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I was thinking you guys could come up with units that had new ways to revolutionize gameplay.
Hmm, would it be possible to add an upgrade tab to an experimental when you select it?
I think it's time for a reconcept of the XP Bomber then,I should pop a suggestion on this.
Yeah,so other than buffing soft stats and adding abilities,what are the other options you guys can change to existing Sc2 units?
It's slower and weaker than the Soul Ripper II,only the Massive hp makes it strong.
Anyway,back to the question, just what options do you have in editing existing units?
You sure about that?It wasnt that powerful in practise when this is a RTS where you dont fight 1 on 1 units.
Ive seen this mod around here at moddb that added a shield to the Soopriser.
So, how limited are you guys in editing existing units?
It's the Mercy missile isnt it?
Actually, inversely, why not add a research for the Aeon to give their boats the ability to move on land like the Cybran, albeit slower,since it was demonstrated that compared to legs and treads, the hovering technology was slightly not so fast.
Except the original Tempest was a artillery naval boat maker.
Given the fact that Aeon land tanks float,why not naval that makes aeon tanks fast?
Please add one from Avitus. He says he cant add new weapons to existing units.
So that explains why SACUS arent used by the ai.
Actually, can you guys post in the faq,the technical details what can and cant be done?
Eg.like editing anything other than stats for existing sc 2 units.
Hmm it's for balance reason, but why not try giving yourselves some freedom?
Just designate Experiementals into 2 kinds.Minor and Major. early game orlate game.
It's a bad change i say.
No more can i see my colossus's foot squashing a building now.
Hmm we are currently suggesting upgrades and researches to give the units more combat profiency and distinctiveness.
except this stopped being true when the Massive trait was removed.No more stomping and squishing on smaller units and buildings.....
Uh i think he has a point.
There were strategies that allowed the ACU to be viable for battle in the past. A pity the current generation of ACUs cant stand too much attacks.
Note- as the battle drags to Mid to Late Game, the ACU is literally useless in combat,unlike FA.
It gets useless in combat progressively.
Upgrades don't help that much.It's a Design problem.Maybe the right upgrades will help...
Mind if you start a thread in the suggestions about it?It's getting lengthy.
K, my idea was about the said to be ported Seraphim Units.I have a way of incorporating them without having to make a new faction.
If this gets in, it will be the next BIG update.Or,at least,a 5th way to end the game.(Seraphim Overtech)
(But i think it may just another mini tech tree within itself that isnt too distinctive,but it works with the ideal of having FA Seraphim units back in a way.)
1 ,never mind, the costs have to be tinkered then.
2 being possible will help.
3 i dont know how it will help yet, but it's will work for another idea i had for Aeon or UEF.
Another two questions.
Do you guys have any idea how much is "1" Research Point exactly? Given there is a economy tab bar mod,i figure i can devise the costs in my head somehow.
1.Is it possible to add an extra tab on the research tree sections?
If not, i can still work around that.
And one more, just in case for an alternative formula.
Can a unit cost Research Points instead of mass or energy?
I just got a new idea, but i need some technical details.
Is it possible to spawn more than one unit from any building?
Is it possible to change a unit into another unit?
I'll need to hear the specifics, those are 3DMax Models right?Which version?
Although, i may not be able to texture,no experience in Photoshop.
Nah, originally i was thinking of getting my bro to model my suggested units or even learn it myself,but it wont be much use if i cant just pass the models to you guys.
oh i see, pity then, my bro can model,but it cant be used,nvm.
What's an LUA?
My new suggestions for the upgrades and abilities are going to promote veterancy and commitment to a unit.
Since the upgrade tab is there, why not?
Btw, I wanna suggest a Research Tree Layout for the factions.
I see you closed the abilities thread,was gonna suggest alot of upgrades and ablities.
Hmm, yeah,that is a problem that wasnt there previously in FA.
Experimentals used to be strong enough to crush even a decent defended base, but SC 2 introduced a whole new classification system.Major and Minor that is.
Though, still, these super units shouldn't die that badly fast.This problem was already there since vanilla SC 2.
But yeah, those Proto defenses are just too strong,too cheap and easy to make,
they have like T 3 power,for lesser research costs.
(These were what Upper tier turrets were for.
By the time your opponent manages to get to EXP Tech,you should have had T3 defenses ready and preferably with an army to defend against the enemy experimental.)
I take it that the real release might have an even grander and bigger artwork?
Btw, see my new thread in the suggestions to get what i mean by my 1st suggestion.
Actually, it's half/half for me.
While i do want to see them back,but at the same time, in the spirit of the revamp, i think it would be several times better if.... they were reimagined or even reconceptualised.