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Carrier Ideas

Discussion in 'Protoss' started by LordKerwyn, Aug 6, 2007.

Carrier Ideas

Discussion in 'Protoss' started by LordKerwyn, Aug 6, 2007.

  1. BirdofPrey

    BirdofPrey New Member

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    Interesting but how would putting the shield level into the negatives work. Wouldn't that make the shields take more damage than the enemy puts out?
     
  2. kuvasz

    kuvasz Corrections Officer

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    That's the point. When encountering ground troops, you activate the hardened shield making the Carrier resistant against ground attacks but weak against air attacks. If you encounter air units, you don't do nothing but pray you come out victorious ;D

    Excellent idea, make this an ability that needs to be researched and we got a nice new Carrier with an awesome ability! I like it a lot because the Tempest's shields looked very cool when it was hit by GTA attacks and it would give the Carrier a little more respect ;D because I think most of us here agree that a ship that size needs and ability.
     
  3. ijffdrie

    ijffdrie Lord of Spam

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    and probably because in every cinematic they used that ability
     
  4. The Watcher

    The Watcher Guest

    A good way to see to see if the ground hardened Shields are on or not is to have psi lightning moving along the bottom of the carrier. Just to give opponents a chance to get AA in faster if they haven't engaged in combat.

    And I could see blizzard emplenting some of these ideas, most likely with a few altercations.
     
  5. Justicator

    Justicator New Member

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    Correctly it is like that which it more Shields loses.

    To the explanation:

    The Shield is out many plasma Shield films and energy made.
    During the activation of the Harden Ground Shield the energy concentrates down to ground schield the those harder absorbs.
    And ahead remain only films with so few the energy are bundled,that it do not to eliminate. (With the deactivation of the Harden Ground Shields they must have to use again ;-) )
    After the collision harms the unstable film the further film like one chain reaction easily damage themselves.
    It is similar as Skin or Onions, if they are hurt can by mismatching movements further film to come off.
     
  6. ItzaHexGor

    ItzaHexGor Active Member

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    I don't see why the Carrier can't be left as it is. The Marine's have been left as they are, except for a small health upgrade. They haven't been given any fancy new upgrades, because they don't have a need for them. It is the same with Siege Tanks, Dark Templar, Mutalisk and Zergling. It is true that the Mutalisk and Zergling can evolve into different units, but the actual Mutalisk and Zergling haven't been changed.
     
  7. Justicator

    Justicator New Member

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    Actually you are already a little right.
    But there is simply new strategies in the play, and the old units lose their tactics and roll, but by new extras the units will keep their positions. (it is also the goal of Blizzard)
    But units those must as the firebath does not give to be improved or hydralisk or the reaver. (however unfortunately it did not create) Reaver with auto build scarabs would throw the play into the heaven.But nothing
     
  8. ItzaHexGor

    ItzaHexGor Active Member

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    Just because new roles are created, it doesn't mean that all the old roles are lost. The Carrier would still have a great role in StarCraft2, and it would be the same as in StarCraft1. There aren't any new units that make the Carrier completely void, so as long as it's been brought back, it might as well be the classic unit. It doesn't need any of these fancy upgrades, and personally I don't think any of them suit the Carrier at all.
     
  9. ServantSimon

    ServantSimon New Member

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    I kinda like the defensive upgrade idea the sheilds is freat howabout using energy to boost the sheilds with hardend or more sheild power that drains energy so basically another layer of sheilds ? that you have to activate manually and you could make them just like a normal sheild or hardend and they would both drain the energy i think i repeated myself .. oh well hopfully you get the idea
     
  10. overmind

    overmind Active Member

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    warp in Interceptor squad?
    one use only. warps in 4 extra interceptors to defend the carrier.
    the extra interceptors cannot garrision inside the carrier.

    come on. carriers need the trademark protoss warp technology.
     
  11. SwimSwam

    SwimSwam New Member

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    Edited out quotes. Please read the forum rules and refrain from quoting unnecessarily.


    Carrier shouldnt have been brought back to begin with, i think it was much cooler the mothership super unit/ tempest idea

    carrier was soo great on sc1 because of the crappy interface, now with smartcasting, better pathing, and other stuff, carriers will be severaly weaker
     
  12. ZeR[g]LiNg

    ZeR[g]LiNg New Member

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    I think carrier would work well as a cupport ship, nistead of a capital ship. It could steal the intercept mode idea with each interceptor. It would be awesome. In addition to that, maybe some kind of escort command that attacks all units attacking some other unit. Like if you have a warp ray being attacked by mutalisks, you could set 5 carriers on escort mode on the warp ray and their interceptors would attack the mutalisks, regardless of the carriers themselves. I found in SC attacking focus firing on units with carriers was hard.

    Anyways, just a few ideas
     
  13. Indigent

    Indigent New Member

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    I just thought of something cool, instead of the interceptors blowing up when the carriere is blown up, the interceptors would go inside the carrier in storage and could no be used until there is enough room for the interceptors to go out, a carrier with seven interceptors, and if a nearby carrier gets blown up with four interceptors, they go to that one, and now that carrier has eight interceptors with three in storage.
     
  14. BirdofPrey

    BirdofPrey New Member

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    I don't like the ideaof the extras being stored but I do like the idea of interceptors filling up empty carriers when their assigned ship is lost
     
  15. ekulio

    ekulio New Member

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    I still don't see why having multiple types of interceptors is a bad idea. That was my favorite idea from the original post and I really think it would work. Bomber interceptors, dedicated AA interceptors, missile defense interceptors, suicide interceptors, and of course the original...

    even just having one alternative would be enough for me.
     
  16. Psionicz

    Psionicz New Member

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    Different types of Interceptors huh, I always thought of Interceptors as being units that would look cool bombing stuff, so you're saying you want Carriers to have the ability to build different types of Interceptor which in them selfs have different attacks from the normal Interceptor.
    I also liked the idea of them filling up empty Carriers that are close by, would work well as last resort defense cuz a Carrier being built while your base is under siege is useless with no Interceptors, kinda recycles the Interceptors. But that means less skill required while using the Carrier as you wouldn't think to have back up ones since you can transfer Interceptors.

    The Carrier always seemed Zerg-like to me with the whole wasp nest holding angry wasps thing. I'd like them to give the Carrier the Zerg like an infested one which is late tier which would produce small melee air units or something with stings. Cuz as of now the Carrier is useless with the Mothership being here.
     
  17. LordKerwyn

    LordKerwyn New Member

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    The Carrier only overlaps with the Mothership while the Mothership is not a super unit. When the Mothership becomes a super unit again the overlap will dissapeer.
     
  18. Psionicz

    Psionicz New Member

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    Ah yea you're right, sinse the Carrier only attacks one target yet the Motgership attacks a number of them. But I still say the Carrier is kinda Zerg-like
     
  19. Ursawarrior

    Ursawarrior New Member

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    From:
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    how about...
    an ability that lets the carrier share its shield energy to the interceptors? like a skill in wc3 called "fatal bonds" where when casted, all of the damages that the interceptors takes will be shared to the carrier, and it must have an option to be turned on/off ofcourse, because we all know that when the carrier attacks, the interceptors will more likely be hit first, this will make the interceptors a little tougher but will make the carrier more prone to death..... (balanced?)
     
  20. LordKerwyn

    LordKerwyn New Member

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    Interceptors dont die enough for that ability to be of any use, now an ability that shared damge to the carrier with all of its interceptors might be helpful.