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DarkMirror
02-22-2007, 6:35 PM
Ideas for The WoS
A short time ago the one that thought up the WoS, SolidSamurai, posted an idea that we could brainstorm ideas for it, and flesh it out properly. I have decided to bring it upon myself to create a compendium of this type of knowledge. And here it is. I have decided to post the submission guidelines first, and then build up on the idea. It would also be nice if it were stickied.


Planet: Anything related to the geography of the only planet ingame. This includes regions, cities, weather, etc.
Civilization: Anything related to stuff that the three races are doing/created. This includes cities/colonies, special projects and possible “history lessons”.
Orbital Information: Anything pertaining to the region of space above the planet, including moons, space stations, notable areas for space combat, etc.
Political Information: Basically anything about the movers and shakers goes here. This could contain faction leaders, important guilds, and rules/regulations for how to become one of them.
Game play: How to make characters, ideas for their play, and useful ideas for special systems, like the inspired “PI” system, or Psionic Index.
Other: Anything not covered here. I am sure that there is plenty of stuff that could form its own category, so If any suggestions are made I will consider editing this first post. It would be useful if we could organise a complete compendium of stuff, all on the first post.


Topic: Planet
Name of Idea: Kharvek Wastes
Basically this is a desert wasteland. It could stretch between a large valley, or just be near the equator. The only reason for any military forces to be stationed here is that it is very high in Vespene gas reserves. It is prone to sandstorms and is also known for its numerous sinkholes and tunnel systems. Therefore, the Zerg seem to thrive in it, putting their burrowing skills to good use. Possible in game affects would be vehicle breakdowns from the heat, re-spawning and disappearing sinkholes that could cause damage to anyone who falls into one, and a series of tunnels leading about. Also keep in mind that Vespene is a flammable gas, so there's always the possibility of a gunfight igniting a geyser and making everything near it go “Badda-boom”.

Topic: Orbital Information/Gameplay
Name of Idea: Capitol Ships
Ok. If theres going to be space battles, theres going to be capitol ships, like Battlecruisers and Carriers. Each ship would have a full set of corridors and "apartments" for anyone stationed on board. Even if you were the pilot, you have to log out sometimes. during these times control of the ship goes to either your human or NPC second in commnad, and the ship continues to opperate. It would have to work like that, because if you just disspaeared when you logged off it would upsety the "realisim" of the game. Now, during the beginging of the game there might only be a few capitol ships, and they would probobly be NPCs. But as more people started playing, those players could make and pilot their own capitol ships. But what about all the interceptors? You know, the wratihs and scouts and dropships and all that? Well, your basic troops would be NPCs, or even usable by you in a "swarm command" sytem, a la Homeworld. But all your better fighters, and uniques like dropships, they would be PCs. that way, if you want to board an enemy ship, you have to manuver yourself to launch a group of dropship piloting Players and thier elite marine players.

Topic: Planet
Name: Dar'Clash (Also known as the Dark Valley)
It is basically a very hostile twilight desert that has many cliffs, crevices a very inestable climate that covers the sun the majority of the year, it is a normal desert but the clouds make it dark, there are some ancient religious temples and many minerals patches, but there isn't to many vespene gas and the storm winds, sandstorms and lightings can quickly take down a battlecruiser or a carrier, lifted buildings are destroyed too and sometimes there are sismic activities (Thats why the crevices are) Although there is a very hostile land, there are some very big caves with towns and some gas reserves inside, outside of the caves there are some towns living out there and here in planet earth, when a lighting hits the ground it turns the sand a very pure glass due to the high temperatures, in that desert, due to the high mineral composition of the sand, when a lighting hits the sand it becomes very small mineral patches.

Topic: Planet
Name of Idea: Jeral's Chasm
A large crack in the middle of a desert controlled by the Dominion. It is Zerg infested, the only place nearby that has Zerg. A Cerebrate resides in the deepest crag, and regular patrols of Hydralisks and Zerglings keep Terran's from clearing out the Chasm. It is named after Jeral, a brilliant military leader that was defeated and eaten by a powerful Devouring One.

Topic: Orbital Information
Name of Idea: Death's Empire
This area was named Death's Empire after a notable battle between the 3 races ocurred. No one controls this region of space, although many of the derelict ships were simply abandoned, and still have several functioning systems. Even most pirates stay away from this orbital graveyard, despite the fact that it's the perfect hideaway spot. Superstitions among the terrans are that the spirits of the dead still live on in this graveyard. It is thought that the spirits would activate the derelict ships and fire upon any who entered. Of course, it is more likely that this is just the braver outlaws keeping their hideaways safe. Regardless of the truth, even without dead ships attacking, this place is extremely dangerous due to the floating debris. An electromagnetic field is what remains of the biokiller energy field employed accidently by the terrans that made this graveyard. It is thought that this residue field might have activated some of the still intact cloaking systems of some of the ships, making it even harder to navigate due to invisible debris.

Topic: Orbital information
Name of Idea: The Star Silos
Star Silos are a group of space platforms in high orbit over the planet. It is a space station for the dominion StarRain Project, which is a large number of nuklear silos and power generators built to fuel them and the massive Ion cannons designed to obitaly target/shoot these nukes. However, the Zerg infested part of the plataforms. The Dominion has quite a few Battlecruisers and wraiths to defend the plataforms as a well as a science vessle or two.
The Zerg have managed to gain a foothold on it, and obliterate anyone who comes into thier territory with Scourge.

Topic: Planet
Name of Idea: Perimeter Outpost 13 (Terminated)
This was a Terran outpost on a Zerg perimeter, created to give early warning of Zerg assaults, and to slow the Zerg down enough to give the Terrans who resided nearby enough time to throw together a defense. It has been overrun and now belongs to the Zerg. The Command Center and most of the still-intact buildings have been infested. The base was equiped with various defensive mechanism designed not to protect the base, but to significantly slow down any force moving through the area. missile turrets equiped with net-charges (missiles that capture the enemy in a net) dot the perimeter and mines and traps are frequent hazards. Although the Zerg have taken control of, disabled, or destroyed many of these systems, some are still undiscovered, requiring both Zerg and Terran alike to pay attention to their surroundings.

Topic: Gameplay
Name of Idea: Towns
What if youy want to start your own town? Well, in WoW I'm pretty sure you cant do that. But In WoS you can. Either become, or hire, an SCV/Probe(Drones are Zerg, and they would be more Hive clusters than towns/cities). Then get to work building whatevere you want. It would folow the tech tree of Starcraft, but there would also be things like apartments, shopping centers, etc... Once you have stuff like that people could actualy live in your town. Now, heres a realy good reason to do this. What if a large groupe of players decided to assualt a city? What if the city lost? What if it were razed to the ground? Well, that landmark is gone. So where do all those players who lived there go? Well, they could immergrate to other cities...or they could make thier own. I suppose Blizzard would have to put in a "History" tab for all cities/clusters. I bet that after only a few years, the face of the planet would be unreconizable.

Topic: Gameplay
Name of Idea: Terran Combat in General
Don't forget squad training tournaments and deathmatches (all containing, player controlled 'elite' soldiers), advanced 'ragdoll' physics (gears of war implied such a thing), melee combat (where grabbing a towel, snagging another player's head in it, and then throwing towel and body to the ground, against a wall (ala 007: Golden Eye), is possible). It can be as complex as we make it right now. Each match also appears in 'instas', so it shouldn't lag.

Topic: Gameplay
Name of Idea: Taking Terran Warfare to the Battlefield
Large scale ground battles will usually involve battlefield (or battlefront) style warfare... with the addition of stimpacks and other drugs, cybernetic upgrades (whether for mind or body), physical capability (measured in lower and upper-body stats; which implies to both terran and protoss... however, zerg are unique), and taking cover (which is usually necessary... however, ducking in the grass with the aid of camoflauge and a powerful rifle is usually wiser in an open area and more cunning then simply charging forward in powered armor; although a firebat could set fire to the grass). This'll all be included with squad command, vehicles, artillery, nukes, and other goodies.

Topic: Gameplay
Name of Idea: Nukes and other Weapons of Mass Destruction
As you grow terribly addicted to the game, you'll realize nukes, though the cheapest 'doomsay device' in the game, aren't usually the best option, even against a zerg hive, unless you merely want to vaporize all resources in the location and simply get rid of the enemy... you can also erect defense measures against nukes, beyond simply killing the ghost that done it. There are a ton of strategies that can be employed with nuke set ups... including distraction, deceit, ambush (when the enemy's stupidly failed to erect any missile defense measures), and 'fast' drops (low orbit battlecruiser deployment... or even risky vehicle drive-ins, where a truck, or tank, or dropship, capable of holding the weight of a warhead, kamikazes into a vulnerable area of an enemy's base; or the classic laser-painting a target for 'tactical', precise nuking, best done with a player of whom's skills mostly lay in stealth, who is also most likely a ghost. Although, he could also be some crazy ranger wearing camoflauge fatigues, radar deflectors, and one of those freaky-ass, uber quite boots ;))... Other WoMDs might include puncture-all terawatt lasers (however, these would require vast amounts of energy, multiple fitted-for-the-single-purpose capitol ships for effective decimation (or an orbital platform, however that's even more expensive), and synchronization measures (for an accurate target). The advantage of laser bombardment is that it's the quickest and most accurate method (lasers move at the speed of light, afterall). However, after firing, it may take anywhere around a week in real life to cycle the guns. Ion cannons are also excellent, however they can't trace targets (it's plasma afterall), and are usually better off in space... losing one is also enough to financially bleed someone to death. Protoss plasma bombardments, and zerg scourge swarms, guardian massacre, or infested battlecruiser projectile (boarded and programmed by infested pilots) (all expensive) are just some of the many other ways to engineer an armageddon in a given area. Political wise, you can threaten other player organisations into doing what you want (this could be little old you, all by yourself, cunning enough in skill to steal a nuke, bomb, or other device. Stealing is the most realistic, and probably the only option, for one who wishes to solo through the game. Stealing a doomsday devise, along with making it work, is perhaps among the greatest of solo challenges... aside from managing to pwn a score of other players with your leet shooting skills, or becoming the king/queen (don't forget female characters, guys) of winning solo death matches).

