rock to form a shield around it. gains +3 armor, +5 damage vs armored. ELEMANCER Minerals: 50 Vespene: 150 Supply: 2 Build Time: 42 Producer: Bastion Requires: Planar Sanctum Hit Points: 60 Armor: Light, 0 Movement: Normal Damage: 5 +5 vs biological Range: 4 Speed: Slow Targets: Air, Ground Special: Reanimate - when voxions die, they leave husks for like 10 seconds that can be destroyed by the enemy. the husks can be reanimated by the elemancer but requires channeling to continuously keep them animated. the longer the elemancer channels this ability, the more health the vox ground unit gains. the unit can only be considered ressurected once its HP reaches green. (going off topic, the exarch can use leech ability on husks and regain lost resources). Eruption - sets the ground in a radius on fire. any unit that walks inside takes damage. Earthbind - As elemancer are masters of the elements, the elemancer can summon a large hand like structure to burst from the earth and grab any ground or air unit and hold it in place on the ground. that unit cannot attack or move or use its abilities. (stalkers can blink out though). This does not work on the mothership though. PROWLER Minerals: 100 Vespene: 0 Supply: 2 Build Time: 30 Producer: Assembler Hit Points: 90 Armor: Armored, 1 Movement: Fast Damage: 8x2, +5 vs light Range: 5 (vs ground), 7 (vs air) Speed: Fast Targets: Air, Ground special - deploys two additional cannons to increase its firepower to 8x4 but loses 30 HP in the process because of its structural changes to deploy these weapons. This special must be upgraded like the lurker aspect in starcraft 1 and then each prowler can have the option of adding this for 25 minerals 50 gas. SAND FLEA (AIR UNIT) Minerals: 25 Vespene: 100 Supply: 2 Build Time: 20 Producer: Assembler Requires: Planar Sanctum Hit Points: 30 Armor: Light, 0 Movement: Fast Damage: 0 Range: 0 Speed: 0 sand fleas are tiny nano-bots that resemble beetles with like 15HP that can fly. sandfleas are not readily spotable by enemy units unless they have detectors. they can't attack directly but have several useful abilities. special - sandshroud: attaches itself to a friendly unit, rendering the unit invisible. Enervate: Unit it binds to gains 50% more damage, +1 range, + 1 armor. Not stackable with sandshroud. must decide whether to use sandshroud or enervate before attaching to friendly unit. Sensor Pod - Stops flying, lands, camouflages itself and acts as a ground based observer. considered cloak but immobile in this mode. loses detection mode. Detector - only available when flying freely and not attached. DECIMATOR Minerals: 200 Vespene: 150 Supply: 3 Build Time: 50 Producer: Assembler Requires: Artificer Hit Points: 150 Armor: Armored, 1 Movement: Normal Damage: 50 (+15 splash damage, +40 vs buildings) Range: 11 Speed: Slow Targets: Ground the siege unit. fires concentrated sound waves that explode in a hemisphere, dealing splash damage to all caught within. slow firing rate. better for attacking buildings. note: no minimum range. shots can miss. has a 1.5 second delay before firing so smaller melee units can think whether to avoid those shots or not. TITAN Minerals: 300 Vespene: 200 Supply: 6 Build Time: 65 Producer: Assembler Requires: War Edifice Hit Points: 500 Armor: Armored, 3 Movement: Between fast and normal Damage: 35 Range: 0 Speed: Between slow and normal Targets: Ground special: devouring rift - taken from devastator's attack in transformers. it enroots itself on the ground and sucks up anything into its massive maws. unit being sucked by this ability will continously lose life til they reach red and then are automatically sucked into the maw, crushed and consumed to replenish lost health. this suction has a range of 5 but a 2 second animation delay before the maw opens so its best to retreat when this position is being taken up or risk the chance of being sucked in. cannot suck in air or massive units. can only consume 4 dropship spaces per time (4 marines, 2 marauders, 1 siege tank), if sucked in while the titan has his "mouth full" the unit is simply knocked back on the ground suffering 20 damage. pulverize - slams its fist onto the ground, slowing all units around it. cannot be done in devouring rift mode. AIR UNITS VOYAGER Minerals: 100 Vespene: 100 Supply: 2 Build Time: 42 Producer: Astral Relay Hit Points: 150 Armor: Armored, 0 Movement: Normal Damage: 0 Range: 0 Speed: 0 transport vehicle special: Rematerialize - a voyager can transfer a building from one spot right next to it by dematerializing and rematerialzing it. the entire building turns into swirling particles around the voyager and the voyager can then move to its destination and slowly rearrange the particles to form the building back. cannot transport units in this mode. STORMBRINGER Minerals: 100 Vespene: 75 Supply: 2 Build Time: 35 Producer: Astral Relay Hit Points: 100 Armor: Armored, 1 Movement: Normal Damage: 8x3 (with overcharge, 8x6, +5 vs armored) Range: 6 Speed: Fast Targets: Air special - overload - loses 2 HP/sec and 