Variable damage output and unit ranking

Discussion in 'General StarCraft 2 Discussion' started by Tyrian Hoplite, Jul 22, 2007.

Variable damage output and unit ranking

  1. Hi,

    I do understand the concern of conservative starcraft fans. However all the stuff Blizzard adds/changes or might add/change will never destroy the old, trusted feeling and gameplay of Starcraft. My suggestion won´t either, I think.

    What about a ranking system. It might work if the damage of all weapons was variable like in Warcraft 3. The higher the rank of a unit the greater the chance that it inflicts higher or even maximal damage values with its weapon. For example if a zealots damage would be say 15-20 the game would randomly choose between 15, 16 and 17. If your zealot ranks up it would inflict 18, 19 or 20 damage. You could gave them other buffs aswell a little bit more speed and resilience. Not to much just a little bit to prevent them being overpowered, just noticably better than a noob unit.

    Another mechanic that could be added is the chance to miss. The higher the rank of your units the lesser the chance of being hit by a lower rank unit and ofcourse the higher the rank of a unit the higher the chance to hit a lower rank target unit.

    All this might add more realism to the game. Please comment.
     
  2. burkid

    burkid New Member

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    NOOOOOOOOOOOOOOOOOO!!!
    variable damage needs to stay in WC and leaves too much to chance.
    ranking needs to stay in C&C because it sucks.
     
  3. Fenix

    Fenix Moderator

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    I liked the miss thing actually. Battle hardened warriors, nerves of steel and all that.
     
  4. Griffith

    Griffith New Member

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    I think it's better if it stays static. That way you can know how many hits of an X unit are required to kill a Y unit and strategize accordingly.
     
  5. Lemmy

    Lemmy New Member

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    Hmm how much experience can a soldier/alien warrior earn in 20 minutes of battle? Its just un-realistic.
     
  6. kiksu

    kiksu New Member

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

    It's already unrealistic to build a a building with a single worker in less than 5 minutes.
     
  7. Lemmy

    Lemmy New Member

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


    Its even less realistic to build buildings from the worker itself. haha you got me anyway.
     
  8. 10-Neon

    10-Neon New Member

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    People already complain about the randomness in the chance-to-hit with higher ground and cover. Having a random element in every single attack would cause all Hell to break loose....
     
  9. StormCrow

    StormCrow New Member

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    sry but... nuh :bad:

    Roll a dice: You roll over 3, u win. You roll less... You lose... GG
     
  10. kuvasz

    kuvasz Corrections Officer

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    I have no idea why the more appropriate thread got locked after ninerman's article but locking seems to be a fashion despite the complaints of threads being created for topics already discussed several times.

    Anyway, I had an idea today and I want to share it ;D

    We all know that infesting a CC in Starcraft was firstly very hard to do and secondly was useless, but it hard a certain "rub in" feeling to it that the Zerg player managed to do something so hard and uncommon. Well, I was thinking the same thing for unit rankings.

    Between units' names and the number of kills, there should be an empty line. This line would display the rank the individual unit has achieved. Ranks would be given after every 10 kills and there would be about 5 levels of ranks. These ranks would be race specific, but not unit specific. The Terran could either have promotion from their starting rank or no starting rank and receive the title in the same way the other races do. Obviously the rank would have no effect at all, but it would have the same "rub in" effect, sort of like a symbol of your microing skills.

    This would not cause clutter and wouldn't hold up development because of how simple it is, so I thought it could be a neat feature. Of course the number of kills could be changed, but I thought that 10 kills in a close match between competitive players is quite a lot.
     
  11. ninerman13

    ninerman13 New Member

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    @ Kuvasz - I believe the idea behind locking the old thread was that the discussion burned out, hence resulting in a lack of posting for a few months - which is why I wrote the article summary.

    @ The topic of this thread - In any case, we've discussed this type of thing before, and most people on the forum are of the opinion that randomness does NOT belong in Starcraft. I won't go into the details of the arguments - you can find them in many other threads (just do a search).

    So welcome to the forums, Tyrian Hoplite, but I'm going to have to completely disagree with your idea. ;D Something like kuvasz's may be doable (since there is no randomness involved and no gameplay impact).

    Edit - just saw that this thread was posted last July - so a welcome was unnecessary... oops.
     
  12. kuvasz

    kuvasz Corrections Officer

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    For a second there I thought I lack the general knowledge behind calling someone a Hoplite :D

    But my idea doesn't have any randomness in it so I still don't get the whole post.
     
  13. Meee

    Meee New Member

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    I think he was refering to the original post in this topic

    but we may never know...
     
  14. ninerman13

    ninerman13 New Member

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    I clarified the end of my post a little bit.

    I was referring to both kuvasz's post and Tyrian Hoplite's original post.

    Edit - deleted my own stupid mistake.
     
  15. Meee

    Meee New Member

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    I'm confused as to how someone who registered and posted in July last year is new guy
     
  16. ninerman13

    ninerman13 New Member

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    OH!

    Well I just saw the "Cannon Fodder" designation and the four post total, so I assumed he was a new member. I didn't check his profile. Or see the date on the post...

    *sheepishly leaves thread before further embarrassment occurs*
     
  17. Meee

    Meee New Member

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    You didn't have to go into profile, just check the post's date.

    Anyway

    I like kuvasz's idea, it would be nice if some more developed form of this was implemented in campaign (moving "veteran" units to next maps).
    Though it'd be hard to do without breaking the game
     
  18. kuvasz

    kuvasz Corrections Officer

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    My idea was for multiplayer because it doesn't change any unit attributes. I wasn't thinking in terms of moving units from level to level during the campaign because that'd be useless since they don't become better by getting a higher rank.
     
  19. Meee

    Meee New Member

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    yeah, but it'd be fun to have unit with thousand kills at the end ;D
     
  20. 10-Neon

    10-Neon New Member

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    I am still not against unit ranks and upgrades with kills, even in multiplayer, so long as they meet the following qualifications:
    1) The ranks do not unlock abilities, change movement, or alter fire rates. I would prefer static damage and HP increases. Otherwise, stuff just gets too confusing to keep straight.
    2) Absolutely no randomness! Treat ranks as researched upgrades.
    3) Units of higher ranks are visually different, i.e. you can pick them out in a crowd and focus-fire on them if you want to.