Domination

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Drakiazuu
Posts: 16
Joined: Fri May 13, 2011 12:22 pm
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Postby Drakiazuu » Mon Jun 27, 2011 5:27 am

Project's still alive :D Don't want any of ya to think I'm not serious.
Update as to map progress. Been working on the mod too, but it's still a bunch of uninteresting C code, MPQ archives, etc.

Map terrain and unit placement complete, workin on triggers.
Drakiazuu
Posts: 16
Joined: Fri May 13, 2011 12:22 pm
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Postby Drakiazuu » Thu Jun 30, 2011 10:47 am

I had some more ideas in the way of modifications - just wanted to get your guys' opinions, for things such as balance, playability, or if ya honestly think its just a bad idea :lol:
Like in global domination, give each team some team-specific units, such as:
(These would each go to a different team of course)
-A sort of EMP trooper, make him a tier 3 grenadier, who's attack was maelstrom, would reduce the duration of maelstrom though.
-An advanced construction unit, that could build better turrets, move a bit faster, and build better powerplants for increased income.
-A 'spy' unit that could capture buildings (and probably units too, however that would be difficult to actually do), just have a long cast time. Cloakable of course :)
-A cheap, invisible building that could see far as well as be a detector, call it a perimeter camera. (whoever got this will probably get something else too.)
-An acid trooper, make him a tier 3 grenadier, who's attack is plague, would probably reduce the severity of plague though.
-Everyone can build a sort of fancy battlecruiser (shoots a lot, is also a transport), however one team could have one with additional powers such as giving it 'interceptors', or the ability to build units.
-This would require a lot of custom animations, but it would be cool - have a couple mech's meld into a super mech (goliaths into a custom mech.)
-A unit that could switch between ground/air - a sort of viking. I think this might be too glitchy in starcraft 1 though.

*These would be balanced as best as possible among starting locations, as to balance out tactical positions and resources versus the power of the teams advantage.
Any and all opinions and ideas are very much welcome!

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