This mod will add new units, upgrades, abilities and bring some changes to existing ones to improve the gameplay and bring more strategy to the game.
|Earthworm - idea for new Zerg unit||Post Reply|
|Apr 3 2013, 10:17am Anchor|
GRP: need sprites for: standing in one (no turning) position (about 4 frames to avoid associate to building), melee attacks (x 9directions), dying. No need for move: use zergs moving "black hole".
It would be a big worm, that can only move when buried.
He need to unbury for Attack, and would have about 50+5 concussive damage, with very high cool down. Attack Range about 2 (can not move on ground and is melee!).
See radius 2 (!) & Acquisition range set to about 5. So he can, chase hide in fog of war unit, which is intended.
Upgrade: Acid Spit (or spike or web)
[Its more or less reversed Lurker.]
|Apr 5 2013, 8:13pm Anchor|
-Short range + immovable
Łagi wrote:See radius 2 (!) & Acquisition range set to about 5.
Not sure what you mean with this, if the units have more acquisition range than attack range and cant move, it may focus on a unit outside its attack range and wont attack any other unit cause it cant reach its target.
|Apr 7 2013, 9:13am Anchor|
Sprites is always a problem.
-Short range + immovable
I think about some mechanism to make the unit chase enemy unit when Burrow & Player dont know where is the enemy and why Earthworm is digging to some direction. It mean to work like dog during the walk, that sense something behind your vision (in bush 10 meter away) and try really hard to go overthere.
This immobile melee concept is radical (so can not work), but is also original (so its interesting).
Maybe in fact the min see range is too small or this ability is indeed pointless.
You sure? And how about tanks siege mode? or Vulture Spider mines? Anyway, its just my opinion. Default anit-air is also ok, with dedicate upgrades (like stimpacks, not armor lvl 1,2&3) from buildings.
|Apr 9 2013, 8:39pm Anchor|
Micro required by opponent will be much lower, as they can retreat the whole army, and then only attack with ranged units, and you may need to control every worm separately to guarantee a hit and avoid two works attacking the same unit (in the case that can 1-hit the unit). Micro units offer better gameplay as long as dont become very intensive.
Not sure if mines affect burrowed units, but to make the unit move (or receive any order), i have to disable the burrow flag, so it wont be technically burrowed (still I can simulate some aspects, like burrowed regeneration and avoid some spells like ensnare).
|Apr 11 2013, 5:12pm Anchor|
It can act like invisible unit and just grp will change when Worm attacking?
I mean: always burrowed unit - invisible in game mechanic- (player see & control black hole) but when enemy is near they become visible => frame for look like worm head coming out from underground?
And have also unburied stance/mode when Worm become immovable, visible and can shooting to air targets (also can still bite near units).
|Apr 13 2013, 9:08am Anchor|
its possible to make the unit invisible and change the grp/visibility when attack/unburrow.
Im not sure if is possible to detect when the unit is 'detected' by other units to change the graphics
I will experiment with this to make +burrow movement
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