Topic: Gameplay
Name of Idea: Zerg 'Politics'
Invasion is a necessity for the zerg. Minerals and other resources usually act as nutrients (minerals mostly, though food does benefit a little), however they're not as much of a necessity to zerg lifestyle as they are to a terran or protoss industrial body, or freelance warmongering corp. Invasion benefits the zerg the most, which will explain the large number of zerg attacks that occur even in full-scale pvp. A zerg has the ability to sever it's connection with the only npc cerebrate in charge of the hidden underground swarm (goes with the game's storyline and setting; a crisis could lead to the severing of ties to Kerrigan's swarm, or of the cerebrate letting certain zerg aquire independance in response to recent protoss surprise encroachment, and an inability to make any other decision to this matter). Zerg who have enough nutrients (see: one helluvALOT), experience, influence, friends, and aquire a few other key factors (such as expanding zerg 'PI', to be determined), may also go through the lengthy process (probably a few days... enough time for blizz to take it into account and maintain the server accordingly) of evolving into cerebrates at any given time. Zerg can also duel and commit to deathmatches if large scale warfare is getting you down. Zerg large scale warfare also deals with alot of strategy, just like any RTS match. You'll find that, as a zergling, burrowing is a necessity, however, unless you happen to be busy ravishly ravaging some poor sap, climbing some cliff, hitching some overlord, or jumping some barricade at the time.

Topic: Gameplay
Name of Idea: PI
I may have already described the PI. How the best of the best of the best have pyrokinetic abilities (being a psychic god among men is impossible, though it'd still mention it in the game manual :P), and other such things. Each race deals with PI differently. The protoss take advantage of it, considering all 'toss have latent psychic abilities (although some are mere 'wrangler' level, and are merely supported by a khala connection, while the 'dark ones' longtime presence among the other psychics allow them to develop into full telepathics.). 'Toss PI level can be upgraded with experience, discovery, training, meditation, etc. A dark templar who performs exceptionally in fighting for a long duration (running on walls (an example of taking advantage of the environment; see also jumping from, to and off walls), and parrying every melee tactic thrown at him, or developing an impressive track record of sword duels), might suddenly gain an increase in PI. One who researches into pylon technology extensively, with the aid of the necessary funds and vast amount of exhorbant skills, may appy it to himself and raise his own PI. A protoss who deals with terrans and recieve's cybernetic brain implants may recieve an increase. Increased PI might allow a high templar to perform psionic maneuvers with more accuracy, acuteness, efficiency, etc. The possibilities are endless for 'toss. As for terran, PI is rare, however it may randomly occur in any character that was created for a completely different purpose. This could see that character through a change of careers. Although this essentially ends at telepathy, telekinises may occur, though a method that is rarer still (similair to how pyrokinises is completely unheard of in protoss unless by way of archon or excessive grinding of meditation and prayer to the point of utter insanity... of course, that'd be the player's choice, who may never recieve nervana in the form of pyrokinises no matter how much he does this). The isolation of the planet from standard Dominion contact has allowed for illegal manufacturing and distrabution of cybernetics. Certain, very rare, cybernetic brain implants may be implanted in a terran character's brain to increase PI (usually this occurs gradually if at all; so it could it could take anywhere up to a literal month or even a year before a terran player recieves any increase... the best ones occur in weeks, whereas the crappy are obviously a year or more). The zerg recieve PI increases depending the influence of other psionic energy. A zerg who consumes rare nutrients, food, drug, or performs exceptionally enough in combat to be granted evolution in a special area by its cerebrate, may also recieve PI increases. Sometimes, the PI increase happens automatically similair to terran. The best PI increases occur in the zerg who communicate and exhibit leading, and independance, however. Zerg who survive alone are thusly the most liable to recieve enough of an increase to evolve into cerebrates. Other players may organize a plan to have all their friends bring them nutrients, in order to quickly become cerebrates themselves. The best PI a zerg may exhibit, however, is telepathic. Unless they infest a creature who uses telekinises as a sole ability, or were once a powerful terran psionic themselves; they will not aquire telekinises.
The end-all PI of any terran is telekinises... however, terran's who are genetically gifted with exceptional telepathic abilities (those who join the ghost project in the beginning may train to become ghosts and recieve telepathic abilities right from the start... whereas recieving telepathic abilities in any other form of character is a random, rare case.), the best cybernetic implants, drugs, allow their character to become the test subject of a drug-based player corporation, meditation, etc. may recieve pyrokinises, yet this is incredibly rare. Only 8 or 15 out of all terran players in the entire game may be able 'summon the fire'. Additionally, even if your the most bad ass, richest, keys to the universe, terran player in the game, you'll find that you are still required to be genetically gifted with exceptional telepathy upon character creation. Indeed, recieving such a gift is more likely if you start off in the Dominion ghost project, and train to become a ghost.
The end-all of PI for a protoss player is pyrokinises, however a protoss is required to have everything within his grasp and scope, experience, meditate, and everything I mentioned previously, along with the ability to wield a vast combination of the 'dark and light' cosmic forces, to gain such an ability. Melding to become an archon (this requires a good deal of skill training and experience as well) is a far easier, and more obvious path, however. Additionally, Dark Archons provide a different, yet equally powerful psionic path.

Topic: Orbital Information
Name of Idea: Lost Temple
The Lost Temple is an ancient Xel'Naga ruin on the moon of the planet. It is a massive complex with a Xel'Naga archive at the center. The archive is a great repository of knowledge about both the Protoss and the Zerg, along with a multitude of other, lesser, races. The archive even contains information about an unknown race that seems suspiciously similar to the Terrans, although the data does not include whether or not the Xel'Naga created the Terrans. In addition to this latent racial data, there is a collection of scientific discoveries made by the Xel'Naga long ago. The archive is seperated into sections, walled off from each other, that have to do with different subjects. Much of the archive is still sealed, and it is possible that there is data regarding Xel'Naga weapons technology. Even if such data is not included, the information on the very underlying basis for the evolution of so many species would prove invaluable. Such information would be useful even to the races the data was about. The temple is protected by high grade Xel'Naga defense system, and is nearly inpenetrable. In addition, a group of the protoss split off to continue study of this temple, against the protoss fleet's wishes, and is fanatical in its protection of the temple. It is likely that any attempted approach would be met by deadly force from this breakaway faction, and even if they were surpassed, the Temple contains systems that give limited access to any of its rooms, archives, and databanks at one time, forcing the collection of information to be slow and tedious. In addition, any attempted forced entry would result in the use of automated weapons systems that literally reduce their victims to the constituant quarks, leptons, and gluons that they are made of. This would, of course, act as one of those deadly locations that I already mentioned. Finding a way inside it, or a way to hack into the temple (with machines that require character 'skill', luck, and a bit of a minigame to use, rather then actual hacking skill... that'd be stupid otherwise), would benefit the discoverer. It all depends, if the most powerful military willing to go there can't break in, then they'll most likely hang around the moon and fend off all other enemies and noobs vying for the place, until they inevitably find a way in (whether through technological means, a secret route, or sheer tactical force... or simply charging through :P). The possibilities for making use of exotic npc locations are endless.

Topic: Planet
Name of Idea: The Planet and Its Moons
The planet is huge. Natural, or perhaps, unnatural, phenomena allowed it to rival jupiter, despite it being completely terrestrial. The vast amount of resources on the planet led to the founding of many terran cities decades ago. Despite the brutal rate at which things have been extracted, the punishment of the atmosphere, and everything else thrown in the planet's face, it still continues on. The resources never seem to end, and the atmosphere appears as if to 'vent' itself. In recent years, it's lost contact with the ruling terran government, due to the secrecy of it kept by the confederacy (of whom chose to wipe it off the face of any interstellar map, due to concern over planetary immigration). The fall of the confederacy of erased any sign of the planets existence. However, the terran inhabitants, despite having recieved very little information on earlier signs of the alien threat, still carried on with their own personal lives, ignoring the affairs of the larger universe. More recently, ventures have been taken to space. A large dominion expeditionary fleet has caught up with the planet, forced to fight protoss expeditionary fleets, and a hidden zerg threat that has been ignorably left to grow amazingly large.
Additionally, the planet has over 30 moons; some of which are large, and some of which are fairly small. The amazing size of the planet has allowed different areas to possess extreme conditions; and so natural phenomena have led to mutiple moons with differing environments (such as a moon filled with lush jungles, or raging volcanoes) that coexist to 'dead' moons, that have no environment whatsoever.

Topic: Gameplay
Name of Idea: Quick Action
There are so many gun and item types in this game that it's simply hard to keep track of them all; or even purchase the right one at a specific location when you've only just begun the game. Manuals will provide all the easy-to-know information you need on gun types ie., which will be listed next to the gun itself (ie. Rifle = long range, sniper/long-rifle = very long range). That's why certain vendors have some of the more popular guns available right up front for different levels of players. To seek a unique gun, the player need only ask the npc to 'check in the back'. Additionally, virtual computers allow players to 'purchase online' in the virtual internet environment, that'll allow their weapon or item of choice to appear at the 'collection boutique' within the city. However it'll be even easier to get your character quickly fitted. NPC equipment officers can give you quickcalls of item lists of the perfect gear, according to what your character already posseses, and your skillset. NPC dropships will give you guns and equipment to purchase just prior to when you hit the battlefield (that is if you're fighting for large npc factions, such as the dominion; this is also similair to counterstrike, in that you have money, and you purchase guns, before the match begins... players looking for quick action can sail from place to place, fighting. If the dropship comes under attack, then they have the option of dropping where they are, running out of the ship without a second thought, or manning the onboard chaingun (before any other player runs to it... if no players are onboard, npc's automatically man chainguns... also similair to halo, in that npcs will automatically step down in order for you to take control)). An outter market also exists in the game for making more expensive, and exotic purchases of unique items (such as artillery guns, resources, parts for buildings, etc.).
The outer market is for the more zealous, and dedicated players willing to browse for a lengthy amount of time, throughout the various lists of items of all sorts. Items of the outter market, list items being sold in the space just above atmosphere, or on all cities in that specific faction, in the planet's continent. Additionally, player's can adjust settings to isolate items within the npc city they stand in, from common to unique items. The outer market is very similair to the market in Eve Online. Additionally, player cities may establish their own internet markets, to connect with those of npc markets that they have established reputation with. In this way, newb's who happen to view the outter can view items put up for sale in player owned cities/towns/locations.

