View Full Version : what new unit type would you like to see?


Ginchan
08-13-2010, 05:08 PM
title says it all

if your wondering, our epic (cough cough) poll software bugs with multiple choices so thats why the percentages are wrong :p

h0munkulus
08-13-2010, 08:30 PM
the one thing i would like are some more meatshields. right now you only have the firebat.
i would be very careful with spellcasters, more stealth units and magic cards.

spellcasters would introduce a new unit type and may have problems fitting in the basic "rock-paper-scissor" concept.

i think more stealth units would need more detection. i really like the balance of the DT, but more and stronger stealth units would certainly require more detection to keep the balance.

magic cards are fun and can increase the available tactics. but i would also advice caution and not introduce to many. because every magic card will reduce the chance to get a unit-card. and i think it would be bad if you end up in a situation where you desperately need some anti-air but you end up with a lot of "magic-cards".

Clord
08-17-2010, 11:24 AM
the one thing i would like are some more meatshields. right now you only have the firebat.
i would be very careful with spellcasters, more stealth units and magic cards.

spellcasters would introduce a new unit type and may have problems fitting in the basic "rock-paper-scissor" concept.

i think more stealth units would need more detection. i really like the balance of the DT, but more and stronger stealth units would certainly require more detection to keep the balance.

magic cards are fun and can increase the available tactics. but i would also advice caution and not introduce to many. because every magic card will reduce the chance to get a unit-card. and i think it would be bad if you end up in a situation where you desperately need some anti-air but you end up with a lot of "magic-cards".
I call them "underminers", units what are cloaked, are not that strong when it comes to damage or health vs their cost, but over time makes their price worth it with taking down targets without opposition of enemy (expect when for example Baneling blows up very close of them).

MrFindlay
01-26-2011, 09:44 AM
the one thing i would like are some more meatshields. right now you only have the firebat.

I agree, common has firebat, uncommon has nothing, which is why I've suggested a Queen in my other post as uncommon. Epic has a few though.

i would be very careful with spellcasters, more stealth units and magic cards. spellcasters would introduce a new unit type and may have problems fitting in the basic "rock-paper-scissor" concept.

I love the idea of spellcasters, a psionic storm here a plague there :)

i think more stealth units would need more detection. i really like the balance of the DT, but more and stronger stealth units would certainly require more detection to keep the balance.

Yes, yes and yes.

magic cards are fun and can increase the available tactics. but i would also advice caution and not introduce to many. because every magic card will reduce the chance to get a unit-card. and i think it would be bad if you end up in a situation where you desperately need some anti-air but you end up with a lot of "magic-cards".

Maybe magic cards should be able to be discarded for free?

Kitsu
01-26-2011, 04:50 PM
Now the game lacks spellcasters.
There's MS's vortex, observer's sight & medivac's heals (in some way), and nothing else if I remind.
Including some full support units (like defiler in SC1) would be nice, adapting them in the TCG and without revolutionizing the gameplay (short range, spell duration...)

Random
01-26-2011, 05:51 PM
you could also count jackson's yamato as a spell. but yeah, some more would be nice.

what did the defiler do in sc1? it's been too long to remember...

MrFindlay
01-26-2011, 06:13 PM
you could also count jackson's yamato as a spell. but yeah, some more would be nice. what did the defiler do in sc1? it's been too long to remember...

There are two main spells that it did - plague and dark swarm as below (taken from wiki)...

Dark Swarm casts a cloud over an area which prevents units under the cloud from taking damage from ranged attacks. Units under the cloud may still be damaged from splash effects. Lurker, firebat, and reaver attacks are not affected by the cloud. Units outside the cloud may still be hit from ranged attacks originating from inside the cloud.
Dark Swarm may be used to cover the advance and attack of melee attackers, or shelter ranged attackers from return ranged fire.

Plague has a smaller area-of-effect than Dark Swarm. It inflicts up to 295[1] damage, to a minimum of 1, over time to each affect unit. Plague affects units and structures. Plague does not affect shields; damage is applied directly to the hit points underneath.
Defensive lines and other enemy concentrations may be softened up with Plague prior to an assault.