Nomad Defensive Structures

Discussion in 'Terran' started by NateSMZ, Dec 18, 2007.

Nomad Defensive Structures

Discussion in 'Terran' started by NateSMZ, Dec 18, 2007.

  1. NateSMZ

    NateSMZ New Member

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    So with the new Nomad page up, we have confirmed its ability to create small "temporary" defensive structures...

    Any ideas about possible structures beside the Auto-Turrent?

    And more importantly, in my mind, thoughts on why these structures are temporary and how that works?

    I don't understand the whole temporary concept. Do the machines devolve into puddles of goo after a certain span of time? Why? Is it something to do with their nano-construction? I don't see why that would have a temporary effect. If the point is to limit their effectiveness as permanent defense, I would think a simpler requirement would be simply saying that these structures require a Nomad nearby to work. If there's no Nomad close, then they'd be inactive. So you could park a Nomad somewhere and build a bunch of small defensive emplacements, but a surgical strike at your Nomad would break it wide open.... seems a better dynamic than disappearing buildings. Thoughts? What are your suggestions for a better system?
     
  2. EonMaster

    EonMaster Eeveelution Master

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    It looks like the auto turret would only attack ground units. Here's what I think its stats might be.
    Auto Turret
    HP: 200
    Attack: 10
    100% v. light armor, 50% v. heavy armor
    Duration: 2 minutes

    If it is only AG, then there will be a AA as well, here is my guess
    Rocket Turret
    HP: 200
    Attack: 15
    75% v light armor, 100% v. heavy armor
    Duration: 2 minutes

    For the temporary idea, it could short out after time and explode. That is because it is only used for minimum defence, so it wouldn't be made with the best materials and electrical parts, thus causing a short to occur after time has passed
     
  3. Wlck742

    Wlck742 New Member

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    I doubt there's any other structures it can build other than the turret, but it'll be pretty nice if they could build those traps on the installation maps from the original starcraft.

    Blizzard called the turrets a semi-permanent defense. I take that to mean that it doesn't have a time limit, but it has little health and can be destroyed easily. That's all. It probably has about 100 hp which isn't all that much for a building.
     
  4. zeratul11

    zeratul11 New Member

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    i want to see the nomad build an ion canon as its most powerful use for late games.
     
  5. NateSMZ

    NateSMZ New Member

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    yeah, i'm just wondering about what exactly "semi-permanent" means.... if it was low hit points they could have used a variety of words to describe that much better, ie: "the nomad can construct a variety of small, [light / less durable / cheap / economical] defensive structures to meet various threats in a matter of moments."

    "semi-permanent" seems to imply that under certain conditions the structure will naturally cease to exist
     
  6. DKutrovsky

    DKutrovsky New Member

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    If you didnt notice, on the the turrets took 4 hits from a Dark Templar. Assuming the templar has 40 damage still, the turret will have more than 160 hp.
     
  7. BirdofPrey

    BirdofPrey New Member

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    You mean like the big one from the campaign a small anti tank version?

    I think the turrets should stay till destroyed but have low HP so they are easily destroyed
    Perhaps there could be a limit to the number of turrets a single nomad can make. After it makes 5 turrets it can't make another till the first is destroyed. Of course east turret would have a self destruct command. Also if the nomad that build a turret is destroyed then that turret would explode too
     
  8. Psionicz

    Psionicz New Member

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    Just remember what the turrets have to go up against. They need to be powerful. So far I like 'em.
     
  9. Hunter

    Hunter New Member

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    I think it wouldn't be good to make them too powerful, or make them cost more energy, cause if they can stand heavy fire, there is no need for other units to demolish a whole base, only 5-6 Nomads..
     
  10. notjim

    notjim New Member

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    A disappearing turret is stupid. i think that the nomad is a stupid unit in general, of all units to overlap why would you want to waste a unit overlapping the fucking SCV? shit casters in warcraft 2 had like 7 spells and none of them sucked as bad as this lol.
     
  11. BirdofPrey

    BirdofPrey New Member

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    So you don't want a unit that can repair your units in the field yet won't die in 3 hits AND doesn't take 2 minutes to buuild defensive structures?
     
  12. Smokiehunter

    Smokiehunter New Member

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    I do agree the auto turret currently looks...... silly.
    they are trying to recreate the fire serpents the head hunter could make in WC3. well in my opinion that just doesn't work I think if they had to be maned by marines or bats or even repears I think it would be kinda cool but as of now they just look plain......... silly.
     
  13. NateSMZ

    NateSMZ New Member

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    Well, I don't really think the idea comes from Warcraft, the original Starcraft featured several defensive structures in campaign maps that weren't on the build list. Auto-Turrents, a flamethrower model and a rocket shooting model... perhaps more, but I don't remember

    I like the Nomad defensive building concept... it gives the Terrans a less expensive and time-consuming defense option besides bunkers. Bunkers are nice, but they take a while to build and occupy a decent chunk of base space... then by themselves they're useless - you've got to build the Marines for them too.... this offers a quick and cheap alternative, so I think it's a decent idea.

    I hope Karune answers a question about the temporary concept soon however... I just can't make heads or tails of that

    maybe if a Nomad isn't nearby, their health starts dropping?
     
  14. longlivefenix

    longlivefenix New Member

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    i do hope that there will be 3 different turrets
    these will be good to kill those flash flood ground attacks
     
  15. Gasmaskguy

    Gasmaskguy New Member

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    Yeah, I posted my idea about the 3 turrets in the "Nomad released" thread.
    We could discuss the balance issues here.

    Well Nate, any arguments about it to start with?
     
  16. ServantSimon

    ServantSimon New Member

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    idk semi permanent... maybe it runs out of ammo? that woulds suck but make since
     
  17. longlivefenix

    longlivefenix New Member

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    why should they be temporary? thats kinda dumb
    i think that that would be so much cooler if you could click on em and click a 'die' button and it would die

    also they better not cost population
     
  18. Smokiehunter

    Smokiehunter New Member

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    no they wont cost pop but I do like the idea about them running out of ammo if it hurts it self every time it attacks then the nomad can repair it, so it cant go that fare and if attacked like it should it wont last that long.
     
  19. Wlck742

    Wlck742 New Member

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    That wouldn't be very useful then because unless you micro the turret very carefully, it'll waste its ammo on less important targets and waste your time and resources.
     
  20. Prodigal

    Prodigal New Member

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    I hope it has emp and maybe a new form of irridate. Like some sort of small chemical bomb, larger, very damaging but much slower acting then psi storm.

    I am a bit disappointed they got rid of the science vessle.