Fist, I'd like to take the opportunity to showcase my map, Psionics: Chaos Rising. It's an ARPG based in the SC2 universe that resembles Diablo 2. Basically I am trying to recreate Diablo 2 but in the SC2 universe. The lore will be SC2 based as well as all units and ideas. I don't plan to take anything but conceptual ideas from Diablo 2. The bulk of it will be a single-player campaign, spanning across several different maps (so not playable on bnet, sorry). However, there will be dungeons and raids available and exclusive to bnet and include multiplayer events and quests.
I am needing a few ideas for my last two classes for my RPG project. Currently I am using the zealot and a the ghost model for the classes, but I would really like to change out the model for the ghost. Basically I need the zealot to be a melee type damage dealer and the ghost to be an assassin type character. I have 5 classes in my RPG and so far I have a spellcaster, summoner and a ranged unit all with abilities (however, they aren't fleshed out or completed yet). So I don't really want the ghost in there as another ranged class. I'm wanting to shy away from using a dark templar because it feels too cliche and is too similar to the zealot in looks.
I am also needing spell ideas for the two classes as I have exhausted my ideas on the other three classes. If you check out the project thread you can read up on my story and the classes I currently plan on using as well as check out some screenshots to help get you familiar with what I am looking for.
Thanks in advance for any input.
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well, many of the terran units are ranged in general so you could really pick any one of them to be the ranged unit. i would suggest using the reaper model for either then summoner or the spellcaster as his armor sorta gives him the "spell-type unit" look, and he sorta hovers to move adding to the spell user feel :)
ghost has the perfect appearance for a ranger (lonely, invisible and a long range rifle) so it would be difficult make it into a melee assasin
ghost could also be a supporter, using several psionic abilities like stun, drain, confusion, etc
the only way i can think of a ghost as assassin would be if you add him a reaper-like ability, like plant bombs while cloak. BUT you are already using reaper on this exact way :(
cant understand why a reaper have psionic abilities sorry xD. canĀ“t understand why the worst of the worst, a human that can't be controlled with neural resocalization and have been "chemically altered to heighten their aggression even further" will "fight for a cause". is like expect that tosh will become a farmer after kill mengsk xD
on my opnion the reaper should be the short range assasin while ghost is the longe range supporter. it's not only about fit units on your history, but also fit your history on the already existing background of those units
Thanks for the feedback. I will admit, there are a lot of holes in my history/story. I just get a flood of ideas and jot them down. Nothing really makes sense yet IMHO. Just a bunch of random thoughts lay'ed out in a rough outline. However, the idea of a reaper having psionic abilities is a huge staple to my altered starcraft history. That story is getting fleshed out before I post it as well. Psionic power is basically the force that ties everything in the universe together. I guess you could say that it's the embodiment of every living soul. It's present in everyone and everything and without it, the vessel dies. Kind of like "the force".
Each unit type is going under massive changes due to the direction I am taking my history/story in.
The problem with making the ghost a long range supporter is that I wouldn't really know what kind of direction to take the character in, skill wise. On top of that, it has to be a character that can take on a lot of solo content. Using the word supporter tends to make me think that its a party only type character. With each class having 20+ abilities, I am not quite sure how I could spread the skills out as far as how many support skills vs how many damage/personal buffs skills. The aim is to make every character able to hold their own with as many different possibilities as possible. I'd hate to make a ghost class where everyone solo's the same way and only party play differs. If you have any ideas on the type of skills, I'd be all ears.
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TnTProductions latest Project - Docking Bay 13
TnTProductions Epic RPG in the making - Psionics: Chaos Rising
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That's actually a cool idea, but there isn't a lot of features on the zergling unit. I wouldn't know how to make it a more interesting model.
