As much as I hate the fact that this game is balanced around small ramps and 'the wall' it is a fact that is here to stay. That said, I love the idea behind both hunterling and raptors, plus they can be very helpful (yet not overpowered) when dealing with armies on even ground.
Would it be possible to just kill their cliff jump ability? or make it a late game unlock? and let us have a multi-player nerfed version of these units? Masses of zerglings are supposed to counter siege tanks, it would be nice if a couple of them could get close enough to get a hit or two ;) I'm not talking about the ones sitting on high ground protected by a wall. I'm talking about the ones sieged up inside my base! :p
Well, If the heroes do get removed, and we the community decide we like them.. someone could always use this as a dependency and build another mod on top of it.. SC Expanded, EXPANDED!
"No, the game can't turn into WC3, but it can be too much like coop mode, like you're suggesting, and that's exactly what I don't want to happen. But maybe I can add a "heroes mode" in lobby that keeps the heroes as they were."
my point isn't to turn it into WC3, or co-op mode, but drop a few element from those into expended like that you already have done to some extent.. but just be more systematic about it.. so that all the factions don't get heroes by default.. but you can choose to have one if you want.. in exchange for giving up something else.. much like the choice between spell casters.
maybe just SOME of the factions have an 'enable hero' research option, but it is a tough choice to make because to gain the hero (single unit only) they have to give up something else. (power? normal unit? faction trait? upgrades?)
heroes should be more of a niche pick anyways, lose some over all power, to get some situational abilities and a 'tough' unit that can help you deal with pesky problem units, with the trade off that having one reduces your overall armys power. There might be certain situations they help with, or a few plays they synergism with, but we don't want them to be I win button, or for people to think they are required. They are also concentrated their power into single unit. pop that unit and the hero using player looses lots of power till it gets back.
As long as we don't have to get a hero at the start of the game and run around leveling it up if we want to have a hope at standing a chance.
Aww, I liked some of the heroes, do we have to get rid of them? While I do understand the concern about turning the game into warcraft 3 which was totally hero centric and I didn't like it, I don't think they should be completely scrapped.
Maybe we can make it into more of a choice?
For instance each race/faction can pick their flying spellcaster, and pick ground specialist already.. So maybe we can reduce it to a simpler choice to keep heroes in game but not make them take over everything...
Ultimate's: each faction has access to one game changing thing from 3 categories.
1) Heroic unit, a stronger than normal unit that can change the tide of battle.
2) Heroic Ability, a strong global spell/ability on a cooldown/energy
3) Heroic Buff, A minor buff that applies steady effect constantly to all ally units.
So regardless of faction choice players have access to constant strong bonus power with main army, periodic global strong power, or constant medium power with all army.
This way heroes don't have to take over everything, we can have some of the abilities from co-op mode introduced, and players have playstyle choices. It might be easier to keep it balanced if each choice had similar power levels, instead of some factions getting them and some not.
Just some thoughts, I love this mod. keep up the good work.
On the US region the dependencies of the battle.net published SC Expanded MOD are messed up. When added as a dependency SC Expanded doesn't accept the battle.net or locally installed version of the Left 2 Die mod, nor the battle.net protoss/zerg/ dependencies. I downloaded it from this page, reapplied the battle.net dependencies and republished it privately on my account and it worked fine. I'm not sure what the root of the problem is, I'm kinda new at this but thanks for the work, it fit in great into the map I'm putting together, one thing I noticed how ever:
Twilight archon/ Dark archon
1) When casting mind control shields should deplete to zero
2) They should be dark-blood-red.. not baby-puke-green..
0
As much as I hate the fact that this game is balanced around small ramps and 'the wall' it is a fact that is here to stay. That said, I love the idea behind both hunterling and raptors, plus they can be very helpful (yet not overpowered) when dealing with armies on even ground.
Would it be possible to just kill their cliff jump ability? or make it a late game unlock? and let us have a multi-player nerfed version of these units? Masses of zerglings are supposed to counter siege tanks, it would be nice if a couple of them could get close enough to get a hit or two ;) I'm not talking about the ones sitting on high ground protected by a wall. I'm talking about the ones sieged up inside my base! :p
0
@RezE11even: Go
Well, If the heroes do get removed, and we the community decide we like them.. someone could always use this as a dependency and build another mod on top of it.. SC Expanded, EXPANDED!
"No, the game can't turn into WC3, but it can be too much like coop mode, like you're suggesting, and that's exactly what I don't want to happen. But maybe I can add a "heroes mode" in lobby that keeps the heroes as they were."
my point isn't to turn it into WC3, or co-op mode, but drop a few element from those into expended like that you already have done to some extent.. but just be more systematic about it.. so that all the factions don't get heroes by default.. but you can choose to have one if you want.. in exchange for giving up something else.. much like the choice between spell casters.
maybe just SOME of the factions have an 'enable hero' research option, but it is a tough choice to make because to gain the hero (single unit only) they have to give up something else. (power? normal unit? faction trait? upgrades?)
heroes should be more of a niche pick anyways, lose some over all power, to get some situational abilities and a 'tough' unit that can help you deal with pesky problem units, with the trade off that having one reduces your overall armys power. There might be certain situations they help with, or a few plays they synergism with, but we don't want them to be I win button, or for people to think they are required. They are also concentrated their power into single unit. pop that unit and the hero using player looses lots of power till it gets back.
As long as we don't have to get a hero at the start of the game and run around leveling it up if we want to have a hope at standing a chance.
0
@SoulFilcher: Go
Aww, I liked some of the heroes, do we have to get rid of them? While I do understand the concern about turning the game into warcraft 3 which was totally hero centric and I didn't like it, I don't think they should be completely scrapped.
Maybe we can make it into more of a choice?
For instance each race/faction can pick their flying spellcaster, and pick ground specialist already.. So maybe we can reduce it to a simpler choice to keep heroes in game but not make them take over everything...
Ultimate's: each faction has access to one game changing thing from 3 categories. 1) Heroic unit, a stronger than normal unit that can change the tide of battle. 2) Heroic Ability, a strong global spell/ability on a cooldown/energy 3) Heroic Buff, A minor buff that applies steady effect constantly to all ally units.
So regardless of faction choice players have access to constant strong bonus power with main army, periodic global strong power, or constant medium power with all army.
This way heroes don't have to take over everything, we can have some of the abilities from co-op mode introduced, and players have playstyle choices. It might be easier to keep it balanced if each choice had similar power levels, instead of some factions getting them and some not.
Just some thoughts, I love this mod. keep up the good work.
0
On the US region the dependencies of the battle.net published SC Expanded MOD are messed up. When added as a dependency SC Expanded doesn't accept the battle.net or locally installed version of the Left 2 Die mod, nor the battle.net protoss/zerg/ dependencies. I downloaded it from this page, reapplied the battle.net dependencies and republished it privately on my account and it worked fine. I'm not sure what the root of the problem is, I'm kinda new at this but thanks for the work, it fit in great into the map I'm putting together, one thing I noticed how ever:
Twilight archon/ Dark archon 1) When casting mind control shields should deplete to zero 2) They should be dark-blood-red.. not baby-puke-green..
0
@bulletbutter: Go
I think it's broken. I can't even get the dialog editor to open at all.