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Thread: Aura abilities in SC2

  1. #41

    Default Re: Aura abilities in SC2

    Aura is a legitimate term. It refers to a passive ability that affects nearby units.
    Let's apply kknewkles's logic to another part of StarCraft...

    "OMFG! U Can't haev Spelcasturs! SPellcasterz R ovbioulsy SPELLCUSTERS! Kepe teh WC crap in WC! No Magiac in Starcraft!~"

    Sorry, but he was begging for that.
    True, Aura refers to magic, and Spellcasters date back to the spellcasters in WarCrap one, possibly earlier. BOTH meanings have been generalized.

    So, for an aura effect, imagine a Shield Battery being set to broadcast and given a better power source. Or imagine a Science Vessel that permanently has Irradiate cast on itself.

  2. #42
    Pandonetho's Avatar SC:L Addict
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    Default Re: Aura abilities in SC2

    For the kind of game they're pushing for in the campaign, I see no problems with Auras anyway as long as it's done right.

    For multiplayer people can debate it but as others have already pointed out the Arbiter's cloak was already an aura, we just don't call it an aura, we call it a cloaking field.

  3. #43

    Default Re: Aura abilities in SC2

    Quote Originally Posted by Quirel View Post
    Aura is a legitimate term. It refers to a passive ability that affects nearby units.
    Let's apply kknewkles's logic to another part of StarCraft...

    "OMFG! U Can't haev Spelcasturs! SPellcasterz R ovbioulsy SPELLCUSTERS! Kepe teh WC crap in WC! No Magiac in Starcraft!~"

    Sorry, but he was begging for that.
    True, Aura refers to magic, and Spellcasters date back to the spellcasters in WarCrap one, possibly earlier. BOTH meanings have been generalized.

    So, for an aura effect, imagine a Shield Battery being set to broadcast and given a better power source. Or imagine a Science Vessel that permanently has Irradiate cast on itself.
    You got me there, Evil One.
    Though I thought I were more literate...

  4. #44

    Default Re: Aura abilities in SC2

    the chinese propanga tank in generals was nice. i like to see one in sc2.

  5. #45

    Default Re: Aura abilities in SC2

    Quote Originally Posted by electricmole View Post
    the chinese propanga tank in generals was nice. i like to see one in sc2.
    I can certainly see Dominion Battlecruisers having a 'Propagada Speakers' upgrade. It's so full of hot air, it can even penetrate through space.

  6. #46

    Default Re: Aura abilities in SC2

    In the first mission, Liberation Day, there are holoboards displaying Arcturus Mengsk's message. Those should give bonuses to the Dominion
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  7. #47

    Default Re: Aura abilities in SC2

    The only difference between a fantasy RTS and a sci-fi RTS, is that fantasy is much easier. Magic can perform anything.

    If you want to have a spell that buffs all surrounding attacks, you can just say that they're magically enhanced, no further explanation needed.

    In sci-fi, however, it needs some kind of explanation. If it does affect projectlile attacks, explosives, etc, it's kinda difficult to explain how the hell that works, but if the Protoss have the same, they use all-energy weapons now, so it's far easier. In general, as the Protoss have uber-advanced, completely alien technology, all based on psionics, that makes nearly everything easy to justify, while the Terrans are much more restricted, and need better explanations. The Zerg would be a lot more restricted, but they could have some kind of auras, like a regeneration aura, or a protection aura, both could be based on an unit that constantly emits a cloud of biochemical agents.

    The bad news about Auras, is that the caster is on the center of the effect, so a protection aura could protect the caster itself, which makes the caster more difficult to take down. If there is a good explanation, the caster can be unaffected by it's own aura, like in the case of the Arbiter, but that's even more difficult to explain.
    Last edited by Norfindel; 09-19-2009 at 09:36 AM.

  8. #48
    trace wm
    Guest

    Default Re: Aura abilities in SC2

    a scientist did it

  9. #49

    Default Re: Aura abilities in SC2

    Quote Originally Posted by Norfindel View Post
    The only difference between a fantasy RTS and a sci-fi RTS, is that fantasy is much easier. Magic can perform anything.

    If you want to have a spell that buffs all surrounding attacks, you can just say that they're magically enhanced, no further explanation needed.

    In sci-fi, however, it needs some kind of explanation. If it does affect projectlile attacks, explosives, etc, it's kinda difficult to explain how the hell that works, but if the Protoss have the same, they use all-energy weapons now, so it's far easier. In general, as the Protoss have uber-advanced, completely alien technology, all based on psionics, that makes nearly everything easy to justify, while the Terrans are much more restricted, and need better explanations. The Zerg would be a lot more restricted, but they could have some kind of auras, like a regeneration aura, or a protection aura, both could be based on an unit that constantly emits a cloud of biochemical agents.

    The bad news about Auras, is that the caster is on the center of the effect, so a protection aura could protect the caster itself, which makes the caster more difficult to take down. If there is a good explanation, the caster can be unaffected by it's own aura, like in the case of the Arbiter, but that's even more difficult to explain.
    YES! That's what I was trying to say.
    Sci-fi uses supernatural abilities, which could be explained by science and common sense; not always and not completely, but commonly they are.
    Magic just does what it wants to be done, and can be explained by its own sense.
    So, help me clarify it: "aura" term is used for a passive that works around units, not in its real meaning.
    Also, especially for Quirel( ) we call spellcasters so just because they have some abilities that are more convenient to be called spells, therefore these units are convenient to be called spellcasters, not because they are some kind of mages. Right?

  10. #50

    Default Re: Aura abilities in SC2

    In sci-fi, however, it needs some kind of explanation.
    Oh please. You can come up with handwaving nonsense to explain anything. Sci-Fi is no more restrictive than fantasy with what its Applied Phlebotinum can do.
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