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The Team - TnTProductions
TnTProductions latest Project - Docking Bay 13
TnTProductions Epic RPG in the making - Psionics: Chaos Rising
Check out our website on wixx! http://bulletbutter.wix.com/tntproductions
i was going to reply about the psionic power and add a hint about how to make a supporter to play alone, but i just read the story and think it's more important:
the story you wrote is completly altered from the original. if you are going to make your own history feel free, but i recommend not to say it is "based on starcraft" when the history is so twisted:
terran have no relation with xelnaga
protoss were created before zerg
on the same way, psionic power is no force, nor vital energy, etc.. You born wth it or without it, but can't develop it from scratch
that is the real starcraft universe
if you are going to use your own story then there is no problem, but the only relation wth starcraft universe is the name
-
about the supporter: when playing solo he can buff himself (what equal his attack to warrior's) and debuff enemies (instead of a direct dmg skill). This way he can solo, while when he is in party he play a perfect supporter rol, giving allies a double dmg bonus (buff + debuff). A very simple example:
warrior:
100 base dmg
skills: 2 direct dmg skills that deal 120 dmg
supporter:
80 base dmg
skills: 1 buff (+20 dmg) and 1 debuff (enemy's unit recive +20% dmg)
@arubaru304: Go
Thanks for feedback again arubaru, much love. :D
The reason I say it's based on starcraft is because I am using starcraft heroes and part of the lore. For example, Raynor, Kerrigan, Karass, and even Zeratul are going to be prominent characters that are part of the story. Also, I base a lot of my back history on events that actually took place in SC and SC2.
I also pulled bits and parts of what is know about psionic energy from the wiki. According to that read, the protoss used the Khala to control psionic powers. So saying that You're born with it or without it is false (please correct me if I am wrong though). And to be completely honest, psionic energy is almost completely shrouded in mystery if you take the entirety of the SC and SC2 history into consideration. So I feel I have something to go with here that doesn't stray too far from the roots of the lore.
Also, there is no mention of where the Terran race actually came from. It's just mentioned that they showed up one day out of the blue. Since the bulk of what we know about the Xel'Naga is still a mystery as well, I just linked them as the creators of the Terran race since it's already a known fact that they can uplift new species. This gives the Terrans an origin or a beginning and more or less a reason for being. It may not be how they actually came to be, but from what little clues we have about the Xel'Naga and the Terrans, I felt it was the only probable solution.
I am not sure why you mentioned that protoss were created before zerg. I am pretty sure I pointed that out in my storyline (again if I am wrong, point me to it as it's a hole in my story that needs fix'in).
Supporter role
I'm not quite sure what you mean by that. Are you saying that I should apply damage (to enemies) to skills that buff allies? Or are you saying simply to give him a few skills that increase the damage done by allies and taken by enemies? If it's the latter, them I am afraid that's what I am trying to avoid. If I give the support class several abilities that increase damage done by self and allies, just about every person who plays that class will always pick that ability.
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The Team - TnTProductions
TnTProductions latest Project - Docking Bay 13
TnTProductions Epic RPG in the making - Psionics: Chaos Rising
Check out our website on wixx! http://bulletbutter.wix.com/tntproductions
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well, many of the terran units are ranged in general so you could really pick any one of them to be the ranged unit. i would suggest using the reaper model for either then summoner or the spellcaster as his armor sorta gives him the "spell-type unit" look, and he sorta hovers to move adding to the spell user feel :)
ghost has the perfect appearance for a ranger (lonely, invisible and a long range rifle) so it would be difficult make it into a melee assasin
ghost could also be a supporter, using several psionic abilities like stun, drain, confusion, etc
the only way i can think of a ghost as assassin would be if you add him a reaper-like ability, like plant bombs while cloak. BUT you are already using reaper on this exact way :(
cant understand why a reaper have psionic abilities sorry xD. canĀ“t understand why the worst of the worst, a human that can't be controlled with neural resocalization and have been "chemically altered to heighten their aggression even further" will "fight for a cause". is like expect that tosh will become a farmer after kill mengsk xD
on my opnion the reaper should be the short range assasin while ghost is the longe range supporter. it's not only about fit units on your history, but also fit your history on the already existing background of those units
@arubaru304: Go
Thanks for the feedback. I will admit, there are a lot of holes in my history/story. I just get a flood of ideas and jot them down. Nothing really makes sense yet IMHO. Just a bunch of random thoughts lay'ed out in a rough outline. However, the idea of a reaper having psionic abilities is a huge staple to my altered starcraft history. That story is getting fleshed out before I post it as well. Psionic power is basically the force that ties everything in the universe together. I guess you could say that it's the embodiment of every living soul. It's present in everyone and everything and without it, the vessel dies. Kind of like "the force".