1 energy per sec, but increases rate of fire. if destroyed in this manner, releases all stored energy and damages all surrounding air units. has a 2 second casting delay to avoid this ability from being cast at 1 HP, just before its about to die. dust storm - much like the corsair's disruption ability. no unit can fire under this spell. note: Can attack 3 units simultaneously, 6 with overcharge activated. TALON Minerals: 200 Vespene: 150 Supply: 3 Build Time: 50 Producer: Astral Relay Requires: Circle of Fire Hit Points: 160 Armor: Armored, 1 Movement: Normal Damage: 15x2 (2/sec with flames, 5/sec vs bio and buildings) Range: 5 Speed: Normal Targets: Air, Ground passive ability: fires scorching bolts that deal damage over time per hit. DREADNOUGHT Minerals: 300 Vespene: 200 Supply: 4 Build Time: 60 Producer: Astral Relay Requires: Astral Node Hit Points: 400 Armor: Armored, 3 Movement: Normal Damage: 45 vs ground, 12x3 vs air Range: 8 vs ground, 6 vs air Speed: Slow vs ground, normal vs air Targets: Air, Ground special: Its weapon destroys 1 armor point per blast, leaving a charge counter to it. Depending on the number of charges on a unit when it dies, 5 damage per charge is done in explosion upon death. charges dissipate after 30 seconds. MONOLITH Minerals: 400 Vespene: 400 Supply: 8 Build Time: 120 Producer: Astral Relay Requires: War Edifice Hit Points: 600 (+50/hardpoint designated for armor) Armor: Armored, 3 Movement: Slow Damage: 6x4 (+6/hardpoint designated for weapons) Range: 7 Speed: Normal Targets: Ground 1. when activated, it lands and all missiles, beams and ranged attacks and sucked into its frame and does damage only to the monolith, sparing all friendlies. 2. it can store a massive weapon inside which must be built like a nuke. once built, it emits a blue glow, so players can know the monolith is carrying this weapon. to use this "nuke" like weapon, the monolith must land. then it emits a poweful surge that deals 500 damage to all surrounding units/buildings. it would be wise to destroy this unit before it lands if the blue glow is spotted. the surge weapon takes time to build, so it cannot be spammed. 3. The monolith can act as a command hub in the sense that it lands, and exarches can summon units it as it carries copies of the databanks that are available. 4. Has 4 empty hardpoints when built. Each hardpoint cant be outfitted with a weapon that does an extra 6 damage or more armor which increases the HP by 50. Can be upgraded to have an additional 4 more hardpoints. |
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| Aug 16th 2009, 07:03pm | |
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@gravysoda: why do you think this won't work? out of pure curiosity.
Ruin Begets Beauty
-Vega |
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| Aug 16th 2009, 08:14pm | |
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This sounds like a really good idea. lookd like you did a lot of work to come up with this. i have to say it seems as though way to many units have way to many abilities. That might just be me though. Maybe blizz should hire you to help them with concepts? Just a thought.
i now have my beta key. i will be testing out the races. i will also upload replays once i find a good way to do it.
FOR THE SWARM |
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| Aug 16th 2009, 09:51pm | |
3. Well I didn't say it was impossible to have such a powerful 1 supply. I mean, it's actually kind of comparable to the hydra in SC1 with hp, attack, and cost. Your hp should probably be higher than 60 (maybe 75-80) if it is 2 supply... also, you could give it an armor of 1-2, base. making it very tough against marines, zealots, and zerglings, but bad against tier 1.5 units. Except that might make it too good against roaches too. 4. Alright, but can the speed upgrade be a tier 2.0-2.5 upgrade? 10. Actually, I was thinking slow speed. 12. just 3 auxillary defense particle cannons (7x3 fast). Having such a powerful attack kinda feels like the BC shot from sc1, which feels wasted against fighters and such. This also hinders it marginally against fighters, specializing against ground and massives. Also, is this classified as massive? 13. Alright, sweet. Are there different kinds of cannons or what? What are their ranges and damages (should probably be weak and standard range of you can get 12 cannons) |
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| Aug 16th 2009, 10:15pm | |
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@thewcloner, the number of abilities for this faction is 28. If you look at defxon's ability count, the vox have only 1 more ability than either protoss or zerg, so i think we're in within limits. it may look like its a lot but many of em are passive abilities which do not have ability icons. I'm glad you like it. I doubt Blizzard would hire us though. They have waaaaay more skilled people working at Irvine than me and defxon. But it would be awesome to work for them though. Even though I know the hours are gonna be killer.