Topic: Gameplay
Name of Idea: Quick Action
There are so many gun and item types in this game that it's simply hard to keep track of them all; or even purchase the right one at a specific location when you've only just begun the game. Manuals will provide all the easy-to-know information you need on gun types ie., which will be listed next to the gun itself (ie. Rifle = long range, sniper/long-rifle = very long range). That's why certain vendors have some of the more popular guns available right up front for different levels of players. To seek a unique gun, the player need only ask the npc to 'check in the back'. Additionally, virtual computers allow players to 'purchase online' in the virtual internet environment, that'll allow their weapon or item of choice to appear at the 'collection boutique' within the city. However it'll be even easier to get your character quickly fitted. NPC equipment officers can give you quickcalls of item lists of the perfect gear, according to what your character already posseses, and your skillset. NPC dropships will give you guns and equipment to purchase just prior to when you hit the battlefield (that is if you're fighting for large npc factions, such as the dominion; this is also similair to counterstrike, in that you have money, and you purchase guns, before the match begins... players looking for quick action can sail from place to place, fighting. If the dropship comes under attack, then they have the option of dropping where they are, running out of the ship without a second thought, or manning the onboard chaingun (before any other player runs to it... if no players are onboard, npc's automatically man chainguns... also similair to halo, in that npcs will automatically step down in order for you to take control)). An outter market also exists in the game for making more expensive, and exotic purchases of unique items (such as artillery guns, resources, parts for buildings, etc.).
The outer market is for the more zealous, and dedicated players willing to browse for a lengthy amount of time, throughout the various lists of items of all sorts. Items of the outter market, list items being sold in the space just above atmosphere, or on all cities in that specific faction, in the planet's continent. Additionally, player's can adjust settings to isolate items within the npc city they stand in, from common to unique items. The outer market is very similair to the market in Eve Online. Additionally, player cities may establish their own internet markets, to connect with those of npc markets that they have established a somewhat positive reputation with (reputation has many levels... it can go from positive enough to allow them trade with you, to allow them to SEEK trade with you, or even enough to allow them to aid you with reinforcements in a time of war... whether through player's who remain in that faction being assigned to assist you, or multitudes of npcs... there are also a few levels of hate... but not as much as there are of love... of course, hating one npc organisation may allow another npc organisation to favour you). In this way, newb's who happen to view the outter can view items put up for sale in player owned cities/towns/locations.

Topic: Gameplay
Name of Idea: Further detail on NPC's
Although hired NPCs do exist, hundreds players will begin to take over some of the more major rolls in the largest of organisations in WoS. Yet, some NPC's would always end-up existing. You see, blizz can't simply remove all npcs from the game at a given time. Additionally, npcs could allow for massive 1000+ battles, with little lag in comparision to what might be expected, considering 1000+ players wouldn't be logged in the same precise area.

Topic: Gamplay
Name of Idea: Death, injury, and the 'afterlife'
So you made the mistake of biting that dust?
If you die on the battlefield, a player medic can find and heal you (while you happen to be laying on the ground bleeding, until you die). You can contact medics by pinging yourself on the area's map (with dots indicating player locations). Additionally, if your team has an aircraft in range, everyone (on your team ) will see the ping. They can all block out, or 'hear' pings at any time, upon choice. Further more, your character has the option of shouting into a radio to be healed, with the classic 'Medic!' or 'Dying over here!'. Having npc medics would be stupid, considering it'd just become a game of 'find and kill/isolate all enemy medics before actually commencing the match'. Player medics can also carry guns (with minor arms training), and other soldiers have the option of taking minor medical skills, or investing into a fulltime medic-career (however, then they'd have to completely hault there advancement in whatever list of skills/skill-set they've been training previously). Of course, we all know the best medics are the ones in powered armor, but that takes time to get (and if you do get it right away, the armor might be low quality unless you're lucky). Full-time, official, medics can also train in the classic medic 'spells' such as 'optical flare', and more. Finally, NPC's cannot be cloned. You have to hire more, unless you set up an incredibly expensive 'clone coverage' deal, which would most likely require you to own a business of growing clones to begin with. If NPC medics existed, they'd only heal other NPCs... and it'd take much longer for them to 'ressurect' a bleeding npc. Of course, your character is considered 'bleeding and dying' until an enemy comes over and stomps on your face, or kicks you a number of times, gun-slaps you, shoots you, etc. (anything that'd hurt you... including rocks from the environment that happen to fall on you). Clone coverage for your own player is only somewhat advanced. You simply have to buy a clone from a large npc 'start location', player city, or spaceship, however you must 'upgrade' this clone to allow its brain matter to be able to harness all of your character's knowledge prior to death. If your clone isn't capable, your character will 'lose memory', and you'll randomly suffer lost skillpoints (way too similair to Eve Online, I know >_>). Clones are always comparatively cheap, and you can set-up reminders to remind yourself of your clone upgrade (if your character surpasses the knowledge harnessable by your clone).

Topic: Planet
Name of Idea: The Details on the Only Planet

It's a little complex, but trust me man, this'll allow you to determine whether or not that investment into making a ship bigger then a battlecruiser was worth it (considering the enemy is far more liable to find you in the void of space... although you can travel thousands upon thousands of km beyond the planet... you'll only find spacedust and blank space... it isn't really worth the time). Warp drives will only be implemented when the game adds other planets. In other words, to get to a moon on the one planet, your ship will have to travel for a duration (make note that usually travelling to a moon, means your character will most likely stay on the moon for a length of time, to complete whatever operation/mission has to get done over there.... generally, you'll have to know what you're doing).

DoctorZettabyte
02-22-2007, 9:39 PM
Hmmm...interesting. Here's mine:

TOPIC: GAMEPLAY
IDEA: BALANCE OF POWER
Basically, this is twisted version of Galactic conquest fron Star Wars: Battlefront and Battlefront 2. Planets, systems, mostly any major areas of play would be used. The galaxy would be split into three sections at the day of launch, with the factions controlling certain areas. As more PVP matches were won or lost for one faction in a particular area, they could take it for their overall race, and that race's non-hostile area would increase. However, as more battles are lost for one side, they lose non-hostile area.
Indeed, this raises balance questions, like the elimination of entire races in general, but that can be worked out somehow. Kinda vague, but it could work...assuming millions of people play like WoW.
Also, on WoS in general:
WoW is one or two planets, I believe. Galaxies are thousands of star systems. TB upon TB of data would be needed for any system to run it, not to mention the server's bandwidth and such. WoS doesn't seem possible, unless an EVE online clone is pulled off. To spice it up a bit, you could board the enemy ships and rip them apart from the inside out, or some other nifty feature like that. Unless, of course, we could go back and use the DOOM engine and graphics.
Bah, gimme SC2.
-DocTera

bloodbane
02-22-2007, 11:34 PM
Topic Planet
Name of Idea Neb
Neb is a Giant Planet that orginally was a superdense metal planet. It resided next to a nebula that failed to form a star and somehow exploded in this failure. Neb was melted but was enloped in masssive amounts of the stardust and grew insize this new element that the planet is made is has extremely intersting propieties. The the new star smaller than the planet amazingly is in its orbit. The planet is occupied by Korhal scientists who have hope of discovery of something that might change the terran postion in the war.

DarkMirror
02-23-2007, 4:21 AM
Please note: In world of Starcraft hterte is only one planet, possibly more. But it is still set on one planet basicly, and you would have noticed if you read my intoduction a little harder.

zeratulthedark
02-23-2007, 10:09 AM
Topic: Planet
Name: Dar'Clash (Also known as the Dark Valley)
Location:It is located near equator
Description It is basically a very hostile twilight desert that has many cliffs, crevices a very inestable climate that covers the sun the majority of the year, it is a normal desert but the clouds make it dark, there are some ancient religious temples and many minerals patches, but there isn't to many vespene gas and the storm winds, sandstorms and lightings can quickly take down a battlecruiser or a carrier, lifted buildings are destroyed too and sometimes there are sismic activities (Thats why the crevices are)
Civil Description: Althrought there is a very hostile land, there are some very big caves with towns and some gas reserves inside, outside of the caves there are some towns living out there and here in planet earth, when a lighting hits the ground it turns the sand a very pure glass due to the high temperatures, in that desert, due to the high mineral composition of the sand, when a lighting hits the sand it becomes very small mineral patches

Mr.Bad
02-24-2007, 11:04 AM
I disagree with having only one planet, I could see why it would be difficult to pull off a whole galaxy, but it would, in my humble opinion, be preferable to have several dozen planets, and maybe a few non-planet locations, than to have one planet. The planets could be smaller, but that gives a better feeling of isolation. A terran fleet can't end up at the heart of zerg space, because it would have been intercepted at the border.

wulfgar290
02-24-2007, 8:26 PM
Topic: Planet
Name of Idea: Jeral's Chasm
A large crack in the middle of a desert controlled by the Dominion. It is Zerg infested, the only place nearby that has Zerg. A cerebrate resides in the deepest crag, next to the Hive. Regular patrols of 3 Hydralisks and four Zerglings keep Terran's from clearing out the Chasm.
It is named after Jeral, a brilliant military leader that was defeated and eaten by a powerful Devouring One.