Each unit type is going under massive changes due to the direction I am taking my history/story in.
The problem with making the ghost a long range supporter is that I wouldn't really know what kind of direction to take the character in, skill wise. On top of that, it has to be a character that can take on a lot of solo content. Using the word supporter tends to make me think that its a party only type character. With each class having 20+ abilities, I am not quite sure how I could spread the skills out as far as how many support skills vs how many damage/personal buffs skills. The aim is to make every character able to hold their own with as many different possibilities as possible. I'd hate to make a ghost class where everyone solo's the same way and only party play differs. If you have any ideas on the type of skills, I'd be all ears.
@bulletbutter: Go
All I can say is..... Zergling Stealth Assassin.......
@SouLCarveRR: Go
That's actually a cool idea, but there isn't a lot of features on the zergling unit. I wouldn't know how to make it a more interesting model.
i was going to reply about the psionic power and add a hint about how to make a supporter to play alone, but i just read the story and think it's more important:
the story you wrote is completly altered from the original. if you are going to make your own history feel free, but i recommend not to say it is "based on starcraft" when the history is so twisted:
terran have no relation with xelnaga
protoss were created before zerg
on the same way, psionic power is no force, nor vital energy, etc.. You born wth it or without it, but can't develop it from scratch
that is the real starcraft universe
if you are going to use your own story then there is no problem, but the only relation wth starcraft universe is the name
-
about the supporter: when playing solo he can buff himself (what equal his attack to warrior's) and debuff enemies (instead of a direct dmg skill). This way he can solo, while when he is in party he play a perfect supporter rol, giving allies a double dmg bonus (buff + debuff). A very simple example:
warrior:
100 base dmg
skills: 2 direct dmg skills that deal 120 dmg
supporter:
80 base dmg
skills: 1 buff (+20 dmg) and 1 debuff (enemy's unit recive +20% dmg)
@arubaru304: Go Thanks for feedback again arubaru, much love. :D
The reason I say it's based on starcraft is because I am using starcraft heroes and part of the lore. For example, Raynor, Kerrigan, Karass, and even Zeratul are going to be prominent characters that are part of the story. Also, I base a lot of my back history on events that actually took place in SC and SC2.
I also pulled bits and parts of what is know about psionic energy from the wiki. According to that read, the protoss used the Khala to control psionic powers. So saying that You're born with it or without it is false (please correct me if I am wrong though). And to be completely honest, psionic energy is almost completely shrouded in mystery if you take the entirety of the SC and SC2 history into consideration. So I feel I have something to go with here that doesn't stray too far from the roots of the lore.
Also, there is no mention of where the Terran race actually came from. It's just mentioned that they showed up one day out of the blue. Since the bulk of what we know about the Xel'Naga is still a mystery as well, I just linked them as the creators of the Terran race since it's already a known fact that they can uplift new species. This gives the Terrans an origin or a beginning and more or less a reason for being. It may not be how they actually came to be, but from what little clues we have about the Xel'Naga and the Terrans, I felt it was the only probable solution.
I am not sure why you mentioned that protoss were created before zerg. I am pretty sure I pointed that out in my storyline (again if I am wrong, point me to it as it's a hole in my story that needs fix'in).
Supporter role
I'm not quite sure what you mean by that. Are you saying that I should apply damage (to enemies) to skills that buff allies? Or are you saying simply to give him a few skills that increase the damage done by allies and taken by enemies? If it's the latter, them I am afraid that's what I am trying to avoid. If I give the support class several abilities that increase damage done by self and allies, just about every person who plays that class will always pick that ability.