Ghosts with super abilities?

Discussion in 'Terran' started by -LT-, Nov 16, 2007.

Ghosts with super abilities?

Discussion in 'Terran' started by -LT-, Nov 16, 2007.

  1. -LT-

    -LT- New Member

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    From the StarCraft2 site:
    ''Exceptional ghosts exist that can tear through walls, run at remarkable speeds, and leap tall obstacles. Excitable media rumors of long-range telepathy, telekinesis, and even mind control or other exotic powers have all added to the grisly reputation of ghosts cultivated by their masters.''

    Could this mean that there will be some ghosts that have super strong abilities like tearing through walls, running at remarkable speeds, leaping tall obstacles and who knows what more? Maybe they will be hero ghosts? Or there will be some expensive research that will allow you to make the psi powers of one ghost higher?
    I would like to see something like this in StarCraft2 even if it's some hero ghost. What do you think?
    Is something like this possible?
    :gossip:
     
  2. darkone

    darkone Moderator

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    theres one way to make there powers greater...REMOVE THERE PSYONIC DAMPERS
     
  3. -LT-

    -LT- New Member

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    That's what I was thinking. There should be an ability to remove the psyonic dampers from one ghost, but it should be very expensive.
     
  4. Unentschieden

    Unentschieden New Member

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  5. Quanta

    Quanta New Member

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    1 word in response to that link, Lockdown.
     
  6. -LT-

    -LT- New Member

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    How are tearing through walls and other abilities represented by the 100 HP?
     
  7. Overling

    Overling New Member

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    As I see it Ghosts should be those slim guys that run fast and aim right. These super-powers story sucks. Everyone knows that snipers are specialists, not super-soldiers.
     
  8. MeisterX

    MeisterX Hyperion

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    My vote would be to give them cloaking as a basic ability (default from build) and to lower its mana cost. This would give the Terran a mid-game cloakable unit, and one of the earliest. Turns the tables a bit. It might also help to counter this Protoss problem.

    The real problem I see comes with the EMP and Lockdown abilities. As far as I know, Lockdown isn't included in SC2 just yet. But let's assume that it were.

    EMP is devastating to the Protoss, and when placed with a unit that is so abundant, it may become a bit too overpowering... unless it's nerfed to a much higher mana cost. The best solution I can see to leave it on the Ghost would be to make it affect a much smaller area. Even when fired at a large group of Protoss units, it would only affect 2 or 3 units total. The rest would be fine. This way it would require a number of Ghosts to reduce a large army's shields. Also, EMP would still totally affect buildings, but only one. If you hit the Nexus directly with it, it would completely wipe its shields, but any other buildings, no matter how close, would still have shields.

    Lockdown is going to be nearly impossible to implement in SC2 due to the large and heavily investable units, such as the Thor, Colossus, and Mothership. You can't simply classify these units as immune to the effects of Lockdown, because that just nullifies the ability. What could happen is that the mana cost and length of effectiveness could be nerfed. More mana for less of an effect.

    Or you could have a retrograde effect on the Lockdown. The larger the unit, the less time the Lockdown is effective for. So using it on a Mothership would disable it, but only for 1-2 seconds before a fresh lockdown is necessary. EMP should also be counterable by the Time Bomb ability. It should stop the missile from even exploding.

    So in my opinion, they should retrograde the Lockdown and nerf the EMP as well while boosting the use of Cloak.
     
  9. Unentschieden

    Unentschieden New Member

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    Abundant Ghosts? Are you shure?

    Assuming it won´t be like that (Ghost masses) a Terran would have to wach out how he spends his energy. The Ghosts abilities are either limited by energy or prebuild reliance.

    Since the Ghosts are focusing all their PSI "inwards" they are increasing their Health, speed, accuracy.... so it is only natural that they would be stronger than the usuall Human or even Protoss since they are more on outward appliance focused.
    (Zealots abandon that aproach afteir their HT promotion, loosing more than half their HP.)
     
  10. DKutrovsky

    DKutrovsky New Member

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    I want ghost cloak to only take initial mana to activate.

    Maybe reduced damage during, and no mana gain when cloaked, when his mana is used up by abilities, he decloaks.
     
  11. Heavyarms2050

    Heavyarms2050 New Member

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    i want the ghost rate of fire be faster compare to the rate of fire in sc1.
     