DarkMirror
02-24-2007, 8:47 PM
Oh, I would like to mention that it was SolidSamurai that propsed it to only be on one planet. Others could be released in updates, but it would basicly be only one.

Mr.Bad
02-25-2007, 11:32 AM
All I can say is that I disagree, but anyway...

Orbital Information:

Name: Death's Empire

This area was named Death's Empire after a notable battle between the 3 races ocurred. No one controls this region of space, although many of the derelict ships were simply abandoned, and still have several functioning systems. Even most pirates stay away from this orbital graveyard, despite the fact that it's the perfect hideaway spot. Superstitions among the terrans are that the spirits of the dead still live on in this graveyard. It is thought that the spirits would activate the derelict ships and fire upon any who entered. Of course, it is more likely that this is just the braver outlaws keeping their hideaways safe. Regardless of the truth, even without dead ships attacking, this place is extremely dangerous due to the floating debris. An electromagnetic field is what remains of the biokiller energy field employed accidently by the terrans that made this graveyard. It is thought that this residue field might have activated some of the still intact cloaking systems of some of the ships, making it even harder to navigate due to invisible debris.

so...how was that?

DarkMirror
02-25-2007, 11:36 AM
great.

zeratulthedark
02-25-2007, 8:57 PM
Ok I got other idea

Topic: Orbital information
Name: The Star Silos
They're some space plataforms high orbit over the planet, it is the space station for the dominion Star Squadron StarRain Project,they have many Comand Centers with atached Nuke Silos, they have also some power generators to power them, but the Zerg Have infested one of the plataforms and the protoss have captured other to stop the project
Defence Ofence Report: The Dominion have many Battlecruisers and wraiths to defend the plataforms, also Science Vessels are patrolling with some
Tech-Stolen Valkires.
The protoss have many corsairs, carriers and arbiters patrols.
And the Zerg have many scourges and mutas patroling to kill all the ships before they land.
But the Dominion have its best weapon there: The StarRain project, that consist in 5 Star Cannons (In game Ion Cannons with other name) that they use to launch Nukes to the planet surface, but they need all the power generators activated to launch nukes and the cannons don't have aiming capabilities, so many shoots fall in other targets

Mr.Bad
02-25-2007, 10:15 PM
Planet Information

Name: Perimeter Outpost 13 (terminated)

This was a terran outpost on the zerg perimeter, created to give early warning of a zerg assault, and to slow the zerg down enough to give the terrans enough time to throw together a defense. It has been overrun and now belongs to the zerg. The Command Center and most of the still-intact buildings have been infested. If you choose to be an Infested Terran, this is where you start. The base was equiped with various defensive mechanism designed not to protect the base, but to significantly slow down any force moving through the area. missile turrets equiped with net-charges (missiles that capture the enemy in a net) dot the perimeter and mines and traps are frequent hazards. Although the zerg have taken control of, disabled, or destroyed many of these systems, some are still undiscovered, requiring both zerg and terran alike to pay attention to their surroundings.
(Would the INfested Terrans be a selectible zerg pattern, or would they be terrans who got infested? Do you start out as a terran and get infested, or are you a zerg from the start?)

DarkMirror
02-26-2007, 4:44 AM
Dont know. I guess that you would start a terran, and would get infested according to your psionic skill ranks. So a low level marine who gets captured by yhte Zerg turns into a infested terran, while a high level ghost becomes a bit like infested Kerrigan.

By the way, there would be quite a few infested commnad centers. rememebr: Whole planet.

bloodbane
02-26-2007, 5:29 PM
The only way i can see this working is if this is a massive planet or planet system that all races have decided to invaded pretty much the same time
which would only be very small amount of habititants


the game starts off with you choosing a race
and then you taking some tests to decide level of attributes

Mr.Bad
02-26-2007, 8:36 PM
Orbital Information

Name: Lost Temple

The Lost Temple is an ancient Xel'Naga ruin on the moon of the planet. It is a massive complex with a Xel'Naga archive at the center. The archive is a great repository of knowledge about both the Protoss and the Zerg, along with a multitude of other, lesser, races. The archive even contains information about an unknown race that seems suspiciously similar to the Terrans, although the data does not include whether or not the Xel'Naga created the Terrans. In addition to this latent racial data, there is a collection of scientific discoveries made by the Xel'Naga long ago. The archive is seperated into sections, walled off from each other, that have to do with different subjects. Much of the archive is still sealed, and it is possible that there is data regarding Xel'Naga weapons technology. Even if such data is not included, the information on the very underlying basis for the evolution of so many species would prove invaluable. Such information would be useful even to the races the data was about. The temple is protected by high grade Xel'Naga defense system, and is nearly inpenetrable. In addition, a group of the protoss split off to continue study of this temple, against the protoss fleet's wishes, and is fanatical in its protection of the temple. It is likely that any attempted approach would be met by deadly force from this breakaway faction, and even if they were surpassed, the Temple contains systems that give limited access to any of its rooms, archives, and databanks at one time, forcing the collection of information to be slow and tedious. In addition, any attempted forced entry would result in the use of automated weapons systems that literally reduce their victims to the constituant quarks, leptons, and gluons that they are made of.

SolidSamurai
02-27-2007, 1:13 AM
I imagine, with towns and cities that there could also be resorts, outposts for your band of merry terrorists, orbital platforms (you'd need access to large housing and construction spaceships that require supplies such as water, uranium, monitor technicians, and space materials... space combat is quite a different experience from the firma).

The planet should also be fairly temperate... so, in addition to all those deserts, you could include some jungles, existing terran cities, protoss expeditionary sites, glaciers, forests, existing underground zerg hives (containing a brood that Kerrigan has left in complete hiding, to bring out in an ambush maneuver if the war-scales shift), etc.



Building a town: A single SCV could perform this, however you might need more then one, for realism's sake. If you can't afford SCVs, you may purchase the next thing down... low-wage construction workers carrying all manner of high tech gear. Additonally, the main cash drain in such an endeavor as this, is the aquiring of resources to build such a locale in the first place (this includes food, various minerals, and water (the building of a water network won't be all that complex... you can set it to 'default', allowing to automatically expand out and touch all houses in your region... or 'custom'. The same goes for electrical), as well as various tool kits containing all manner of small parts, a city plan (simply covers the placement of each household, highway, suburb, etc... that you'll have to draw up or get an engineer to do for you while having you list all that you wish for the city to contain, and a randomized set up; contracting, ). Gaining such financial means could mean playing solo (though this could take years), scamming a rich corp out of billions (or millions if you want a small town and not a 'city'), or forming a corp of players and growing it with the combined financial, and skillful might of each player, under your direction. 'Elite' may also apply to miners, player industrialists and researchers (who may set up stations for research and construction of small parts... timers indicate research progress and manufacturing). The construction of buildings may require the aid of small parts, along with SCVs (fitted accordingly), and resource materials (minerals, and such), or any other possible role that has play value in this diverse universe. Spaceship and vehicle construction will require unique factory's and preassembled parts, along with materials such as vespene gas. Vespene gas may be used in anything such as fueling and building ground vehicles, and even for the powering of nuclear plants.
And, of course, SCVs may be used in any manner in combat. Anything can be used in combat, from a gun, to a fist, to a crowbar, or small parts tool such as a fusion cutter. The interactive environment will also allow you to pick up or knock down nearly anything, including walls (how the hell do you breach the enemy outpost if you can't break the walls because the walls are simply uninteractable?)



Topic: Gameplay

Idea: Terran Combat in General

Don't forget squad training tournaments and deathmatches (all containing, player controlled 'elite' soldiers), advanced 'ragdoll' physics (gears of war implied such a thing), melee combat (where grabbing a towel, snagging another player's head in it, and then throwing towel and body to the ground, against a wall (ala 007: Golden Eye), is possible). It can be as complex as we make it right now. Each match also appears in 'instas', so it shouldn't lag.

Topic: Gameplay

Idea: Taking Terran Warfare to the Battlefield

Large scale ground battles will usually involve battlefield (or battlefront) style warfare... with the addition of stimpacks and other drugs, cybernetic upgrades (whether for mind or body), physical capability (measured in lower and upper-body stats; which implies to both terran and protoss... however, zerg are unique), and taking cover (which is usually necessary... however, ducking in the grass with the aid of camoflauge and a powerful rifle is usually wiser in an open area and more cunning then simply charging forward in powered armor; although a firebat could set fire to the grass). This'll all be included with squad command, vehicles, artillery, nukes, and other goodies.



