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Thread: The Hero/Macro Mothership

  1. #31

    Default Re: The Hero/Macro Mothership

    Can the Mothership defends itself against Air Attacks?

    I never like this Flying Toilet, just wanted to know. Thanks.

  2. #32

    Default Re: The Hero/Macro Mothership

    Ehhh... I don't like it, concept and gameplay wise.

    My biggest issue is, by the time you get competing abilities, its too late in the game. Its like you get an obelisk that turns into a Mothership. Making the MS like the old queen also doesn't work to me, its old for a reason.

    I might be wrong about this, but I think making the abilities on the Mothership compete with macro abilites might actually make it a lot less used in combat. Don' want to see that.
    Last edited by Crazy_Jonny; 11-02-2009 at 12:21 AM.

  3. #33

    Default Re: The Hero/Macro Mothership

    Quote Originally Posted by Crazy_Jonny View Post
    Ehhh... I don't like it, concept and gameplay wise.

    My biggest issue is, by the time you get competing abilities, its too late in the game. Its like you get an obelisk that turns into a Mothership. Making the MS like the old queen also doesn't work to me, its old for a reason.

    I might be wrong about this, but I think making the abilities on the Mothership compete with macro abilites might actually make it a lot less used in combat. Don' want to see that.


    Isnt that what competing is about?

  4. #34

    Default Re: The Hero/Macro Mothership

    I´m not shure. Heroes can work, I´m quite happy with their implementation in WC3. But that raises a few questions How to handle a Hero Mothership in SC2 - unrelated to it being a Macro mechanic for now.
    How expensive is it supposed to be? How expensive is it to replace it? Could it work like the DOW Monolith: forceretreat at certain damage, has to be repaired before reactivatable, vulnerable at repairsite but theorectically indestructible "in the field".
    The mothership might have a "retreat" button that takes it away (out of combat? to the next nexus? off the Map) and is available again after a timer dependent on HP lost?
    Or is your first mothership free and gets more expensive the more you loose?

    Completely independent of that: Black hole in it´s old glory won´t come back. Black hole does infinite and immediate damage. Removing your enemys complete airfoce with a single buttonpress is just TOO good.

  5. #35

    Default Re: The Hero/Macro Mothership

    Is the Protoss player supposed to use only one PC at a time? How is that supposed to work?

    And what would the price of the Mothership be at it's starting level? 200 minerals? Where's the cost? in the upgrades? If your Mothership gets killed at Tier 3, it only costs 200 minerals? If not, what if you wanted a 200 mineral Mothership only to cast PC?

    Putting a bad mechanic (PC) on an already-existant unit won't really solve anything.

  6. #36

    Default Re: The Hero/Macro Mothership

    Quote Originally Posted by unentschieden View Post
    I´m not shure. Heroes can work, I´m quite happy with their implementation in WC3. But that raises a few questions How to handle a Hero Mothership in SC2 - unrelated to it being a Macro mechanic for now.
    How expensive is it supposed to be? How expensive is it to replace it? Could it work like the DOW Monolith: forceretreat at certain damage, has to be repaired before reactivatable, vulnerable at repairsite but theorectically indestructible "in the field".
    The mothership might have a "retreat" button that takes it away (out of combat? to the next nexus? off the Map) and is available again after a timer dependent on HP lost?
    Or is your first mothership free and gets more expensive the more you loose?

    Wormhole Transit is your retreat button.


    On the issue of destroying mothership the mothership could be rebuilt for fairly large amount of resources with a fairly short build time. So you dont want to lose it but its not autodeath if you do.

    Oh and here is what the Star Relic would look like before upgrading to a mothership

    Last edited by ArcherofAiur; 11-02-2009 at 01:23 PM.

  7. #37

    Default Re: The Hero/Macro Mothership

    For the record - in theory - I love this idea. But that might be because I miss my arbs.

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  8. #38
    Pandonetho's Avatar SC:L Addict
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    Default Re: The Hero/Macro Mothership

    Warning: I didn't read the OP.

    Question: Are you trying to rip off Nicol's idea of an upgradeable mothership?

  9. #39

    Default Re: The Hero/Macro Mothership

    Quote Originally Posted by Pandonetho View Post
    Warning: I didn't read the OP.

    Question: Are you trying to rip off Nicol's idea of an upgradeable mothership?
    No. Hes just trying to validate the existence of PC by giving it "choice."

    Except he failed miserably.

  10. #40

    Default Re: The Hero/Macro Mothership

    The idea is reconciliation between the casual and competitive gamer. Something that I think has been missed in this whole macro debate.

    Quote Originally Posted by Pandonetho View Post
    Warning: I didn't read the OP.

    Question: Are you trying to rip off Nicol's idea of an upgradeable mothership?
    I cant recall ever seeing such a suggestion. And given Nicols dislike for Proton Charge I doubt he would suggest putting it on the mothership to make a "basemanagment player avatar".

    BTW we were talking about a second more simple version over on TL. In this version you wouldnt upgrade tiers just abilities. Lemme know if you like it more or less.




    Mothership 2.0 (Requires Gateway)
    Hitpoints: 400
    Shields: 400
    Energy: 400

    Intially has Proton Charge and Wormhole Transit and Shield Recharge
    Unique (can remake at Nexus with short rebuild time)
    No attack (since it would be too powerful early game)

    Mothership Upgrades (All upgrades are researched at Nexus)
    Energy Recharge (requires Cybernetics Core)
    Time Rift (requires Twilight Council)
    Cloaking (requires Dark Shrine)
    Black Hole (requires Templar Archives)
    Last edited by ArcherofAiur; 11-03-2009 at 01:35 AM.

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