@ clubby: 3. you really think we should give the sentinels more armor? Hmmm. I guess starting off with 1 armor would make them quite tough against those units you mentioned. Sounds good to me. 4. The speed upgrade is a tier 2.5 upgrade. Don't wanna give such a big advantage right off the bat. 10. oh. we thought you meant to have a hulk that's moving real fast to destroy its prey. Yeah, i think making it somewhere between slow-normal would make more sense. 12. yup, the dreadnought, titan and monolith are all massive. I will incorporate your AtA weapon for the particle cannons albeit different name (don't wanna sound too terranish/protoss-like). 13. the monolith's guns have a range of 7 at the moment. you can only build one, so we thought it'd stand out a little. At the moment, there's only one standard cannon that deals 6 damage. so if you got 12 of them that would be 12x6 damage. you think we should lower the range?
Ruin Begets Beauty
-Vega |
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| Aug 16th 2009, 10:41pm | |
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3. Sentinel: Nah, now that I look at the ability list, just more health, well maybe just one armor... It should be short of beating zealots one on one, because of it's cost and also this races' heavy buffing power. Also, it doesn't make sense for sentinels to increase health temporarily with their ability.
4. Vanguard: alright then. To show if it is still firing, could it have a mini set up phase like the dragoon had in SC1? Infernals: WHOA! WAY too much armor with that armor ability. Can't it be more like 1 or 2? Prowlers: Now that I think about it, it should cost gas. Marines hold a special place in SC for being the only anti air non gas unit. If not, it should cost gas for the gun upgrade, individually. Decimator: Melee at at close range, perhaps? Because What I see from what you are saying is that it is possible to evade it's shots, but if it is point blank then I don't see how that is possible to evade. Stormbringer: Alright, overload is almost there, but I think the final fix is that you split up the attack into a starting 6x4, and only increase the number of attacks by 2 (6x6) and finally making it only +2 against armored (that's still about 50 damage for a 2 supply unit!). This keeps the same attack speed though, right? Because that is what I'm basing this suggestion on. Now onto dust storm. Should this unit really have this ability? And can it still fight while the spell is on the ground? 12. Dreadnought: Well, it would pretty much just be projectile weaponry, right? Whether it's from metal guns or elementals, a gun is a gun. 13. Monolith: Hrm.... it does require heavy upgrading, so I guess it fits the way it is right now. |
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| Aug 17th 2009, 12:16am | |
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I like the ideas and the concept, but overall this has zero chances of fitting as a fourth race. It lacks the feel of the current three races and is somewhat similar to mechanic as Terran while introducing very few original mechanics (to Starcraft at least).
IMO this would fare far better as an independent mod than a fourth race.
I thought what I'd do was, I'd pretend I was one of those deaf-mutes. Or should I?
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| Aug 17th 2009, 04:33am | |
3. Holy crap I didn't even realize the 20 HP boost in umbral mode! That's crazy. I think the armor should be 2. They can't attack in this mode, and its basically to get close without sustaining damage from ranged fire, marines and hydralisks in particular. won't be of much help against marauders. 4. You mean like an animation set up? I suppose the shoulder mounted dual rotator blasters can be shown to swirl around before firing. 5. Hmmm. Actually the infernals are supposed to have that much armor. maybe nerfing the HP down to 90 or something. 6. I like the gas for gun cost upgrade. it'll be like the lurker upgrade in starcraft. researched first, and then the option presents itself to build these guns on to it. 7. decimators have a 2 second delay before each shot is fired with a very visual animation showing that its main gun is powering up. all you gotta do is micro run around to its back and the shot will miss. takes a little micro, but thats one way to get around them. 8. the concept of stormbringer is akin to the old corsair. a fast moving flyer with splash ability, the ability to stop ground units from firing at it but it can only attack air units with its multiple lightning pods. yeah, we shall nerf the damage output a little. the concept we got going is more of a unit thats good against many flyers but not so much so against one. that's what the dreadnoughts are for, precision shots. 12. gotcha. 13. yeah, monoliths have lots of various abilities and upgrades. we are thinking of introducing some new mechanics which include making them massable, but in this case, they would be nerfed stats wise, their cataclysm weapon would be dropped onto the ground and set on a time (prob 5-8 seconds) before it explodes. its up to the enemy to destroy this weapon before it detonates. also if this unit is massable, we're thinking the command hub ability should turn this unit permanently into a structure. either that, or it drops a command hub on to the ground, losing it certain amount of HP in the process permanently, until a replacement hub is built again. Quite complex the monolith is, and that's why we're toying around with these different concepts. Any thoughts?
