After seeing the great editing tools, I decided to try and make my own very first mod (god help me!) so I call out to you the dedicated ,modders! I am absorbing all the tutorials and I will be making use of all of the I'm sure, but this thread will be for updates and feedback, as well as general calls for help. So on to the nitty gritty.
I recently played CnC4, and while I though the execution was terrible (requiring you to play for hours to unlock Tier 2! WTF) the general feel of the constant action and management of forces was very cool. I wish to adapt this style into a SC2 game
Here are the main goals I am aiming for in this mod:
1) Create a capture and hold style game where players must accumulate a certain amount of minerals to win.
I much prefer objective style games to the standard resource gathering style. It forces players to be aggressive constantly, and provides a clear indicator of how the battle is going. My first thought on this was basically to use a Xel'Naga watchtower as the mysterious tech that allows you to mine minerals without your trusty SCV's. Plus the mechanic and visual for turning on with troops in an area is already there. So I just have to change it to reflect ownership and add a constant influx of resources from owning them. Does this seem reasonable to every one?
2) Divide the three current races into three sub-factions, representing the core principles of each one.
I like the idea of battlefield roles. Seems like an interesting way to focus the play experience and add variety. Terrans, with their huge number of units from the campaign are the easiest, and are the ones I will be doing first. Right now my division for them is as follows:
Mechanized Infantry - Fast and hard hitting troops and light vehicles. This will be the most aggressive type. Lots of marines, medics, etc.
Engineering - Defense and fortification heavy group. Builds turrets as well as heavy siege units. This will be the most defensive type.
SpecOps - Assassination, Infiltration, and Aerial support. Lots of cloaking, lots of abilities.
I have ideas for the other races but I think I'll be forced to create units out of whole cloth so they will come after the basics are done. But here is the outline for them starting with the Protoss:
Psionics - Small unit armies with lots of abilities
Warp - High speed movement and static defenses
Fanaticism - Aggressive ground forces
and Zerg:
Corruption - Manipulation and controlling units.
Swarm - Cast numbers of basic units
Borrowing - Sneaky attacks from underground.
I have tried to distill the essential qualities of each race into the three ideas. If anyone has any suggestions to change these I am all ears!
3) Remove base-building and focus instead on creating the right counters and group compositions.
I will likely remove mineral and gas costs for units and instead re-balance build times. This will shift the focus on creating the right army for the right job and keep the pressure high. Gas will instead be used to tech up, though I have yet to nail down how it is gathered.
Well thats it for now. If anyone wants to help with this I sure could use the assistant. Other than that please feel free to comment on this whole idea. Am i a fool to mangle SC2's precious formula? Am I a visionary with a great idea? Post you comments!
So one question I would like to pose is this. How can I make squads instead of single units, i.e. A group of 4 Space Marines that act as a unit rather than 4 marines in a control group?
So, I've another question to pose to the community. I'm planning to implement a branching tech tree in this mod. Do you think it should follow a blizzard style talent tree, with two specialties unique to a sub-faction and one race specific shared by all sub-factions? Or should it be totally unique for each group?
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Hello fellow forumites.
After seeing the great editing tools, I decided to try and make my own very first mod (god help me!) so I call out to you the dedicated ,modders! I am absorbing all the tutorials and I will be making use of all of the I'm sure, but this thread will be for updates and feedback, as well as general calls for help. So on to the nitty gritty.
I recently played CnC4, and while I though the execution was terrible (requiring you to play for hours to unlock Tier 2! WTF) the general feel of the constant action and management of forces was very cool. I wish to adapt this style into a SC2 game
Here are the main goals I am aiming for in this mod:
1) Create a capture and hold style game where players must accumulate a certain amount of minerals to win.
I much prefer objective style games to the standard resource gathering style. It forces players to be aggressive constantly, and provides a clear indicator of how the battle is going. My first thought on this was basically to use a Xel'Naga watchtower as the mysterious tech that allows you to mine minerals without your trusty SCV's. Plus the mechanic and visual for turning on with troops in an area is already there. So I just have to change it to reflect ownership and add a constant influx of resources from owning them. Does this seem reasonable to every one?
2) Divide the three current races into three sub-factions, representing the core principles of each one.
I like the idea of battlefield roles. Seems like an interesting way to focus the play experience and add variety. Terrans, with their huge number of units from the campaign are the easiest, and are the ones I will be doing first. Right now my division for them is as follows:
Mechanized Infantry - Fast and hard hitting troops and light vehicles. This will be the most aggressive type. Lots of marines, medics, etc.
Engineering - Defense and fortification heavy group. Builds turrets as well as heavy siege units. This will be the most defensive type.
SpecOps - Assassination, Infiltration, and Aerial support. Lots of cloaking, lots of abilities.
I have ideas for the other races but I think I'll be forced to create units out of whole cloth so they will come after the basics are done. But here is the outline for them starting with the Protoss:
Psionics - Small unit armies with lots of abilities
Warp - High speed movement and static defenses
Fanaticism - Aggressive ground forces
and Zerg:
Corruption - Manipulation and controlling units.
Swarm - Cast numbers of basic units
Borrowing - Sneaky attacks from underground.
I have tried to distill the essential qualities of each race into the three ideas. If anyone has any suggestions to change these I am all ears!
3) Remove base-building and focus instead on creating the right counters and group compositions.
I will likely remove mineral and gas costs for units and instead re-balance build times. This will shift the focus on creating the right army for the right job and keep the pressure high. Gas will instead be used to tech up, though I have yet to nail down how it is gathered.
Well thats it for now. If anyone wants to help with this I sure could use the assistant. Other than that please feel free to comment on this whole idea. Am i a fool to mangle SC2's precious formula? Am I a visionary with a great idea? Post you comments!
Try it, if you need help, I am always bored
Ah boredom, my ever present ally!
So one question I would like to pose is this. How can I make squads instead of single units, i.e. A group of 4 Space Marines that act as a unit rather than 4 marines in a control group?
So, I've another question to pose to the community. I'm planning to implement a branching tech tree in this mod. Do you think it should follow a blizzard style talent tree, with two specialties unique to a sub-faction and one race specific shared by all sub-factions? Or should it be totally unique for each group?