Page 2 of 5 FirstFirst 1234 ... LastLast
Results 11 to 20 of 41

Thread: Further distinction for Terrans: Munitions instead of energy

  1. #11

    Default Re: Further distinction for Terrans: Munitions instead of energy

    It's an interesting idea for sure, but it's actually one Blizzard basically considered back in SC1 alpha, and they determined, as fun as it sounded, that it created too much trouble and took from the fun of the game.

    Also, how do you balance around that? Make the units cost less to begin with? More powerful due to limited ammo supply? It's a difficult thing to balance in an already difficult to balance game.

    Don't get me wrong, I like the idea, it sounds like fun, but I think in the long run it's too complicated to work out in SC2.

  2. #12
    Member
    Join Date
    May 2009
    Posts
    4,102

    Default Re: Further distinction for Terrans: Munitions instead of energy

    Ammo makes sense in terms of lore, but not in terms of gameplay. Besides, ammo is something of a C&C mechanic (at least, aircraft in RA1 did it). The only time I could ever see this working would be with say, the Vulture and Spider Mines back in SC.

  3. #13

    Default Re: Further distinction for Terrans: Munitions instead of energy

    I had an idea like this for the Thor way back when as an alternative to the cooldown for the 'bombardment' ability - It would have to return to a munitions depot to reload it's bombardment shells before heading back out (this was when the Thor was built by SCV and couldn't be transported) During the 'reload' the Thor was immobile and vulnerable to attack.

    The Thor has changed, and not fer the best IMO, but I still like the idea. What should 'reloading' entail?
    "Wait.....no Gzhee-Gzhee.....?.....whu......Why no Ghzhee-Gzhee?!?!?!?!"


    RIP - Leslie Nielsen

  4. #14

    Default Re: Further distinction for Terrans: Munitions instead of energy

    It sounds like fun, but I really think it's too much hassle for too little distinction. Basically I definitely wouldn't want to see this implemented unless there would be some serious infrastructure around it. Like getting drop pods to act as "refills" etc... but then in that case you'd be back to square one (there wouldn't be a limit to spamming certain skills) but you'd just have to add some more random micro.
    ==> it would just be an attention sink that would extremely annoying to follow up on because you wouldn't know which of your units need a refill, and in the end wouldn't really serve the "limiting" function it's supposed to serve.
    So yeah, back to my first sentence: it sounds fun, but doesn't sound like a good idea imo.

    About your BC concept... I actually the idea of "binding" a certain specialty. Like when you upgrade a hydra to a lurker, there's no going back. That way if in ZvP a player upgrades all of his hydra to lurker, the protoss can fly in with some corsairs. Well it's the same with BCs: if a terran upgrades all of his BCs to yamato, then you can attack him with a fleet of small units and his yamato'll be obsolete.

  5. #15

    Default Re: Further distinction for Terrans: Munitions instead of energy

    the ammo being talk about here is for terran unit SKILLS only. why are some here talking about ammo being the normal attack of terran units, it would be insane to turn your around marine everytime they run out of ammo.
    Last edited by electricmole; 07-14-2009 at 06:42 PM.

  6. #16

    Default Re: Further distinction for Terrans: Munitions instead of energy

    Quote Originally Posted by electricmole View Post
    the ammo being talk about here is for terran unit SKILLS only. why are some here talking about ammo being the normal attack of terran units, it would be insane to turn your around marine everytime they run out of ammo.
    Yes, that is what I'm referring to...ammo for skills such as snipe and D8 charges, not the marine gauss rifle or regular ghost attack. Instead of offering a global upgrade for an ability, I'm proposing individually arming units with ammo at their respective buildings, or with the unit itself.

  7. #17
    Pandonetho's Avatar SC:L Addict
    Join Date
    May 2009
    Posts
    5,214

    Default Re: Further distinction for Terrans: Munitions instead of energy

    the ammo being talk about here is for terran unit SKILLS only. why are some here talking about ammo being the normal attack of terran units, it would be insane to turn your around marine everytime they run out of ammo.
    Who here is talking about ammo for normal attacks?

  8. #18

    Default Re: Further distinction for Terrans: Munitions instead of energy

    The Reaver :O

    But that idea was scrapped, unfortunately.


    -Psi
    >>You Must Construct Additional Pylons<<

  9. #19

    Default Re: Further distinction for Terrans: Munitions instead of energy

    Ah, I might have misunderstood.

    So could we have a unit devoted to supplying them, or a calldown from one of the CCs?
    A BC that has a form that allows them to supply these units? That would even make sense, as a BC would be developed to securely transport goods and supplies.

    At this stage I just think it's too late to balance multiplayer for that sort of resources system, but it's not a bad idea...could definitely be used for singleplayer and custom stuff.

  10. #20

    Default Re: Further distinction for Terrans: Munitions instead of energy

    Quote Originally Posted by ManjiSanji View Post
    At this stage I just think it's too late to balance multiplayer for that sort of resources system, but it's not a bad idea...could definitely be used for singleplayer and custom stuff.
    Completely understand. Just throwing ideas out there for possible consideration in expansions, or as a thing that might have been.
    Last edited by Blazur; 07-14-2009 at 07:13 PM.

Similar Threads

  1. Are there Terrans on Shakuras?
    By mr. peasant in forum StarCraft Discussion
    Replies: 26
    Last Post: 05-19-2009, 12:08 AM
  2. [Idea] Energy Competitor for Dark Pylon
    By mr. peasant in forum StarCraft Discussion
    Replies: 13
    Last Post: 05-10-2009, 02:19 AM

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •