The Viacre series is about "Transforming" your character depending on your situation.
The first chapter had about 7 transformations in total, while...
The second chapter (Preview Demo) had 48 transformations in total.
However...
Then the second chapter (Full Version) will allow players to transform into more than 150 different units.
Each 51 units per race will be different from each other, and every single unit will have it's own merits that makes each one unique.
I was creating the 45th unit, and I found out... That I ran out of ideas.
I went to both American and Asian servers in search of ideas, but only ideas that I got was... "UNIT THAT FIRES D*CKS." The only ideas that came from the people were either sexual, or too simple(Ex. Zealot that can fly).
Since I wasn't able to find any decent ideas in both servers, I asked for help in Korean SC2 websites. I was able to receive good feedback there, though most of them "Overlapped" with the current units in my map. So... Today I'm here to get some ideas in SC2Mapster:D
- List of current abilities used by Players -
01. [Target] Charge
02. [Area_Allies] Cloak
03. [Target/Area_Enemies] Stun
04. [Self/Area_Allies] Be Invulnerable
05. [Self] Become "Undetectable"
06. [Target Point] Force Field
07. Buff [Target] Life Regeneration Rate
08. Buff [Target] Shield Regeneration Rate
09. Buff [Target/Area_Allies] Energy Regeneration Rate
1. There are abilities that disable energy and life, so there's only Shields left. Therefore I don't think I can use that one.
2. As I said above, there are 51 heroes per race, and each one has their role and unique abilities that makes them differ from another. There is a hero that specializes in dealing damage, so I'm not sure if the ability to "Increase Damage Dealt" overlaps with this hero's role.
3. There is an ability that does something similar, which stuns the target and the nearby enemies for couple seconds.
4. That one's going to be usable with heroes that have high "Tanking" stats. I think that one's great!
5. Hmm.... Disabling enemy structures... I think that one's good!
6. There are abilities that gain health and energy by dealing and receiving damage, so I guess I could use the "Shield" one. Though I'm not sure if it's going to be much use since there are Shield Batteries and Shield-Healing abilities and so on...
7. Hmm... Reducing the vision of the target... Seems nice! It could mess up enemy A.I.
8. Ability Cooldowns... It's going to be awesome if I was able to do that. However, since all of the cooldowns of every hero in my map doesn't depend on the unit but the player. Even though I tried using the effect "Modify Unit," it didn't seem to work on abilities that used "Player Based Cooldowns."
9. Salvaging killed enemies for resources...! I The current version of the game allows everyone to earn money by killing enemies, so I'm not sure how I can 'modify' that for the game's usage.
10. Disabling enemy detection? I really like that one. It will be useful when engaging enemies with detection.
Thank you for the great ideas. I will test them out in my game's battlefield! XD
@Everyone else: I will welcome even more ideas, as I need even more!:)
Kill a friendly non-hero unit for mana or other stats
Surprise: Every time the unit does or takes n damage, its stats are reduced. The counter goes down every few seconds after you switch to another unit.
Gain attack range and maybe other things but reduce sight range. Non-heroic units no longer give you sight. Friends have to act as spotters for you.
A unit's only attack is an ability that fires a projectile. Projectile can do who knows what.
Causes friendly or maybe enemy units to explode on death/do other things
This unit constantly fires, but the barrel can only be turned forty-five degrees by use of an ability.
1. Hmmm.... I wonder if this "Charging Up" will be useful when there is a character specifically designed for dealing damage. Will it be useful if the "Charged Up Damage" deals more damage than the "Damage Dealing Unit?" But will this make the "Damage Dealing Unit" less useful...?
2. There is an ability that allows its user to consume a friendly unit's health for it's own health or energy. Maybe I can use "Shield Consumption" since I'm still working on the Protoss Race.
3. Hmmmmmm..... This one seems unique!:D However, there are many heroes in my game that decrease enemy stats such as movement speed. However there were no 'Stat-Decreasing' abilities that "Stacked" multiple times on a single unit especially with a counter.
4. Wow. So that's an ability for a "Sniper." I really like how your allies have to act as 'Spotters':D
5. Again, W0W. I never thought about units.... 'Exploding' on deathXD I also like the fact that this unit fires "Constantly."
Thank you for the wonderful ideas that you provided!:D
1. Hmmm.... I wonder if this "Charging Up" will be useful when there is a character specifically designed for dealing damage. Will it be useful if the "Charged Up Damage" deals more damage than the "Damage Dealing Unit?" But will this make the "Damage Dealing Unit" less useful...?
3. Hmmmmmm..... This one seems unique!:D However, there are many heroes in my game that decrease enemy stats such as movement speed. However there were no 'Stat-Decreasing' abilities that "Stacked" multiple times on a single unit especially with a counter.
Thank you for the wonderful ideas that you provided!:D
5. Again, W0W. I never thought about units.... 'Exploding' on deathXD I also like the fact that this unit fires "Constantly."
1. I was just thinking it would be a "super autoattack" which allows it to chase down enemies with less DPS loss than other units, or to do some decent DPS while being chased. I suppose it's up to you for how you want to balance it. If it's an easily missable projectile, you may want it to do more damage than the damage you've lost by not autoattacking.
3. I should clarify that it's the unit you control that is receiving debuffs. Meant to highlight the idea of switching, which is pretty unique. This unit is of course more effective longer if he's not taking any damage, as the stats will decrease slower. The idea is that the "enemy" doesn't know how to fight your unit at first, hence the surprise.
5. I just stole that from the co-op mutations :P
Also, the attack constantly unit thing is a different ability and of course has the downside of poor aim. It might need to be a toggle to be less annoying to players, with perhaps an energy cost.
If you are using the whole effect on death idea all your summoned units could pretty much do all the hero effects on death/attack and give positive effects to the caster.
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If you are using the whole effect on death idea all your summoned units could pretty much do all the hero effects on death/attack and give positive effects to the caster.
You CAN make it so that allied units can not target each other, simply uncheck the box on the weapon/ability and there ya go. But if a heroic unit gets into a fight and needs shields, and a 'allied' caster is near-by... well... i'm not going to say he will kill the caster, but he could for the buff. Just my 2c.
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Hello! I am [email protected], the creator of the "Viacre" series.
The Viacre series is about "Transforming" your character depending on your situation.
The first chapter had about 7 transformations in total, while...
The second chapter (Preview Demo) had 48 transformations in total.
However...
Then the second chapter (Full Version) will allow players to transform into more than 150 different units.
Each 51 units per race will be different from each other, and every single unit will have it's own merits that makes each one unique.
I was creating the 45th unit, and I found out... That I ran out of ideas.
I went to both American and Asian servers in search of ideas, but only ideas that I got was... "UNIT THAT FIRES D*CKS." The only ideas that came from the people were either sexual, or too simple(Ex. Zealot that can fly).
Since I wasn't able to find any decent ideas in both servers, I asked for help in Korean SC2 websites. I was able to receive good feedback there, though most of them "Overlapped" with the current units in my map. So... Today I'm here to get some ideas in SC2Mapster:D
- List of current abilities used by Players -
01. [Target] Charge
02. [Area_Allies] Cloak
03. [Target/Area_Enemies] Stun
04. [Self/Area_Allies] Be Invulnerable
05. [Self] Become "Undetectable"
06. [Target Point] Force Field
07. Buff [Target] Life Regeneration Rate
08. Buff [Target] Shield Regeneration Rate
09. Buff [Target/Area_Allies] Energy Regeneration Rate
10. Buff [Area_Allies] Weapon Range
11. Buff [Self/Area_Allies] Additional Life/Shield Armor
12. Drag [Target] (Zerg Viper's Abduct Ability)
13. Detector
14. Reveal [Target/Area_Enemies] (Ex. Scanner Sweep)
15. Debuff [Target] Disable Life Regeneration
16. Debuff [Target/Area_Enemies] Disable Energy Usage
17. Debuff [Target/Area_Enemies] Slow Movement Speed
18. Debuff [Target/Area_Enemies] Slow Weapon Speed
19. Debuff [Target/Area_Enemies] Decrease Damage Dealt
20. Debuff [Target] Increase Damage Received
21. Buff [Self/Area_Allies] Increase Damage Resistence
22. Build Special Structures
23. Spawn a unit.
24. Spawn multiple units at once
25. Create a Power Field for Protoss structures to use
26. Change plane array [Target/Area_Enemies] to make enemies targetable by both air and ground weapons/abilities
27. Push [Target]
28. Crush units by applying force from all sides of the [Target]
29. Disable [Target] for some time (Ex. Zeratul's Void Prison)
30. Create a Vortex [Target/Area_Enemies]
31. Blink (Short Range)
32. Teleport (Long Range)
33. Mind Control (Dark Archon)
34. Confusion (Dark Archon)
35. Disable Weapons [Target/Area_Enemies]
36. Recharge Shields at once (Ex. Fenix/Talandar's Shield Capacitor]
37. Heal [Energy/Life/Shields]
38. Jump up and down Cliffs
39. Dealing Damage to every enemy that gets too close
40. Dealing Damage to every units that deal damage to you
41. Shoot down Enemy Projectiles (Ex. Terran Raven's Point Defense Drone)
42. Provoke enemy units to make yourself their target (Modifying the caster's Attack Target Priority]
43. Accelerate Production and Upgrade speed of structures
44. Accelerate overall speed of structures
45. Accelerate construction speed of structures
46. Create a 'Fake' unit and use the 'Fake' unit to teleport to its location (Ex. Adept's ability)
47. Hardened Shields that absorbs certain amounts of damage
48. Teleport [Target] units to desired location
49. Gain health by taking / dealing damage
50. Revive after death
51. Switch positions with the [Target] Unit
52. Deal continuous damage by applying a debuff such as disintegrating poison
53. Attack more than 10 enemies at once (360 degrees)
54. Ignore [Target]'s armor
55. Abilities of units that you can see in //www.sc2mapster.com/projects/chrono-agents?gameCategorySlug=maps&projectID=27647" rel="noopener nofollow" target="_blank">https://www.sc2mapster.com/projects/chrono-agents?gameCategorySlug=maps&projectID=27647">Chrono Agents
56. etc...