Topic: Gameplay

Idea: Nukes and other Weapons of Mass Destruction

As you grow terribly addicted to the game, you'll realize nukes, though the cheapest 'doomsay device' in the game, aren't usually the best option, even against a zerg hive, unless you merely want to vaporize all resources in the location and simply get rid of the enemy... you can also erect defense measures against nukes, beyond simply killing the ghost that done it. There are a ton of strategies that can be employed with nuke set ups... including distraction, deceit, ambush (when the enemy's stupidly failed to erect any missile defense measures), and 'fast' drops (low orbit battlecruiser deployment... or even risky vehicle drive-ins, where a truck, or tank, or dropship, capable of holding the weight of a warhead, kamikazes into a vulnerable area of an enemy's base; or the classic laser-painting a target for 'tactical', precise nuking, best done with a player of whom's skills mostly lay in stealth, who is also most likely a ghost. Although, he could also be some crazy ranger wearing camoflauge fatigues, radar deflectors, and one of those freaky-ass, uber quite boots ;))... Other WoMDs might include puncture-all terawatt lasers (however, these would require vast amounts of energy, multiple fitted-for-the-single-purpose capitol ships for effective decimation (or an orbital platform, however that's even more expensive), and synchronization measures (for an accurate target). The advantage of laser bombardment is that it's the quickest and most accurate method (lasers move at the speed of light, afterall). However, after firing, it may take anywhere around a week in real life to cycle the guns. Ion cannons are also excellent, however they can't trace targets (it's plasma afterall), and are usually better off in space... losing one is also enough to financially bleed someone to death. Protoss plasma bombardments, and zerg scourge swarms, guardian massacre, or infested battlecruiser projectile (boarded and programmed by infested pilots) (all expensive) are just some of the many other ways to engineer an armageddon in a given area. Political wise, you can threaten other player organisations into doing what you want (this could be little old you, all by yourself, cunning enough in skill to steal a nuke, bomb, or other device. Stealing is the most realistic, and probably the only option, for one who wishes to solo through the game. Stealing a doomsday devise, along with making it work, is perhaps among the greatest of solo challenges... aside from managing to pwn a score of other players with your leet shooting skills, or becoming the king/queen (don't forget female characters, guys) of winning solo death matches).



Topic: Gameplay

Idea: Zerg 'Politics'

Invasion is a necessity for the zerg. Minerals and other resources usually act as nutrients (minerals mostly, though food does benefit a little), however they're not as much of a necessity to zerg lifestyle as they are to a terran or protoss industrial body, or freelance warmongering corp. Invasion benefits the zerg the most, which will explain the large number of zerg attacks that occur even in full-scale pvp. A zerg has the ability to sever it's connection with the only npc cerebrate in charge of the hidden underground swarm (goes with the game's storyline and setting; a crisis could lead to the severing of ties to Kerrigan's swarm, or of the cerebrate letting certain zerg aquire independance in response to recent protoss surprise encroachment, and an inability to make any other decision to this matter). Zerg who have enough nutrients (see: one helluvALOT), experience, influence, friends, and aquire a few other key factors (such as expanding zerg 'PI', to be determined), may also go through the lengthy process (probably a few days... enough time for blizz to take it into account and maintain the server accordingly) of evolving into cerebrates at any given time. Zerg can also duel and commit to deathmatches if large scale warfare is getting you down. Zerg large scale warfare also deals with alot of strategy, just like any RTS match. You'll find that, as a zergling, burrowing is a necessity, however, unless you happen to be busy ravishly ravaging some poor sap, climbing some cliff, hitching some overlord, or jumping some barricade at the time.

Topic: Gameplay
Name: PI
I may have already described the PI. How the best of the best of the best have pyrokinetic abilities (being a psychic god among men is impossible, though it'd still mention it in the game manual :P), and other such things. Each race deals with PI differently. The protoss take advantage of it, considering all 'toss have latent psychic abilities (although some are mere 'wrangler' level, and are merely supported by a khala connection, while the 'dark ones' longtime presence among the other psychics allow them to develop into full telepathics.). 'Toss PI level can be upgraded with experience, discovery, training, meditation, etc. A dark templar who performs exceptionally in fighting for a long duration (running on walls (an example of taking advantage of the environment; see also jumping from, to and off walls), and parrying every melee tactic thrown at him, or developing an impressive track record of sword duels), might suddenly gain an increase in PI. One who researches into pylon technology extensively, with the aid of the necessary funds and vast amount of exhorbant skills, may appy it to himself and raise his own PI. A protoss who deals with terrans and recieve's cybernetic brain implants may recieve an increase. Increased PI might allow a high templar to perform psionic maneuvers with more accuracy, acuteness, efficiency, etc. The possibilities are endless for 'toss. As for terran, PI is rare, however it may randomly occur in any character that was created for a completely different purpose. This could see that character through a change of careers. Although this essentially ends at telepathy, telekinises may occur, though a method that is rarer still (similair to how pyrokinises is completely unheard of in protoss unless by way of archon or excessive grinding of meditation and prayer to the point of utter insanity... of course, that'd be the player's choice, who may never recieve nervana in the form of pyrokinises no matter how much he does this). The isolation of the planet from standard Dominion contact has allowed for illegal manufacturing and distrabution of cybernetics. Certain, very rare, cybernetic brain implants may be implanted in a terran character's brain to increase PI (usually this occurs gradually if at all; so it could it could take anywhere up to a literal month or even a year before a terran player recieves any increase... the best ones occur in weeks, whereas the crappy are obviously a year or more). The zerg recieve PI increases depending the influence of other psionic energy. A zerg who consumes rare nutrients, food, drug, or performs exceptionally enough in combat to be granted evolution in a special area by its cerebrate, may also recieve PI increases. Sometimes, the PI increase happens automatically similair to terran. The best PI increases occur in the zerg who communicate and exhibit leading, and independance, however. Zerg who survive alone are thusly the most liable to recieve enough of an increase to evolve into cerebrates. Other players may organize a plan to have all their friends bring them nutrients, in order to quickly become cerebrates themselves. The best PI a zerg may exhibit, however, is telepathic. Unless they infest a creature who uses telekinises as a sole ability, or were once a powerful terran psionic themselves; they will not aquire telekinises.
The end-all PI of any terran is telekinises... however, terran's who are genetically gifted with exceptional telepathic abilities (those who join the ghost project in the beginning may train to become ghosts and recieve telepathic abilities right from the start... whereas recieving telepathic abilities in any other form of character is a random, rare case.), the best cybernetic implants, drugs, allow their character to become the test subject of a drug-based player corporation, meditation, etc. may recieve pyrokinises, yet this is incredibly rare. Only 8 or 15 out of all terran players in the entire game may be able 'summon the fire'. Additionally, even if your the most bad ass, richest, keys to the universe, terran player in the game, you'll find that you are still required to be genetically gifted with exceptional telepathy upon character creation. Indeed, recieving such a gift is more likely if you start off in the Dominion ghost project, and train to become a ghost.
The end-all of PI for a protoss player is pyrokinises, however a protoss is required to have everything within his grasp and scope, experience, meditate, and everything I mentioned previously, along with the ability to wield a vast combination of the 'dark and light' cosmic forces, to gain such an ability. Melding to become an archon (this requires a good deal of skill training and experience as well) is a far easier, and more obvious path, however. Additionally, Dark Archons provide a different, yet equally powerful psionic path (mind control, and 'super' telepathy, ie.).

Topic: Orbital Information

Name: Lost Temple

This would, of course, act as one of those deadly locations that I already mentioned. Finding a way inside it, or a way to hack into the temple (with machines that require character 'skill', luck, and a bit of a minigame to use, rather then actual hacking skill... that'd be stupid otherwise), would benefit the discoverer. It all depends, if the most powerful military willing to go there can't break in, then they'll most likely hang around the moon and fend off all other enemies and noobs vying for the place, until they inevitably find a way in (whether through technological means, a secret route, or sheer tactical force... or simply charging through :P). The possibilities for making use of exotic npc locations are endless.

Let's hear some more ideas on melee combat... specifically zealot/DT sword fights, whether against each other or another enemy. DT's may dual wield, and zealots may bear large, single blades; so weapons aren't stupidly limited. Additionally, all manner of handheld weapons are usually of different make and slightly different capability (this is not including modifications your character can make to the weapon (rigging... which occurs in spaceships as well, just like Eve >_>), and add ons (such as NV sights, scope, wind-correction, e-mag, etc. A marine who's also a gunsmith can make for an interesting character... hell, you could include classic 'iron sights' to your gun, despite it being over 500 years outdated, according to the game's setting).
So fire away people.

Don't feel intimidated by all this god damn, totally superior information. :D

EDIT (I totally forgot to add this): Zeratul, the reason Ion Cannons are called 'Ion Cannons' is because they fire ionized (as in charged) particles contained within a microscopic forcefield, at the enemy. Even for early 26th century, this technology is supposedly fairly new... probably the greatest in terran military tech. The whole idea is also referred to as 'blaster' or plasma, which utilizes potentially unstable elements (such as thorium, uranium, etc.) to create such an effect containing charged particles. Effectively, an Ion Cannon fires plasma, not nukes. So if you have nukes on the starbase, then I suggest you change them to some sort of long range ICBMs capable of firing into the depths of space with pinpoint accuracy... or something of that sort.

On a somewhat unrelated note, you may find that firebats also shoot plasma. This is probably because plasma exists in many forms. That's why we have plasma-screen TVs in real life, that utilize 'cold plasma'. Alright, I'm done rambling in that respect.

Topic: Planet

Idea: The Planet and Its Moons

The planet is huge. Natural, or perhaps, unnatural, phenomena allowed it to rival jupiter, despite it being completely terrestrial. The vast amount of resources on the planet led to the founding of many terran cities decades ago. Despite the brutal rate at which things have been extracted, the punishment of the atmosphere, and everything else thrown in the planet's face, it still continues on. The resources never seem to end, and the atmosphere appears as if to 'vent' itself. In recent years, it's lost contact with the ruling terran government, due to the secrecy of it kept by the confederacy (of whom chose to wipe it off the face of any interstellar map, due to concern over planetary immigration). The fall of the confederacy of erased any sign of the planets existence. However, the terran inhabitants, despite having recieved very little information on earlier signs of the alien threat, still carried on with their own personal lives, ignoring the affairs of the larger universe. More recently, ventures have been taken to space. A large dominion expeditionary fleet has caught up with the planet, forced to fight protoss expeditionary fleets, and a hidden zerg threat that has been ignorably left to grow amazingly large.