Ruin Begets Beauty
-Vega |
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| Aug 17th 2009, 06:02am | |
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OH MY GOODNESS GRACIOUS!
You truly are imaginative. So there is a producer unit that makes other units but only at sites where the materials for making that unit are ready. But i would imagine the Vox to look more perfect and balanced, as do most animals that make their own shells. But seriously, amazing idea! hmm... what are we gunna do about the lore? The Vox look kind of like an experiment that the xel'naga would do, but, really, that gets cliche. How about Terrans were at a junk yard and found a very weak Vox Voxoid feeding off of a piece of machinery. The terrans didn't know what it was doing and left to call the cops. When they arrived the Voixoid had turned into a Prowler or something and then destroyed the police caravan. While the humans scrambled around and pointed fingers, the prowler sent a signal to its mothership (Maybe "Center" or "Spark Foundry"). The Mothership was wandering aimlessly through space(as Vox have no aging cycle, they have absolutely no perception of time) when it percieved the signal. The Mothership (I'm so bad with names, sorry guys) arrived and picked up the stranded Vox, and Terrans noticed that this was not of their own - and clearly not of protoss build. They made communications and made a shaky alliance. The Terrans brought the Mothership to all of their outposts and celebrations were held at each one. However, when the Mothership arrived at the final outpost, a protoss observer, which had noticed the unusually large mechanical object and was looking for clues as to what happened, was seen by the mothership. The Vox knew of the protoss - the terrans had told them that they were openly hostile to them. The Mothership opened up its weopons. The entire planet was destroyed. As the Vox do not give birth to life, they only duplicate, they have no knowledge of life or death. When a Vox dies, it is pure energy, and is absorbed back to the earth. So, when the Vox destroyed the planet and everything on it, they didn't realize that they had ended a life, or, for that matter, billions of lives. They did not realize that they had started a war with the Terrans. Anyone like it? Edit: How could you communicate with a being of pure energy? Maybe they sent pulses of force to the Vox... How would a being of pure energy percieve what we mean by alliance? ON earth we shake hands - to show each other that we don't have a dagger in our best - right - hand. Now that the Vox have a purpose once more they will fight until their enemy is obliterated or their entire race extinct. Oh, and to Defx, if i destroyed your ideas, im sorry man. Do you like this? You can edit it if you want. "VOYAGER Movement: Air Damage: none Range: none transport. special - Rematerialize - a voyager can transfer a building from one spot right next to it by dematerializing and rematerialzing it. the entire building turns into swirling particles around the voyager and the voyager can then move to its destination and slowly rearrange the particles to form the building back. cannot transport units in this mod" GASP! The ultimate base defence! Put your buildings into status before a raid and the baddies can't touch them! When the raid is over replace them And everyone, the abilities can be researchable - stop complaining about to many abilities. Oh and i loved the name thrall - a thrall was the name of a worker (slave unfortunately) of the viking hordes of Norway. I loved the reference! :Edit - should i change the name of that mothership thing to Monolith because of the monoliths nuke thing ability? Prolly... Edit:"Lightning Spike - Missile Turret, Detector, Hits both land and air, requires foundry" But you said that everything looks like rocks... :D how about it has like a ton of rock shards floating around it that it throws at baddies then pulls back? THAT WOULD BE EPIC! Oh and maybe you could research stalagmites and have all buildings do damage to mele attackers - just like WarIII!
So, I heered that you enjoy Mudkipz.
Well... I like Mudkipz too Wanna go out? #1 pickup line ever! |








