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Topic Summary
Posted by queengambit on Jan 7, 2011, 7:00pm
This thread will discuss Hero ideas.

- Dominion marine (all around archer)
- special ops ghost ( you already have it =D)
- Mighty Mechanic (engineer type that builds drones/turrets)
- Mercy Medic ( the priest/cleric)
- Raging Firebat ( very heavy barbarian)
- Jump Pilot (hero with jet pack and flight bonuses)
- Psychic (witchdoctor that can control zerglings)
- Thor demolition (all around warrior with great demolition bonuses)
Posted by deviler on Jan 7, 2011, 7:12pm
Mind putting this on the "Brainstorm" section where ideas are put? This is where APPROVED ideas go. Just an fyi.
Posted by crusadurus on Jan 9, 2011, 11:25pm
Guess somebody moved it since then. i like the ideas and i really want an engineer or SCV class. I kinda hope an SCV class is added in the later stages of alpha/early beta. Similar to engineer idea but they could build turrets and things such as temp wep and shields that are stronger but dont last forever, better baricades than the sandbags. and Repair some units in ways that a medic or first aid kit cannot. also they could build weaker mech suits and such, plus repair vehicles.
Posted by deviler on Jan 10, 2011, 11:52am
Wait...does Ryan plan on making toss and zerg classes too? If so, then we should discuss those to.
Posted by deviler on Jan 10, 2011, 1:05pm
I Checked it and noticed that there were protoss heroes too. I'd like to Psi Storm that. (Get it? Brainstorm? Psi Storm?) I thought of a few ideas.

Terran==Protoss

Infantry==Warriors, Demolitions==Warbots, and Special Ops==Templar

Warriors are the damage dealers. Some can be called tanks, but most are killers. Examples are the Zealot and Sentry.

Warbots are the tanks. Some can be called damage dealers, but most are damage takers. Examples are the Immortal and Reaver (Sc1 character).

Templar are the support characters. These characters like to sit behind the front lines casting damage dealing and damage taking spells on enemies and allies. Some, like the dark templar, cast sneaky spells from the destracting Watchman's eye (Stationary scout that can detect) to the powerful Mind Control (Controls an enemy for a short time).
Posted by Ryan on Jan 10, 2011, 1:37pm
There's no plan for zerg heroes at the moment, but toss has been mapped out and is sitting on the backburner. You won't see any Toss being worked on until all the Terran classes are complete. But what you have in mind is similar to what will be produced.
Posted by bildo2020 on Jan 18, 2011, 10:37am

Jan 9, 2011, 11:25pm, crusadurus wrote:
Guess somebody moved it since then. i like the ideas and i really want an engineer or SCV class. I kinda hope an SCV class is added in the later stages of alpha/early beta. Similar to engineer idea but they could build turrets and things such as temp wep and shields that are stronger but dont last forever, better baricades than the sandbags. and Repair some units in ways that a medic or first aid kit cannot. also they could build weaker mech suits and such, plus repair vehicles.



The SCV class is an interesting idea. However, SCV's (at least to my knowledge from the game) don't have much of a part in direct combat. I would think it would be hard to put them into the game as a support class, which goes along with a raid when their primary function is to construct buildings, gather minerals and repair mechanical units.

Sure, they have a niche in battle.net for an SCV rush, but combat and support wise, I don't see how it would work. Maybe the SCV would be better as a summon from an engineer, delivered via MULE? Instead of building weak units (SCV's don't create units, I don't think) the Engineer could order a summoned SCV to build a missle turret, bunker, or an auto-cannon (auto-cannon would be a weak unit I suppose, but it's an ability that a flier had in SC2, I just can't remember which one atm :P ). Tying the SCV to the Engineer, in my opinion would seem ideal as opposed to a fully playable class.

Not hatin' on you or anything, but I feel like it's more of an NPC role than a player role. What do you think?
Posted by Ryan on Jan 18, 2011, 10:58am
The Marauder will have a lot of engineer/mechanic elements to its gameplay. More to come later... so busy.
Posted by bildo2020 on Jan 18, 2011, 11:32am

Jan 18, 2011, 10:58am, Ryan wrote:
The Marauder will have a lot of engineer/mechanic elements to its gameplay. More to come later... so busy.


A Marauder with engineer and mechanic elements? Sounds out of place :-X Lookin' forward to seeing what's planned before I make a judgment though :)
Posted by Ryan on Jan 18, 2011, 11:59am
Rory Swann used awhat appears to be a remodeled heavyweight Firebat suit pack. Same thing Marauder uses. So what better hero to model the Marauder after than Rory? This is up for debate... but the reason I'm leaning towards it is because we already have 3 other ranged combatants to build skills for: Marine, Ghost, and Reaper. It only seems right to infuse the Heavy Marauder suit with a variety of gadgets, calldowns, and placable turrets.