Additionally, the planet has over 30 moons; some of which are large, and some of which are fairly small. The amazing size of the planet has allowed different areas to possess extreme conditions; and so natural phenomena have led to mutiple moons with differing environments (such as a moon filled with lush jungles, or raging volcanoes) that coexist to 'dead' moons, that have no environment whatsoever.

zeratulthedark
02-28-2007, 11:55 AM
EDIT (I totally forgot to add this): Zeratul, the reason Ion Cannons are called 'Ion Cannons' is because they fire ionized (as in charged) particles contained within a microscopic forcefield, at the enemy. Even for early 26th century, this technology is supposedly fairly new... probably the greatest in terran military tech. The whole idea is also referred to as 'blaster' or plasma, which utilizes potentially unstable elements (such as thorium, uranium, etc.) to create such an effect containing charged particles. Effectively, an Ion Cannon fires plasma, not nukes. So if you have nukes on the starbase, then I suggest you change them to some sort of long range ICBMs capable of firing into the depths of space with pinpoint accuracy... or something of that sort.
I know that Ion Cannons don't fire nukes, like I said, they're not Ion Cannons, they're Star Cannons, but there isn't any unit named Star Cannon, so I suggest that they change the name of the Ion Cannons in the star silos to Star Cannons, but THEY ARE NOT ION CANNONS, THEY ARE STAR CANNONS

SolidSamurai
02-28-2007, 3:29 PM
they're not Ion Cannons, they're Star Cannons, but there isn't any unit named Star Cannon, so I suggest that they change the name of the Ion Cannons in the star silos to Star Cannons

Now that's just confuddling me to the point of confusion! Clarification please?

EDIT: I think I get what you mean, but you gotta be a little more concise in your explanations.

Mr.Bad
02-28-2007, 3:39 PM
Wait a minute, wait a minute. zeratul, are you saying that this is going to be made into a star craft map? Because if WoS was made, the would just create a special unit called Star Cannon.

DarkMirror
02-28-2007, 4:33 PM
This isnt a Map, this is like WOW.

Mr.Bad
02-28-2007, 4:59 PM
Yea I know, but I wasn't sure if he did.

DarkMirror
02-28-2007, 5:09 PM
I was refering to him anyways.
BTW, any other ideas?

SolidSamurai
02-28-2007, 5:28 PM
This isnt a Map, this is like WOW.

This is nothing like WoW. Don't ever say that again.

It's an MMOFPTPRTSSDORPSG (massive multiplayer online first person and third person real time strategy simulator depth oriented role playing shooter game :P).

Get it right, mango. It'd all make sense if you all actually saw it.... that is, if it were real. *cries*

The whole idea behind this, is that it'd be an idea meant to surprise even gamespot.

Gamespot boasted the idea as a joke, in that it'd be the exact same game as WoW, with different characters.

But according to our view (or at least mine), it's not.

So don't scare me like that, DM! >_>

EDIT: I don't have anymore ideas at the moment. I was hoping you guys would get a little something before I came back.

Zeratul: DM was planning on making a map based off of the IDEA of WoS. This thread, however, covers the actual idea for the World of StarCraft. An mmo game for SC... that we only wish blizz would make in response to WoW. And make it quite different and more amazing (less boring) then WoW (with a whole new angle to mmo's, without the agonizing RPG elements), in that sense.

zeratulthedark
03-01-2007, 9:55 AM
Sorry but I still don't know one thing
What is WoW?, I know it is World of Warcraft, but I don't know how the game consists
And I thinked it was going to be many maps
So I'm the perfect example of Confusion

Mr.Bad
03-01-2007, 11:28 AM
WoW is a massively multiplayer online roleplaying game. It is basically a huge world with thousands of people all playing at the same time and interacting with each other.

bloodbane
03-01-2007, 11:32 AM
will there be apoclypse type nukes, the big zerg huge living dropships will protoss be having warp tech ology to warp around planets

Mr.Bad
03-01-2007, 12:49 PM
That post made absolutely zero sense

Neu(t)ral Damage
03-01-2007, 12:52 PM
Topic: Gameplay
Name of Idea: Zerg Control

The expendable Zerg minions that we have come to recognize, namely, Zerglings, Hydralisks, etc., are no fitting body for a player. Put simply, they die too easily and there just aren't enough of them to compete with the other races.

Instead, players who choose Zerg as their race are given an immortal Cerebrate. Since the Cerebrate has no apparent body, it requires an incarnation to relay itself. Cerebrates, when they first appear, are given no incarnation, however, they are inately able to spawn drones. Until they reach level ten, they are limited to a small number of drones to be active at any time. After that, the number of incarnations allowed increases with the player's level: +1 Base Control Point every one or two levels, depending on balance issues.

Using these drones, the Cerebrate must kill creeps or gather minerals from nearby patches. Once they have acquired sufficient resources, they can begin constructing their tech tree. This tree is purely abstract, so that no enemy can destroy what the cerebrate has purchased. The tree can be seen and worked with using the Tech Panel.

Upon buying and building the spawning pool, the Cerebrate can choose to create Zerglings: 1 Zergling requires 0.5 Control Points.

As the player's capacity expands, they climb their tech tree, and are able to spawn more units.

As far as Overlords go, they won't be required. Someone may come up with a purpose, but I think the mechanic used in WoW to sense hidden units would be sufficient and balanced.

bloodbane
03-01-2007, 4:17 PM
the confederacy used apocyplse nukes to wipe out korhol i think it was around 1000 used - its might be mentioned in the game or its mention in the liberty crusade propably more places in less detail

in starcraft the warp hole cinema the zerg had massive carrier size zerg those things are the huge zerg dropcarriers

in zerg mission with the 30min timers where Zertual kills rasagal duran says that the protoss have to wait 30mins to recharge before plantary recall

on zerg gameplay
instead of a celebrate maybe make the player a overlord with a small supply of troops and add others later on

SolidSamurai
03-01-2007, 4:33 PM
the confederacy used apocyplse nukes to wipe out korhol i think it was around 1000 used - its might be mentioned in the game or its mention in the liberty crusade propably more places in less detail

in starcraft the warp hole cinema the zerg had massive carrier size zerg those things are the huge zerg dropcarriers

in zerg mission with the 30min timers where Zertual kills rasagal duran says that the protoss have to wait 30mins to recharge before plantary recall

on zerg gameplay
instead of a celebrate maybe make the player a overlord with a small supply of troops and add others later on

Yeah, it's a good idea to brush your teeth if that's what you're asking.

And the Terran already have warp travel, dumbass; it's nothing new. Read the manual.

If you're asking for zerg 'capitol ships', then yeah, I guess we could include those bulbous carrier puss-filled things (not overlords; apparently bigger).

And if terran are allowed to have corporations of hundreds of players, then the zerg'll have cerebrates. 'Nuff said.

Topic: Gameplay

Name of Idea: Zerg Control



The expendable Zerg minions that we have come to recognize, namely, Zerglings, Hydralisks, etc., are no fitting body for a player. Put simply, they die too easily and there just aren't enough of them to compete with the other races.



Instead, players who choose Zerg as their race are given an immortal Cerebrate. Since the Cerebrate has no apparent body, it requires an incarnation to relay itself. Cerebrates, when they first appear, are given no incarnation, however, they are inately able to spawn drones. Until they reach level ten, they are limited to a small number of drones to be active at any time. After that, the number of incarnations allowed increases with the player's level: +1 Base Control Point every one or two levels, depending on balance issues.



Using these drones, the Cerebrate must kill creeps or gather minerals from nearby patches. Once they have acquired sufficient resources, they can begin constructing their tech tree. This tree is purely abstract, so that no enemy can destroy what the cerebrate has purchased. The tree can be seen and worked with using the Tech Panel.



Upon buying and building the spawning pool, the Cerebrate can choose to create Zerglings: 1 Zergling requires 0.5 Control Points.



As the player's capacity expands, they climb their tech tree, and are able to spawn more units.



As far as Overlords go, they won't be required. Someone may come up with a purpose, but I think the mechanic used in WoW to sense hidden units would be sufficient and balanced.



Quite simply, that wouldn't work at all. Seriously, who cares if you die too easily as a zerg. You don't really. Your comparing this to the original SC, magical blue crystals, hitpoints, and all. There are no hitpoints in this damn game. If you get shot in the leg, your character limps. If you get shot in the head, your character dies, or goes unconscious. Even if you did die, you'd respawn in an egg, in a means even cheaper then that of the clone (your evolution and 'personality' genepool is different then that of memory for terran or protoss, so their's really nothing to lose, unless you fully evolve to a new strain of zerg). Death doesn't put set back to the zerg. In this way, plenty of zerg invasions would occur almost daily. Who cares if you die alot, just means you're a newb. You gotta look beyond 'balance issues' of the RTS. Dying doesn't matter. It's fun.

Playing the role of an ultralisk, tearing apart barricades like candy, is a lot more of an experience than having a ton of cerebrates played by 12 year olds, milling about. A cerebrate is something special. The original SC didn't give the feel of that. This one will. If the player who's the cerebrate issues an order, everyone must respect that order or the zerg will fall apart. Typically, cerebrates are influential people, usually intelligent and mature... they'd have to have that personality in order to get enough other players on their side to become a cerebrate, in the first place.

The way you said it: A single soldier in the US army doesn't make a difference. He's just another guy on the front line with a gun.

Everyone has a purpose, and they'll have to make it. That's what this game's all about.

EDIT: I believe the best way to 'term' this game, rather then all that other mumbo-shit, would be MMOS (quite simply put; Massively Multiplayer Online Shooter).

WoW is a massively multiplayer online roleplaying game. It is basically a huge world with thousands of people all playing at the same time and interacting with each other.

Except the game's repetitive, boring, and it generally sucks-ass. World of StarCraft would employ the same framework of 'Massive Multiplayer', but that's where it ends. Everything else is completely different.

SolidSamurai
03-01-2007, 6:16 PM
zerg need massive transports to transport there massive army



its this line

that i dont understand because i never said anything about terrans warp travel

but to have planetary protoss warping can connect planets

Thanks for the clarification. I didn't need it, because I clearly already regarded what you said.
The whole 'connecting planets' issue is called 'designation for warp'. Terran most likely have it, if they've got brain enough to have onboard navigation systems. And if they've got battlecruisers and other large spaceships, they probably have that shit.
And I believe, DarkMirror, the owner of this thread, HAS ASKED YOU TO LEAVE.
Please leave, sir.

