Pseudo-Hero Upgrades

Discussion in 'General StarCraft 2 Discussion' started by Kaaraa, Feb 4, 2008.

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Pseudo-Hero Upgrades

Discussion in 'General StarCraft 2 Discussion' started by Kaaraa, Feb 4, 2008.

  1. Kaaraa

    Kaaraa Space Junkie

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    In the original Starcraft, hero units were absurdly powerful, usually being granted a 100~900% increase in health/plasma shields, 100~200% increase in base attack damage (sometimes accompanied by higher value upgrades), and +3 to base armor. Just one of these units was truly a force to be reckoned with on the battlefield

    For a while now, I've been thinking about the subject of heroes in Starcraft 2 - more specifically, obtaining them during non-campaign gameplay, via kill count.

    Whenever you selected a unit in Starcraft, it would, if applicable, list the number of kills that unit has made, with a count cap of 250. This really didn't do anything except hint that the player is either exceptionally good at micro, or that that particular unit has been very lucky in surviving many battles. My thought is to give units stat bonuses the more they kill. Please know, however, that the bonuses I am thinking of are nowhere near that of actual heroes; it's just a slight boost to the units that, when grouping them together, could turn the tide of battle.

    Let's take the marine as an example. It has 40 HP, 6 base damage (+1 each upgrade) and base armor of 0 (+1 each upgrade). Let's assume that it has a kill count log on it, with the same 250 cap. Every 50 kills, the marine would receive a 5% upgrade in attack and HP, and +.4 base armor. All buyable attack/armor upgrades would remain the same.

    The end result is a marine with a 50% increase in HP, a 50% increase in base attack, and +2 base armor. As you can see, it's definitely a step down from hero status, but the unit still gains a boost in power. With a group of units such as these, a skirmish between two players could be very interesting…

    Before you reply to this idea, know that I do not for one minute think that this idea is completely perfect, or the most awesome/original thing ever conceived – it's just something that I've been muddling over in my mind for a few weeks. There are still many factors that need to be taken into account, such as whether to upgrade by a point system (+1 damage, etc.), or percent system as shown above, whether tougher units should get upgrades slower that squishier ones, and the big issue of how to give such bonuses to units who don't directly kill units, or cannot kill at all (certain casters and transport units, respectively).

    In conclusion, I believe that incorporating this mechanic into Starcraft II would open up many fun strategies at best, or some nice little "icing on the cake" to enjoy, at worst. Thank you for reading
     
  2. BirdofPrey

    BirdofPrey New Member

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    You mean like Veterency? We have a thread and even an article on that one. 50 kills also seems a tad much aand 250 is damn near impossible
     
  3. Light

    Light Guest

    Aye, this idea can be recognized from a mile away.
     
  4. darkone

    darkone Moderator

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    This would unbalance the game, if a player starts getting squashed and has to make new units to cover his losses, he will get own3d even worse cause his new units are noobs.
     
  5. Light

    Light Guest

    Kinda like real life though :p Makes sense and is realistic both ways. But, yeah, unbalances the game.
     
  6. BirdofPrey

    BirdofPrey New Member

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    Would be cool for the campaign though.

    We all know the AI exists for the sole purpose of being crushed
     
  7. darkone

    darkone Moderator

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    How is it like real life? Someone is more experienced so their equipment works better. That makes no sense.

    The experience is the player skill not the unit skill.
     
  8. Light

    Light Guest

    Fresh conscripts vs experienced veterans? Its not about the equipment.
     
  9. kuvasz

    kuvasz Corrections Officer

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    It is when it comes to hitpoints. Deal more damage because you're experienced and know where to hit, sure, but don't have more hitpoints just because of your experience. At least not as ridiculous boost as in SC.
     
  10. Light

    Light Guest

    I would say the opposite. Experienced troops know how to survive from all that they had endured. It is all lore based.
     
  11. darkone

    darkone Moderator

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    No, this would be incredibly hard to balance, and would just be a handicap to noobs who get own3d bad enough as it is.
     
  12. Light

    Light Guest

    That's right, darkone, I said the same thing. But I still think Blizzard should try it, and then maybe only for campaign!
     
  13. Gasmaskguy

    Gasmaskguy New Member

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    I think the Soul Hunter was scrapped for a reason.
    Blizzard desided that it doesn't even work for one unit. Making the whole game like that wouldn't be too good.
     
  14. Light

    Light Guest

    You might have gotten yourself a touche there, GMG, but actually the turning point of the Soul Hunter question was sacrificing friendly zealots for the sake of pumped-up hunter madness- Imbalance! So, not really that relevant!
     
  15. Gasmaskguy

    Gasmaskguy New Member

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    But it was then changed to level up after kills, pretty much like this whole veterancy idea works. But, it proved to be too anti-zerg since Zerg mass *ss. That's when the Soul Hunter got scrapped. Same would be with this. Zerg players would always have to face crazy veterans since Protoss and Terran units generally are more durable.
     
  16. ninerman13

    ninerman13 New Member

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    Welcome to the forums, Kaaraa. However, as BirdofPrey said, we have already had a lengthy discussion about this, which I summarized nicely in an article - so forgive me if I do not participate in further talk about this idea.
     
  17. Kaaraa

    Kaaraa Space Junkie

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    I guess it's my bad for not looking around for previous discussions on this topic. My apologies for beating the dead horse :-X
     
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