Author Topic: S.A.D Human Structures  (Read 14068 times)

0 Members and 1 Guest are viewing this topic.

Offline Hot_Dog

  • CoT Emeritus
  • LV12 Extreme Poster (Next: 5000)
  • *
  • Posts: 3006
  • Rating: +445/-10
    • View Profile
Re: S.A.D Human Structures
« Reply #15 on: August 09, 2010, 02:18:36 pm »
I've been working to give each race 3 unique buildings to add to the strategy of the game.  So I've made two changes to the Human Buildings. 

First, the AA Defense now detects cloaked units.  The detector, with the same sprite, is now a shield generator.  Shots that hit the shield will weaken the shield, and any units that get inside the shield can fire at buildings without the shield getting in the way.

The Watchtower will still uncover a large line-of-sight. (So don't ignore them.  The fog of war uncovered really is worth the money.)  However, the Watchtower will also allow you to, for a price of crystals, pick a spot which will uncover a small amount of fog-of-war, as well as detect units.  (This is like the Terran Sensor Add-On in Starcraft) This spot is fixed until the player pays more crystals and picks another spot.

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: S.A.D Human Structures
« Reply #16 on: August 14, 2010, 02:38:52 am »
Nice. I kinda prefer that cloaked units detection is not too hard to build. In SC1, you had to build/move overlords to detect them or build defense. In SC2, you have to morph an overlord into an overseeer to detect cloaked units and it even costs vespene gas. x.x

Offline Yeong

  • Not a bridge
  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 3739
  • Rating: +278/-12
  • Survivor of Apocalypse
    • View Profile
Re: S.A.D Human Structures
« Reply #17 on: October 18, 2010, 08:59:16 am »
but if the detector units are too easy to build, the clocking units will be useless(You can't rush then.) making it not-so-easy will be better.
Sig wipe!

Offline Hot_Dog

  • CoT Emeritus
  • LV12 Extreme Poster (Next: 5000)
  • *
  • Posts: 3006
  • Rating: +445/-10
    • View Profile
Re: S.A.D Human Structures
« Reply #18 on: October 18, 2010, 10:47:54 am »
but if the detector units are too easy to build, the clocking units will be useless(You can't rush then.) making it not-so-easy will be better.

That's true, but we didn't say "too easy."  We only said "easier" to build.  If you remember how hard it was to have detection at every single spot in starcraft/starcraft II, S.A.D. is trying to imitate that.

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: S.A.D Human Structures
« Reply #19 on: October 18, 2010, 03:19:52 pm »
In SC it was very easy with zerg, but only for your base, not when attacking. Overlords could do it, but they moved slowly. For terran you had to build an enginerring bay if I remember and then turrets or science vessels. For protoss you needed cannons. In SC2 for zerg it's a nightmare because overlords needs to be morphed into overseers and overseers requires a lair. You can also build spine crawlers/spores, though.

Often we forget to build detection in those games so it should balance out how easy it is to get detection.