SCVs are non-combatant (and the models look bad when scaled up), and I don't want to use the Scientist models. A, because they look like poop. And B, they have no suit to survive in outer space.
Posted by raco22 on Jan 18, 2011, 3:47pm
For Zealot
"Normal Model" looks like a tank because the model wears heavy amor
"Dark Model" looks like a DPS because it has yust a little bit of amor
I mean it looks like because i dont know how Ryan an the others make it
Posted by andz on Jan 19, 2011, 11:50pm
i was bored, hope u like it:

Marine
[image]
Marines are the first line of defense for Terran planets in the Koprulu sector. Under the old Confederacy, the majority of Marines were criminals or rebels

who had undergone mandatory neural resocialization to ensure their absolute loyalty. This practice has been reportedly scaled back, but it remains common due

to insufficient volunteers to serve in the military. The heavy armor worn by Marines is effective against small-arms fire and provides them with full life

support and NBC (Nuclear/Biological/Chemical) shielding for operation in deep space and other hostile environments. Marines are armed with C-14 Impaler Gauss

Rifles that fire 8mm metal spikes at hypersonic speeds.

Marine Features
*Predator Pet
[image]
Marines are the only capable class that have Predators. Assaulting their enemies and shielding marines from harm.

*Range Damage
[image]
Specialize in wielding rifles, marines are very deadly from range. They are capable of dishing out consistently high damage.

*Combat Shield
[image]
Marines are the only range class that can wield shields & a rifle together.

*Soloing
[image]
Thanks to the Predator pets and damage output, Marines are effective at completing quests and leveling quickly, even when they’re alone.


Skills
Coming Soon..



Reaper
[image]
Marine candidates who remain unmanageable after neural resocialization are sent to be trained as Reapers. These troops are chemically altered to heighten

their aggression even further, and then they are instructed in close-quarters combat and the use of Jet Packs. These grant Reapers a high degree of mobility,

allowing them to traverse obstacles easily and cover ground rapidly. In combat, Reapers attack with rapid-fire dual Gauss Pistols and dangerously unstable

D-8 Charges. Reapers are guaranteed their freedom after two years of service, but none has survived for more than six months.

Reaper Features
*Nitro Packs
[image]
Increases the movement speed of the Reaper, boosting its ability to preform hit and run attacks. One of the fastest classes in the game.

*Jet Pack
[image]
Reapers can jump up and down cliffs.

*Range Damage
[image]
Specializes in wielding dual pistols. Reapers are very deadly from range. They are capable of dishing out fast medium damage.

*D-8 Charge
[image]
that allows it to throw a small magnetic mine at the target area. This mine will detonate shortly after thrown if it is not first destroyed. It costs no energy but does have a cooldown and requires a line of sight to the targeted area or unit.


Skills
Coming Soon..



Maurader
[image]
Primarily a support unit, the remodeled heavyweight Firebat suit packs Quad K12 Punisher grenade launchers that devastate enemy structures and vehicles from

a distance. As the Dominion military began to reevaluate its systems, it determined that it was still geared to fight Terran-vs.-Terran battles that were

imagined pre-Zerg. There needed to be an increase in armor-shattering combat units with weapons capable of piercing through hardened Zerg carapaces. The

Marauder was the answer. These virtual walking tanks have given the Dominion infantry the hard-hitting, easy-to-produce support that had been missing on the

front lines.


*Punisher Grenades
[image]
The Marauder's concussion grenades deal splash damage, with a bonus against Armored units.

*Concussive Shells
[image]
Maurader's have the ability to slow the movement speed of biological enemy units by a set percentage. This slow-down attack is extremely effective against

the Zerg and can provide the necessary time needed for allies to take down an oncoming force.

*Range Damage
[image]
Specializes in wielding dual punisher granades. Mauraders are very deadly from range. They are capable of dishing out medium damage, and slowing down

enemies.

*Stimpack
[image]
Injects the unit with powerful stimulants that greatly increase attack and movement speeds for a few seconds, while also injuring itself.


Skills
Coming Soon..
Posted by davidline on Jan 21, 2011, 12:57pm
Well I think that the SCV, and the toss main builders are supposed to be in the game too, they hold alot of importance to the base of any army.

Thus maybe make them into like defensive units. SCV's make turrets that can distract the enemy, slow the enemy with an emitter (Only against Zerg, later on) and they have their own defensive mechanisms like the suit being a hero class can be just as equal to a marines armor but it works as a melee class almost using their drill as their main defense and bulky armor.

The 'Toss can be different in the fact that, well they have a smaller base unit that mainly builds shields. It repairs shields, and makes 'em. Main defense would be a high amount of avoidance, such as being able to miss it being so small. And they would attack using their lightning charge to either slow the enemy, push him back, OR use a lightning mixed with shield force to knock yourself back from the enemy, I don't believe it should do alot of damage but it has to be able to save the hero after all.

And drones...well we'll get into that some time later :P.

Since the marine is the balanced unit I think we can all agree that the marine can be a ranged dps while it can also be a meatshield for a short amount of time it can equip a shield and almost use it to prevent the group from being hit, will break the shield after a certain amount of hits or damage, and the marine can use a stimpack to run away?

Special ops is well...the assassin class, that's obvious, and uses ranged abilities alot while holding a strong melee defense using stealth, mind control, dazing the opponent to always keep the enemy away from the ghost and keep it that way to inflict maximum damage. Maybe also give them a short cooldown that uses stealth to plant a bomb that inflicts alot of damage but is really dangerous to both the ghost and the enemy thus it is not recommended to use it the enemy can notice it.

Alright, I need a drink now, brainstorming hurts. Lol.
Posted by Ryan on Jan 22, 2011, 1:53am
Hey andz that looks really nice. Not *completely* accurate to what we have in mind, but it still looks really good. Might have to comission you later to throw out the official game data on the new forums once they're up.

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