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Thread: Aura abilities in SC2

  1. #71
    Pandonetho's Avatar SC:L Addict
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    Default Re: Aura abilities in SC2

    It's callled simulation or representation.

    First of all, being by an excellent battlefield command will help your survival, but what do you want the game to do, have guys micro themselves? If they move faster or shoot faster it'll represent it enough.

    Second of all, receiving orders from your communications system is not the same as receiving orders from the captain who's very real and beside you. You don't actually think you (the ultimate commander) literally commands every single unit right? You're trying to explain how some of these "auras" aren't realistic and you go on to say that if the commander was microing you (which doesn't even make sense) you would listen to him. Well commanders don't give you orders, your squad leader does.

  2. #72

    Default Re: Aura abilities in SC2

    Quote Originally Posted by mr. peasant View Post
    Maybe I'm more receptive or have a greater suspension of disbelief but I don't see anything inherently problematic about giving Terrans aura-type abilities. Using your Raynor example, it can be accomplished by either of two ways; Raynor's presence could inspire his people to fight harder or alternatively, Raynor's combat experience (regarding Terrans, Zerg and even Protoss) allows him to better direct his followers in the heat of battle.
    I could accept Terran auras in the form of gadgets. Maybe stolen Protoss technology, Xel'naga artifacts, altered or prototype Terran technologies.

    Also, while I like the "shout" idea, I'm not sure what effect it could have that isn't covered by 'stim' - I guess one that allows units to temporarily take less damage. (?)
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  3. #73
    Pandonetho's Avatar SC:L Addict
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    Default Re: Aura abilities in SC2

    Sometimes you WANT the enemy to run away. Him running is the next best thing to him dying.
    Give me ONE situation where forcing your enemy to run (and letting him) is better than just killing your enemy's units off?

  4. #74

    Default Re: Aura abilities in SC2

    Quote Originally Posted by Pandonetho View Post
    Give me ONE situation where forcing your enemy to run (and letting him) is better than just killing your enemy's units off?
    No. Because you totally missed the point.

  5. #75
    Pandonetho's Avatar SC:L Addict
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    Default Re: Aura abilities in SC2

    Then what's the point?

  6. #76

    Default Re: Aura abilities in SC2

    Quote Originally Posted by Triceron View Post
    If the Zerg have abilities to infest units and the ability to create units that can look almost exactly like a unit or another race/faction (Changeling), then you could make lore to turn someone into a 'sheep'. Otherwise you could say it's a teleportation machine that's swapping the unit you have out for sheep.
    This was the better response. At least the Zerg could probably turn the whole target DNA to match the one of a sheep, but why would they want to do that? Probably it's easier for the Zerg to just kill the target, while a mage could argue that turning the enemy into a sheep takes the same amount of mana than to destroy it.

    Now, try to make the Terran version

  7. #77

    Default Re: Aura abilities in SC2

    Quote Originally Posted by Pandonetho View Post
    *stuff*.
    I guess i need to use more smileys. I'm saying if my commander could view the entire field and gave me an order on a heads up display, i'd go there.

    And at this point in the future it's not hard to imagine commanders being able to order each unit individually, specially as you have an AI to support you. I imagine all macro is done by the adjutant) Most micro is just "focus on that thing" and "run if your armour is taking damage" =p

    you see it happening in mech commander as an example.

    I don't think moving and shooting faster is a good representation, when stim is already in the game, which is kinda saying "we want a realistic reason for this increase".

    *shrug*
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  8. #78

    Default Re: Aura abilities in SC2

    Quote Originally Posted by Kimera757 View Post
    Raynor could even shout encouragement.

    In Warcraft III, some units (I think they're draenei) have a "howl" ability that temporarily boosts the damage of allied units in an AoE. It's not an aura, but rather a mana-costing spell with a limited duration. Raynor or Mengsk could have something like that, except shouting encouragement or orders instead of howling (and on a cooldown instead of mana, since mana = tactics doesn't make sense).

    Not only does that fit the universe, it's not too far off with what happens in real-life!
    Is it all too strange that I just got the image of Raynor turning into a Worgrim and howling?

  9. #79

    Default Re: Aura abilities in SC2

    oh snap azeroth in the k-sector rumour flashback!
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  10. #80

    Default Re: Aura abilities in SC2

    Quote Originally Posted by Norfindel View Post
    This was the better response. At least the Zerg could probably turn the whole target DNA to match the one of a sheep, but why would they want to do that? Probably it's easier for the Zerg to just kill the target, while a mage could argue that turning the enemy into a sheep takes the same amount of mana than to destroy it.

    Now, try to make the Terran version
    Simple... the Terrans have a weapon that fires a high frequency, sonic blast that disorientates organisms and disrupts electronic equipment and sensors, temporarily incapacitating them. Sure, they don't turn into sheep but the effect's the same (i.e. same function, different lore/aesthetics).

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