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Those non-player animals you see running around the map

Discussion in 'StarCraft 2 Strategy Discussion' started by Raylito, May 18, 2009.

Those non-player animals you see running around the map

  1. furrer

    furrer New Member

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    I actually heard that idea before, could you mind control critters in sc1?
     
  2. exe

    exe New Member

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    t
     
    Last edited: Sep 17, 2009
  3. overmind

    overmind Active Member

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    you could mind control them but it didn't stop them from being auto-attacked.
     
  4. SC2 Hacks

    SC2 Hacks New Member

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    I wouldn't mind have critters that can affect gameplay / i.e. creeps being a factor in the game. They could even coordinate and be like a neutral AI player. If you piss them off too much they turn against you, etc. However, I think you should definitely have the option to turn this off for tournaments and stuff where you would want to reduce "randomness". Randomness might be fine for good football / sports watching, but not for a very skilled activity like StarCraft tournaments.
    Eric
     
  5. the8thark

    the8thark New Member

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    Personally I think critters on their own should not affect gameplay in ways like attacking or using abilities. That'd make them just like WC3 creeps which many people have said above.

    But if say the zerg could parasite a critter to use it as sight to break open the fog of war that'd be interesting. Mind you the zerg could not control where the critter went.
    Or the terrans could strap a proxy mine to the critter and any land unit that went to close after a certain time would trigger the mine and boom. Killing the critter and severly damaging whatever tripped the mine. And for air critters, it's be airial units that'd trigger the proxy mine.
    The Protoss? Hmmmm. Mayne they could attack a beacon to the critter. And this critter with beacon attached would provide no sight through the fog of war. The same as before it was hit with the beacon. But what the beacon would do is give the critter a radius if detect cloaked/burrowed units for Protoss. And of cause this only works if there is another protoss around to provide the line of sight. So any protoss unit + affected critter would = mobile detector.

    So it'd be:

    Zerg = critter with sight through fog of war
    Terran = mobile proxy bomb
    Protoss = Mobile cloaked/burrowed unit detector.

    But even after the critters were affected by each race, the critter would still roam randomly on the map. So you could not predict where it would go. And killing the affected critter would stop the effect too. And using an ability on an aready affected critter would just make the critter have both abilties.

    For example, a critter with a mine atached can be parasited. So it helps out 2 races at once. But if a zerg gets too close, then boom, dead zerg.

    I think this is a good idea. As there is no randomness with the critters. it's all done by the players. And it gives the players an insentive to keep the critters alive. Unlike SC1 where critters were usually killed on sight. And the 3 abiltiies radius/damage would be tested to make sure a nice balance was found.
     
    Last edited: Mar 28, 2010