View Full Version : Xel,Naga Units
emuman4evr
11-03-2006, 5:13 PM
If the Xel,Naga are a playable race in starcraft2 what units will they have?
:donut:
Buildings:
Townhall:Temple
:_owned:
Units:
Xel,Naga Ancient
Xel,Naga....
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SolidSamurai
11-03-2006, 9:05 PM
Hmmm.... by my will I say that this thread lacks meat and intrigue.
Nice try though.
B.A.Baracus
11-03-2006, 9:08 PM
I say this every month it seems- A new race would ruin sc, if you wish to know why dig through my posts, Ive ranted for pages and pages on the subject. If people want xel-naga or hybrids they can just add creeps in the campaign like WC. No creeps in melee tho, homey don't play that.
SolidSamurai
11-05-2006, 11:41 PM
Does that... creep you out? It sure creeps me out, man.
Creepy!
Freezingfire
11-08-2006, 9:45 AM
Even if there is going to be a new race, I would doubt it being the Xel'naga, their portraited as builders and thinkers, not as fighters. I mean the lost alot of men from the Protoss and got killed(some think they might still live)in their worldships by the Zerg, doesn't sound like they could really fight their creations really well.
gompy
11-08-2006, 12:47 PM
naaa.. l think they just could have terran protoss and zerg in starcraft 2. that would make blizz consentrate on just the 3 races and make them balanced in sc 2.
if they make a new race it will defintily ruin it..
Tenebrae
11-08-2006, 4:36 PM
naaa.. l think they just could have terran protoss and zerg in starcraft 2. that would make blizz consentrate on just the 3 races and make them balanced in sc 2.
if they make a new race it will defintily ruin it..
They did perfectly fine with adding new races to Warcraft III, I'm sure they can do so with Starcraft. The main problem with SC is the factor that each race has a different:
Health ability:
Terran: Ability to repair and with broodwars heal.
Protoss: Shields
Zerg: Regeneration
Build Style:
Terran: Anywhere they so choose, worker needed to build but more then one can be added to go faster. (if not mistaken.)
Protoss: Anywhere within Pylon radius, worker needed only to start.
Zerg: Anywhere with creep with the sacrifice of worker.
So, this leaves the problem with coming up with a new Health ability and Build style for the new races unless they want to be redundant and give them the same as one of the previous races. It's EXTREMELY hard to conceive a new form of these two things...but I've done it myself so I feel Blizzard can do so if they put their mind to it.
They just nearly put themselves in a box of imaginative boarders with those two things...but once they are passed...practically any race can be fit into SC with a little imaginative thinking.
Giantfish
11-08-2006, 10:01 PM
You can't have more than one scv build a building. You can have multiple scvs repair a building though...
Tenebrae
11-08-2006, 10:20 PM
You can't have more than one scv build a building. You can have multiple scvs repair a building though...
Ah alright, couldn't recall.
InfinityComplex
11-08-2006, 10:28 PM
Wasn't there some sort of glitch in the game were you could have 2 scvs build one building?
grimdrifter
11-11-2006, 11:37 PM
This would require a greater dimension to the game, but there could be perhaps certain psionic vertices that the Zel'Naga could build the buildings upon, and those locations would be distrubuted thoughout the map but be limited to certain spots. It's kinda weak but I thought I would throw something else out there since the game seemed to indicate that there was something special about wherever the Xel'Naga landed.
As far as unit restoration is concerned, I was thinking that since Xel'Naga would be genetic masters and certainly would have the ability to clone and control micromachines that could restore living tissue, so perhaps Xel'Naga units could resurrect, with certain limitations:
-They can only resurrect once. Any more than once and the body or genetic material within would be too broken down to be useful.
-Resurrection must happen within a timeframe, like 10 or 20 seconds.
-Resurrection can be done by Xel'Naga unit, which specializes in genetic modification. This unit could be called for example a Xel'Naga Geneticist, and as a side ability, this unit could resurrect biological enemy units, but the enemy units would be of limited capability once resurrected as friendlies (the theory being that if the enemy was totally restored it would not be a mindless drone and would attack the Xel'Naga player again, or that reanimating alien dead is something the Xel'Naga have not totally mastered)
Another unit that would be cool would be a Xel'Naga infiltrator. This unit could take on the apperance and faked identity of an emeny. This unit would be completely undetectable from the rest of an enemies units (ie autoattack would not get this guy) except for the fact that if he goes into your base looking like one of your guys, you can't control him. So if you see one of your units walking around without your say so, the safe thing to do would be to kill him. His offensive powers would be limited and he would mostly function as an espionage unit.
emuman4evr
11-12-2006, 3:48 PM
I think the Xel,Naga units in warcraftIII will look similar to the xel,naga that might be in starcraftII.