Can anyone recommend any custom ability/unit ideas? (If it doesn't overlap with the abilities above, it's good. However it's not required)
Thanks in advance!
In order to see how my map works with "Transformations," go to this link and play the very first video to see it's basic gameplay.
The Link: http://blog.naver.com/hjfabre/220856115391
Some I can think of are:
Disable other vital regens on the enemy
Increase damage dealt self/ally
Tether target and nearest unit together
With your provoke you could also use an Issue Order effect to force enemies to attack you
Slow speed/disable enemy structures
Gain other vitals by taking/dealing damage
Throw nearby enemies/allies to a target point
Reduce vision range of target
Reduce ability cooldowns of target allied
Able to salvage killed enemies for resources
Disable enemy detection
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
1. There are abilities that disable energy and life, so there's only Shields left. Therefore I don't think I can use that one.
2. As I said above, there are 51 heroes per race, and each one has their role and unique abilities that makes them differ from another. There is a hero that specializes in dealing damage, so I'm not sure if the ability to "Increase Damage Dealt" overlaps with this hero's role.
3. There is an ability that does something similar, which stuns the target and the nearby enemies for couple seconds.
4. That one's going to be usable with heroes that have high "Tanking" stats. I think that one's great!
5. Hmm.... Disabling enemy structures... I think that one's good!
6. There are abilities that gain health and energy by dealing and receiving damage, so I guess I could use the "Shield" one. Though I'm not sure if it's going to be much use since there are Shield Batteries and Shield-Healing abilities and so on...
7. Hmm... Reducing the vision of the target... Seems nice! It could mess up enemy A.I.
8. Ability Cooldowns... It's going to be awesome if I was able to do that. However, since all of the cooldowns of every hero in my map doesn't depend on the unit but the player. Even though I tried using the effect "Modify Unit," it didn't seem to work on abilities that used "Player Based Cooldowns."
9. Salvaging killed enemies for resources...! I The current version of the game allows everyone to earn money by killing enemies, so I'm not sure how I can 'modify' that for the game's usage.
10. Disabling enemy detection? I really like that one. It will be useful when engaging enemies with detection.
Thank you for the great ideas. I will test them out in my game's battlefield! XD
@Everyone else: I will welcome even more ideas, as I need even more!:)
2. Was thinking more of a support role that can buff the damage of allies.
8. That effect is very fussy as to what values are used. Make sure you are using a common link.
9. Chance for bonus resource drops?
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Chargeup: Gain attack damage while not attacking
Kill a friendly non-hero unit for mana or other stats
Surprise: Every time the unit does or takes n damage, its stats are reduced. The counter goes down every few seconds after you switch to another unit.
Gain attack range and maybe other things but reduce sight range. Non-heroic units no longer give you sight. Friends have to act as spotters for you.
A unit's only attack is an ability that fires a projectile. Projectile can do who knows what.
Causes friendly or maybe enemy units to explode on death/do other things
This unit constantly fires, but the barrel can only be turned forty-five degrees by use of an ability.
The condensed Custom Campaign Initiative is on this Google Sheet!
List of my Custom campaign text reviews (warning: only the first half of each is serious)
The condensed Custom Campaign Initiative is on this Google Sheet!
List of my Custom campaign text reviews (warning: only the first half of each is serious)
1. I think he means like a sniper that does bonus damage if it has not attacked/been attacked for a while.
2. A sacrifice mechanic can be used for anything. Ages ago the community used it for building structures.
3. I think he is referring to the caster gaining a debuff if attacked.
5. Thought we were avoiding plain damage bases skills?
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
The condensed Custom Campaign Initiative is on this Google Sheet!
List of my Custom campaign text reviews (warning: only the first half of each is serious)
If you are using the whole effect on death idea all your summoned units could pretty much do all the hero effects on death/attack and give positive effects to the caster.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
The condensed Custom Campaign Initiative is on this Google Sheet!
List of my Custom campaign text reviews (warning: only the first half of each is serious)
What is the point of giving the caster shields on death if they are dead?
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
The condensed Custom Campaign Initiative is on this Google Sheet!
List of my Custom campaign text reviews (warning: only the first half of each is serious)
Well that sounds like a team kill excuse.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
The condensed Custom Campaign Initiative is on this Google Sheet!
List of my Custom campaign text reviews (warning: only the first half of each is serious)