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Thread: Aura abilities in SC2

  1. #1

    Default Aura abilities in SC2

    I've been recently playing w3 and noticed, that something that is higly used in warcraft3 is missing in sc2, the aura abilities or buffs(area affect buffs). And i'm wondering how so, i know that sc1 didn't have them, but i liked them in w3, they were simple but effective
    So what do you think, why were they not added in sc2, they would ad something fresh to the game, just imagine how many posibilities of new abilities and units would there be if there would be aura buffs. Or do you think that something like that does not belong in sc2 and its playstyle?


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  2. #2

    Default Re: Aura abilities in SC2

    There was 1 aura in SC1. The Arbiter had it.
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  3. #3

    Default Re: Aura abilities in SC2

    Quote Originally Posted by Perfecttear View Post
    I've been recently playing w3 and noticed, that something that is higly used in warcraft3 is missing in sc2, the aura abilities or buffs(area affect buffs). And i'm wondering how so, i know that sc1 didn't have them, but i liked them in w3, they were simple but effective
    So what do you think, why were they not added in sc2, they would ad something fresh to the game, just imagine how many posibilities of new abilities and units would there be if there would be aura buffs. Or do you think that something like that does not belong in sc2 and its playstyle?
    .
    I think it would be cool if some heroes had it. For instance, a hero like Arcturus Mengsk could have a command aura (units around him hit for more damage).

    It's not necessarily wrong in multiplayer, but in Warcraft III, armies are smaller and units are tougher, so auras are more balanced (IMO). In a game like StarCraft II, an aura would affect a lot more units ... but the aura-producing unit would have a lot less health. (I suppose that's self-balancing. Or maybe not.)
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  4. #4

    Default Re: Aura abilities in SC2

    ....and we should be reading a rebuttal from DSquid in....3....2..1

    If it can fit...and it isn't all "magicky" - I'm all for it. I had an idea for the Nullifier (back then) to have an 'aura' of sorts - a kind of shield enhancer for units within a certain perimeter of the Nullifier. It worked more or less like the Spirit Walker's, "Link" ability in WC3 - but see, at least here, there is some technical jabber that can be used to explain the ability -

    In contrast, a WC3 style "aura" just wouldn't work for me - For example, having units gain an armor or attack bonus for simply being near Jim Raynor would be a little silly - or at least not fit Starcraft IMO.



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    Last edited by Caliban113; 09-16-2009 at 08:34 PM.
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  5. #5

    Default Re: Aura abilities in SC2

    It is actually based on reality. When near a known hero (Rommel, for instance) or a national symbol (Stalingrad) troops would fight all the harder because they were fighting for their country/hero.

    So a command aura is not a bad thing to have on certain units, even in multiplayer. It would, however, have to be either low-level, or the unit itself would have to be vulnerable.

    Or we could merge the idea with the Archon thread and give Archons a command aura to make up for their lack of other stuff.

    The idea usually works best with one-unit-at-a-time hero-type units, which are not present in SC/SC2 multiplayer
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  6. #6
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    Default Re: Aura abilities in SC2

    Quote Originally Posted by Caliban113 View Post
    ....and we should be reading a rebuttal from DSquid in....3....2..1

    If it can fit...and it isn't all "magicky" - I'm all for it. I had an idea for the Nullifier (back then) to have an 'aura' of sorts - a kind of shield enhancer for units within a certain perimeter of the Nullifier. It worked more or less like the Spirit Walker's, "Link" ability in WC3 - at least here, there is some technical jabber that can be used to explain the ability -

    In contrast, a WC3 style "aura" just wouldn't work for me - For example, having units gain an armor or attack bonus for simply being near Jim Raynor would be a little silly - or at least not fit Starcraft IMO
    QFt

    I agree 100% it should be somewhat realistic :P

    ALTHOUGH I do like the idea of say, RAYNOR or Mengsk having those random ass auras in the Campaign. Just keep em out of multi

  7. #7
    The_Blade's Avatar Administrator
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    Default Re: Aura abilities in SC2

    Auras are implemented into the current mothership, zerg creep, dark pylon and probably into some other units rather unknown to the public like the overseer, infestor, raven, high templar, brood lord, etc.

    They might work out in single player, like disruptors, healers, etc.

    But the level of micro and its atributes into the army itself and not heroes, might make this type of buffs, rather confusing in SC 2.

  8. #8

    Default Re: Aura abilities in SC2

    Idk, I just can't see Aura's fitting into the SC universe. The Arbiter did alright implementing it, but I can't see people having increased attack just 'cuz some guy is near 'em.

  9. #9

    Default Re: Aura abilities in SC2

    Perhaps the Overseer could emit pheromones/aura that increases ground unit speed by 30%, might make it more attractive than having a stationary Overlord Excrete Creep?


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  10. #10
    0neder's Avatar Junior Member
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    Default Re: Aura abilities in SC2

    The most basic aura of SC is Pylon power. I think the Protoss could have some sort of psyonic aura or shield-type aura, but other than that, I think an aura would be totally out of place.

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