MORE IDEAS:

Topic: Gameplay

Suggestion: Quick Action

There are so many gun and item types in this game that it's simply hard to keep track of them all; or even purchase the right one at a specific location when you've only just begun the game. Manuals will provide all the easy-to-know information you need on gun types ie., which will be listed next to the gun itself (ie. Rifle = long range, sniper/long-rifle = very long range). That's why certain vendors have some of the more popular guns available right up front for different levels of players. To seek a unique gun, the player need only ask the npc to 'check in the back'. Additionally, virtual computers allow players to 'purchase online' in the virtual internet environment, that'll allow their weapon or item of choice to appear at the 'collection boutique' within the city. However it'll be even easier to get your character quickly fitted. NPC equipment officers can give you quickcalls of item lists of the perfect gear, according to what your character already posseses, and your skillset. NPC dropships will give you guns and equipment to purchase just prior to when you hit the battlefield (that is if you're fighting for large npc factions, such as the dominion; this is also similair to counterstrike, in that you have money, and you purchase guns, before the match begins... players looking for quick action can sail from place to place, fighting. If the dropship comes under attack, then they have the option of dropping where they are, running out of the ship without a second thought, or manning the onboard chaingun (before any other player runs to it... if no players are onboard, npc's automatically man chainguns... also similair to halo, in that npcs will automatically step down in order for you to take control)). An outter market also exists in the game for making more expensive, and exotic purchases of unique items (such as artillery guns, resources, parts for buildings, etc.).
The outer market is for the more zealous, and dedicated players willing to browse for a lengthy amount of time, throughout the various lists of items of all sorts. Items of the outter market, list items being sold in the space just above atmosphere, or on all cities in that specific faction, in the planet's continent. Additionally, player's can adjust settings to isolate items within the npc city they stand in, from common to unique items. The outer market is very similair to the market in Eve Online. Additionally, player cities may establish their own internet markets, to connect with those of npc markets that they have established a somewhat positive reputation with (reputation has many levels... it can go from positive enough to allow them trade with you, to allow them to SEEK trade with you, or even enough to allow them to aid you with reinforcements in a time of war... whether through player's who remain in that faction being assigned to assist you, or multitudes of npcs... there are also a few levels of hate... but not as much as there are of love... of course, hating one npc organisation may allow another npc organisation to favour you). In this way, newb's who happen to view the outter can view items put up for sale in player owned cities/towns/locations.

generaljimmy
03-01-2007, 7:13 PM
I disagree with having only one planet, I could see why it would be difficult to pull off a whole galaxy, but it would, in my humble opinion, be preferable to have several dozen planets, and maybe a few non-planet locations, than to have one planet. The planets could be smaller, but that gives a better feeling of isolation. A terran fleet can't end up at the heart of zerg space, because it would have been intercepted at the border. finally some one who thinks there should be more than one planet

zeratulthedark
03-05-2007, 10:32 AM
I think that a zerg player should be an Overlord that controls some, and then he should increase his level, and later become a cerebrate, I'm interrupting something, Sorry

DarkMirror
03-06-2007, 10:11 AM
Please post any ideas in the corrct format.

bloodbane
03-06-2007, 11:45 AM
Topic- Gameplay
suggestion- zerg energy/stamia

If this goes by each invidual zergs then each one should have some sort of stamia bar because even though the zerg are strong everything they do would take constant amounts of stamia. Their amounts would be higher than other races. The bar determins speeds of the chacacter such as running speed/flying, attack speed, any strength required activies.
protoss and terran will have stamia bars but they will be no where as strong as zerg usually, depending on the type of character.
stimpacks multiplys the stamia by 1.5 in strength and increases amount, but hurts chacacter and if too many stim packs taken over time the player becomes an addict and feels sympotons and drug withdrawnels,


also wouldn't the PI abilities be telepathic then telekinsis then pyrokinsis then Mind control

DarkMirror
03-06-2007, 12:39 PM
I apreciate the effort bloodbane, but That sytem applies to all races basicly. And no, zerg wouldnt exert more engergy than others, its just used in a different way.

SolidSamurai
03-06-2007, 4:28 PM
stimpacks multiplys the stamia by 1.5 in strength and increases amount, but hurts chacacter and if too many stim packs taken over time the player becomes an addict and feels sympotons and drug withdrawnels,


I was thinking the stims would increase speed and strength, rather then stamina... though the character enters into a sort of 'bloodrage', not 'caring' about expending stamina and thus suffering little effect (though the after effects would force him to suffer more). Additionally, I was thinking they'd act like a sort of mini-ebola virus, quickly eating away at your organs the instant it's activated, however it'll dissappear just as fast. Effectively, your character could suffer internal bleeding, if he's unlucky. Stim pack skilltraining and drug resilience can probably prevent that from happening. A virus that eats away at YOU, rather then forcing you to eat away at yourself (see, any other illegal, highly addictive, deadly drug in the real world), wouldn't be addictive.

Though the 'bloodrage' makes anyone, human or otherwise, feel like they could take anything (see 'mighty' and 'psychotic')... which you could say, feels 'good' (as in SIIIIIIGH-YAAAH!!! THAT'S THE STUFF!). Which explains why 'rines and others don't neglect to taking them. Even though it's painful getting your organs eaten, you can still get a date with a medic.

Simply increasing your stamina would be a bore. Include other drugs for that kinda crap. :P
Like, for example, adrenaline. Which already exists in the real world. So, my point's proven.

DarkMirror
03-06-2007, 5:06 PM
In the books they specify that Stims are addictive.

SolidSamurai
03-06-2007, 5:51 PM
In the books they specify that Stims are addictive.

Ahhh... really then? Only for psychopaths. Every marine that I've seen in the book's a psychopath, except for Raynor and the guys who never actually took stimpacks... so it's justifiable, lol.

Makes sense! C'mon!

You can get addicted to other drugs if that's your fantasy though; such as made-up crap like 'hab', and 'practical' drugs that'll probably still exist, such as haroine... don't know about cocaine... and there'll be no cannabis (see 'weed'), cuz that's just stupid.... only powerful addictive drugs, and remedy drugs for curing.
But you're probably better off becoming a dealer. >_>

Rest assured, that this won't be a GTA mmo. :P

EDIT: You could say that 'scientifically', stims are not addictive. There's still the 'bloodrage', or 'aggressive high' however, that could be especially 'addicting', for people who need a 'vent' (see 'unstable' people). The government keeps the seriously important psychological information stored away, so this explains why doctors haven't figured that specific thing out.

DM: Can you conjoin all the crap I've said on drugs into a 'topic: gameplay', 'idea: drugs, drugs and dirty things' format? Just put it together, on the other thread... thanks. :P

SolidSamurai
03-07-2007, 5:29 PM
Not much except for (ARE YOU READY FOR THIS?!)...

A drug called endorphin analog (was used in 'Neuromancer'); it'd minimalize pain, and effectively allow your character to take more wounds before falling to the ground and inevitably dying (works in a situation with shooting on both sides... take some of the drug, and kill everyone, before dying yourself... in this way, the mass amount of pain won't force your character to fall down. In some cases, the character cannot become 'wounded' and can only die).

In any case, with enough endorphin analog, your character could walk around on a pair of bloody stumps.... before he dies of blood loss. :P

DarkMirror
03-08-2007, 3:48 PM
Ok, ktan, I need a clean up of all posts not related DIRECTLY to this thead.

Ktan
03-08-2007, 4:10 PM
That should be most gone. Please keep any further posts in the correct format and on-topic. We don't need any more debates about what an overlord is, whether Raynor is a Marine, or the Morality of testing cosmetics on Zerglings, they just derail the thread. If you see an out of format post that seems too off topic to leave, report it and simply say 'out of format' I'll get what you mean.

I may have missed a couple of posts, so use the same tactic. Please try and keep to a decent format, it's the only thing that keeps threads like these alive.

DarkMirror
03-09-2007, 4:32 PM
Could you sticky this?

Ktan
03-09-2007, 6:00 PM
That's not a bad idea, actually.

DarkMirror
03-09-2007, 7:04 PM
Thank you! Now, I would like to request some more information to fill this newly stickied thread of goodness!

bombadier598
03-09-2007, 11:05 PM
Topic: Gameplay
Name of Idea: Death System Revision:
So far, this has been basically GoW fight system with a EVE economy, correct me if I'm wrong. Only thing wrong with an EVE economy is that unless you're supported by your corporation or w/e you will not be able to pvp much in high damage ships w/o fighter support. I feel a WoS should not turn into a grinding game, and be able to fund yourself to at least participate in larger scale battle with around 40 vs. 40 once a week playing casual basis with good equipment for whenever you do die and clone jumping maybe at the command center/hive/nexus. (In EVE, this is probably equivalent to being in a BS/HAC/BC in a lag free medium fleet engagement pvp with a station a system or two behind with your clone) Problem is, to take all the items away from the player and make money easy to come by or items easy to come by? Or make it like WoW with items hard to come by and just let them magically be recovered? I'd go with the first option. Other ideas?

Topic: Gameplay
Name of Idea: Vehicles
In the original SC, a Zealot was better than a Goliath and the Ultralisk just pwns all land units. So there will be for Terran at least, vehicles. Either making them like EVE ships, but with insurance and modules for everything much like EVE with heavier loads slowing the vehicle or making them standard issue much like the Battlefield games and drivable only in real combat situations. The EVE ship concept for vehicles would work, but how would they die? Like EVE? Just insurance and the rest is gone? Maybe this could work ratting, or PVE'n but probably during specified PVP like WoW BG's you should get your vehicle back maybe after a wait period(land battles should be much longer than space/air battles) with all its previous specks, also probably with a small fee attached to it. While waiting for your vehicl, you could just wait it out, but if it's a long time (siege tanks should take longer than Goliaths/vultures/stingers etc.) one should just go as an infantryman(should be much cheaper).