  12. Overling

    Overling New Member

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    Lock down would be great in differentiating the Thor from Siege-tanks and MS from the Carrier: it is harder to lock down many units than fewer units, lol! So even if Thors are better than Siege-tanks and MSs can take the role of carriers, lock down would work against the better units. People that complain about Thor and MS lack of uniqueness should ask Blizzard to retrieve the lock down ability. Lock down also don't kill units, it only paralyzes them for an instant.

    Now cloak would be OP if made an early ability. I hope it could cost much less mana, and don't wear off so easily. Ghosts must infiltrate enemy bases. How are you gonna do it if you have a time limit? It should cost for turning on, and not regen mana while on. But not spend it for having it on. Make it different from Banshee's cloak.

    It also shouldn't be able to hit hard without snipe. And snipe should be able to take down Overlords. Both Snipe and Lock-down should be infiltration skills to get rid of Observers and Overlords. Locked Observers shouldn't detect anything.

    I disagree with the writer when he says nuke is a bad ability. If used properly, it is great. Depending on the portion of the map you are, there are several positions where the Ghost can be. With detection nerfed, it should be specially great by now.

    One last thing: move EMP back to Nomad! o/
     
  13. freedom23

    freedom23 New Member

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    this is definitely one of the hardest unit to balance due to its multiple possibilities and roles it play..
    maybe we'll just see those super ghosts in storymode.. perhaps nova?

    what is a
    and about kerrigan... what of her ghost abilities?? will she evolve those skills further into zergish abilities or will stay like being the Jack of all trades like she was before??

    anyway it hink that the ghost right now is fair enough to have those abilities, coz i dont think that lockdown would suit the ghost,, imagine him on a nuke ambush and he lockdowned something,, thats just giving ur position and besides lockdown is like more of a support disabler skill which should be given to another unit like the nomad perhaps rather than the auto-turret coz terran already has enough bombardment power and units.. that would just overlap the banshee or BC plasma turret function..

    i dont know but maybe Ghosts should stay like they are for now and we'll just have to see how it affects gameplay when we see zerg and have access to SC2 right? ^_^
     
  14. ijffdrie

    ijffdrie Lord of Spam

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    remember in the terran campaig, kerrigan took command of a command center by entering it and killing its leader, maybe the ghost should get the ability to take over buildings.
    your thoughts?
     
  15. Hunter

    Hunter New Member

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    I think tearing through walls would be good in FPS-like maps, where you are in a building with those turrets like in sc1. In multiplayer, this ability would mess everything up.
     
  16. NateSMZ

    NateSMZ New Member

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    I would like to see the Ghost gain at least some kind of rudimentary psionic ability ingame. All they have right now are implied advantages, there is nothing really to point to as proof of their superior mental abilities.
     
  17. AcE_01

    AcE_01 Active Member

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    totally off topic...

    back to topic...
    yes...it should be in the campaigne mode, a hero ghost...who can blow up walls, run at superspeed, mindcontrol other units. do a psi storm etc...offcourse thos hero with get these abilities as the story goes on..
     
  18. ijffdrie

    ijffdrie Lord of Spam

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    im writing a post explaining all abilities of all units, and this is a preview: psionic energy is a form of energy that can be accesed and channeled through the mind of a psychic, giving them the ability which would normally require much more energy such as cloaking
     
  19. NateSMZ

    NateSMZ New Member

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    ehh... I suppose any sort of explanation can be cobbled together... but if Terrans can cloak Wraiths (and Banshees) temporarily - then there really doesn't seem to be anything special about the Ghost temporary cloaking... at least nothing that one would point to as proof of psionic assistance

    their increased health is interesting... but again, that isn't a direct tie... we could just as easily call it a result of their ardous and thorough training - same with their extremely accurate targeting.... if the Ghost used a Gauss rifle better than Marines could, you might be able to say it was due to their abilities, but they have a SNIPER rifle, so it shouldn't really be a surprise that they can snipe with it

    in short all of their abilities tie just as much in with their specialized equipment and training as with any supposed inherent talents... so yeah, it'd be nice to see Ghosts get some actual talents - hopefully nothing as focused as what the experienced Protoss use... but something to set them apart from the majority of humanity
     
  20. 10-Neon

    10-Neon New Member

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    Maybe their normal running speed is a superhuman speed, but it isn't noticeably faster because other units move at the same speed, albeit with powersuits.

    The HP might be partially a result of their strength, but to justify 100HP, I'd imagine that their body armor would have to be some sort of super-strong, thin, lightweight alloy different from the kind they use on other infantry.