GooseBoy
11-12-2006, 4:12 PM
How about Xel'Naga creates two basic units from its "Townhall", one to mine and another one to build. Like lets say, when you have 8 'miners', make a builder and use it to build something. Lets say that builder has a limited ammount of times they can build, like 2 or 3. And that you have to make another one to continue building, if you know what I mean... like if he runs out of energy and dies, needing to make another builder to build more.
as for the buildings, I had a lot of thought in that:
'Town Hall'- Central Mining depot, Creates the miners and builders.
Tower - Same role as Supply Depots, but then can be converted into:
1- Defense Tower: Defends against ground and air units(Requires Clone Chamber).
2- Scouting Tower (or Watch Tower): Provides a very wide range of vision, also a detector.
3- Healing Tower: Heals nerby units.
4- Cloaking Tower: Cloaks nerby units.
Clone Chamber - Makes the basic ground units.
Town Hall 2 - Evolution of the first Town Hall, provides more buildings, and also has a defensive weapon.
I dont have any other thoughts lol. but those are not official names.
Infested_Zeratul
11-12-2006, 8:33 PM
Who cares about xel'naga >.>, they get owned by their own units or creations.
The only new units we need without spoiling SCII are probably more kel'naga temples and crystals, blah-blah-blah.
If they did return to the world, they would follow a really strange way of life. Like maybe they only have air units, they don't ahve buildings, only ships...
Gooseboy, keep in mind they are not terrans, they might not even need a supply thingy, zergs use overlords, and that's a creature... wait all zerg buildings are creatures... oh man, is an overlord a building or a air unit!? O.o
I like your conversion idea.
You have a building which warps into existance units of both air and ground, you have one gigantic building with upgrades for everything, another with researches for everything, these are all portable aircrafts. They have another building which reconstructs killed units. Another building which is like a photon cannon except it automatically patrols around of fleet.
-OR-
You have one giant ship that does everything, it mines, it's a detector, it attacks, it upgrades it self, it can cloak, it can teleport, it can heal... etc.
GooseBoy
11-27-2006, 6:43 PM
hehe the new race will be cool tho :P I have the ability to make an entire new race, im just full of ideas!!!
MidnightGladius
11-27-2006, 7:20 PM
I once made an old memgraft mod that had a Xel'Naga World-Ship, like I_Z was saying. My idea was to have it be able to do a huge amount of things, but the number of tasks it could so simultaneously was at first limited and could be upgraded later (or increases slowly after time).
The World-Ship was very large 12x9 (think 3 CCs long and 3 CCs wide), and, if destroyed, lost the game.
So let's say the World-Ship could:
1. Harvest resources
2. Train units*
3. Upgrades Research*
4. Special Abilities Research*
5. Move
6. Attack
7. Heal Nearby
8. Cloak Nearby
9. Use Positive Abilities
10. Use Negative Abilities
* = multiple simultaneously (eg, in train-unit-mode, it could build 10 units at the same time, if you had enough money)
So it would make for interesting strategy as a player would be forced to time out his/her actions so as to minimize early-game super-weakness and exploit late-game super-strength (though, even at the end, it should only be able to do at most 4 things at once).
It ended up way too complicated for SC's engine, but I still think it would be a cool idea, even if only for campaigns.
Hmm i think the introduction of Xel'naga would compromise the integrtiy of the Starcraft story since if you remember,the Xel'naga Dissapeard mytiriously millenias ago,and the protoss built a temple to honour the Xel'naga hwo as i recall also created the protoss and the zerg?so it wiould be pointless to put them in the game as i don't think either zerg or protoss would attack they're creators....
DarkMirror
12-11-2006, 5:29 PM
umm the zerg killed almost every single xelnaga. And the protoss tried to kill them before that. the temple was built when the xel'naga set foot on auir, not after.
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