Topic:Gameplay
Name of Idea: Large Battles
In true Starcraft end game sized battles, there should be a commander, sub commanders possibly to help out and they basically are reliving SC in new graphics starting with an already established base and defenses to avoid player zergs. Commanders and sub commanders should be determined by a ranking system taking in account several things like reputation, skills(levels:shiftyr:), previous record. The rest of the players are can be equivalent to (sub)hero units with hundreds of NPC's duking it out they should be what tips the scale(approx. 50 vs 50). Any inactivity of a player of four minutes of more, the player will then be dropped from the action and be placed (airdropped)back right outside the boundaries of the warzone to not effect player caps but will be in easy reach to rejoin if there is room. Also to promote PVP, there should be some kind of wage system to make losses minimal.

Topic: Gameplay
Name of Idea: Experience System
IMO it should be very much like EVE's skill system except certain classes should be bound to certain skills. Also driving vehicles should be available to everyone, but certain classes can use heavier vehicles and be only allowed to drive a certain few. Ex. Medics could maybe use a vulture/stinger for mainly mobility purposes, while more combat oriented Marine/FB like classes could even use Siege Tanks and possibly something bigger if designed to equal Utralisks. however, the XP system should encourage being online more like getting kills will quicken the learning pace of only combat oriented skills, and healing and rezzing be quickening healing skills' pace. Main restraints to using anything besides skills should be class and money, not if your guild can run something like MC/BWL/Naxx.

Thank you for your time. Any other ideas will be appreciated as I'm somewhat stuck to EVE and WoW as recent MMORPG experiences. Most of these ideas go toward having lots of fun, not worry filled PVP while maintaining realism.

DarkMirror
03-10-2007, 9:34 AM
Thank you, but that isnt in the correct foprmat. I cut and paste all this, so it helps if its perfect.

bombadier598
03-10-2007, 7:30 PM
My bad, was a little off on the titles. Should be fixed now I think. Unless there was something else.

SolidSamurai
03-11-2007, 9:27 PM
Bombardier, there'd be many items available. So many, in fact, that you could engage in pvp frequently, with easy replacement. At all times, your character would be working for someone, so the money comes easily, and you'll have to wisely make purchases depending on what you have before each battle (you might as well consider that you can earn a paycheck every battle that you do well in, however, in order to efficiently gain new, better items for your character while covering the losses, you'll probably need to work towards a raise... or desert your organisation and join another, possibly player-run one that pays more... effectively, player companies exist for fun and to slake the thirst for independance and power; this is a hard goal, as it costs money for EVERY battle you fight, but it's incredibly rewarding).

It's rather like real life... so many items available, in such great commodity... even the poor have something (hobos on the streets wear clothes and attend soup kitchens after all... except in the game, it'd be fun... not that you'd attend soup kitchens :P). If your character dies, you'll still have your weapons and ammo, that can be salvaged and collected (and certain drugs and cybernetics can save you from death despite however many headshots you took, so that a medic or other player with standard healing skills can heal you to a standing position). However, vehicles will need to be replaced. Because of this, you'll find yourself caught up in large amounts of infantry warfare. Battle armor will also need to be repaired every now and then.

EDIT: The idea of being wounded and getting healed was never taken from gears of war. I actually found that concept a little stupid; instead, the idea was taken from Battlefield 2 and 2142.

Freezingfire
03-12-2007, 5:26 AM
How would one be able to play as a Zerg? Aren't they mindless, only directed by Overlords>Queens>Cerabrates?

DarkMirror
03-12-2007, 7:53 AM
Technicly, yes. But that just means that you rely on orders more in game. Plus, keep in mind that they do need to comuninicate sometimes, and that there are slightly more intellegent versions(Hunter Killer)

bombadier598
03-12-2007, 5:40 PM
My point for more replaceable vehicles for at least the Terran factions is that a zealot can take out four marines or one Goliath. Unless starcraft I's stats are ignored and Toss and Zerg are brought down a notch or two to even with terrans, vehicles will need to be implemented on a ready basis. Maybe certain terran vehicles could be replaceable and others not, but a system with Zerg deaths and Toss deaths will also have to reflect vehicle losses, or just make them equally expensive and risky.(Ultralisk, Archons).

Also I personally feel the Zerg would make a great completely NPC/rat/mob faction, and would fulfill that role better than a playable faction, and sorry, DarkMirror's avatar and sig just points so much toward GoW.

Topic: Planet
Name of Idea: Moirae Glacier

Near the northern polar ice cap of the planet, there are many glaciers going their ways at a snail's pace, one may ask what makes this one any special, and why is anyone around this frozen dump? Under the glacier, however, are frozen pockets and buried geysers of Vespene Gas. Also, the Glacier is retreating at certain positions due to the Second star in the dual star solar system coming closer(the system could be like Alpha Centauri), revealing untouched pockets of minerals. Special equipment will be needed to extract anything buried, but the rewards will be worth it. The Zerg have already created a Nydus canal system throughout the area and have but their burrowing skills to the test while the Terran Dominion has also set up many harvesting centers and refineries to exploit the new wealth of resources found due to the thinning ice. The Protoss control the vast majority of the area already as a large amount of Early Protoss and Xel'Naga artifacts have been uncovered and these sites are well guarded and sitting by pockets of resources to fuel the excavation. The area has recently only had small contained skirmishes, but all sides are ready to erupt into open warfare. The glacier goes downward about 75% of the map's length and is around 70% of its width with the west, east, and south sides somewhat tundra looking. The snowed over area will have many cliffs, hills, vluffs, and will generally be mountainous. The most northern sectors will be under blizzard like conditions most of the time still, but have some valleys full of minerals. Arounnd the center of teh glacier, it will have cracks with vespene gas coming out, and along the edges tehre will be very defendable base sites on high terrain and moderate resources around it as harvesting has already consumed some of it.

SolidSamurai
03-13-2007, 4:25 PM
The game depends on skill, not stats. This aint a straight up RPG. Sure some experienced zealots can do flips and phat ninja skills, but they're not as good as a guy applying the strategy of taking cover and shotgun skills.

Vehicles aren't necessary, but they help. Vehicles would have insurance, but it's tedious. This is why you gotta run a business at some point, or at least have one businessman in your organisation. Weapons and armor are recoverable and most remain with your character through the journey of death.

Zerg are different.

bombadier598
03-13-2007, 8:21 PM
What in your opinion would the ultimate endgame be like for an individual character this kind of game? If there is one at all? EVE=Titan, WoW=(Full Tier 4? Not BC knowledgable) (All possible skills also have been acquired)

Also what would the endgame be for a corporation, clan, guild w/e? Owning most of the planet? Making so much money your group won't have to farm ever again and pvp for the rest of the game in some ubber evolution, armor, weapons etc.?

I would like several thoughts and predictions. Also some explanations of why if possible, and if I'm asking the wrong questions please set me straight with the genre and point of the game plz. Also please do not just tell me to just have fun, there should be a way to advance in the game universe.

DarkMirror
03-13-2007, 8:44 PM
The whole point is that there is no endgame. Even the most powerfull corperation could be overthown if peoiple tried hard enoguh.

SolidSamurai
03-14-2007, 5:05 PM
Also I personally feel the Zerg would make a great completely NPC/rat/mob faction, and would fulfill that role better than a playable faction, and sorry, DarkMirror's avatar and sig just points so much toward GoW.


Don't smash everything down that we're trying to create here, even though your hands clearly aren't strong enough to tear it down anyway; despite however miniscule this whole game-idea might seem right now.

You don't understand what we're getting at. Read everything. It's not about regulating the flow of the game on a large scale. It's about tiny things. 'Shooter' games are all about the tiny things. This aint about server handling or RPGing the hell out of something. It aint about loot, or any of that bullshit. Just don't rain on our parade man. I've heard so much of this already it aint funny at all. Don't joke with us either.

GoW is a fun game. I'm not saying 'copy GoW, lolz!', because how the hell, even in my mind, would I be able to cover those three words in the last dozen or so pages of description I've provided on the concept of this game-idea so far? I call this a 'game-idea', because it clearly isn't a game that exists in any form; as of yet. It is probable that blizz could go ahead with a new title.

Read everything before you start tearing things down with your feelings and suggestions. Be constructive, and not destructive in your ignorance and failure to realise things.

Alright I'm done with that. Doesn't fully pass for an adult lecture, but whatever.

Let's get back on task!

EDIT: Obtaining a Titan in Eve isn't the 'end of the game'. The first guy who managed to get one (with the backing of the largest corporate alliance in the game mind you) had it utterly destroyed like a week or two later. (of course he whined like whinetard afterwards)
Then the guys who ruined it became topdogs, but that's another story altogether. :P

bombadier598
03-14-2007, 6:21 PM
I was just putting out my opinion on the Zerg for a game like this. If you think otherwise that's fine since the zerg would be fun to lay burrow ambush/ganks, sniping people with a guardian, rampaging with a Ultra etc.

I know EVE is so multidimensional that is it practically impossible to reach an endgame, but the Titan is sort of a symbolic (really nonexistent) endgame. (Yay for BoB)

Ok, I'll try and think of some ideas that aren't bound by today's game limitations. I was just asking if there would be some kind of ultimate goal in it that's been suggested. I was just putting ideas out there and wanted them to be tweaking and suggested upon. This is serious for me too, waited for Ghost for so long only to be shot down. Much like here. I know my ideas aren't perfect, suggestions, complaints, and criticism to them will be considered.

So this is the current "what this game is about" in my mind: Life/Warfare on small scales in a mmo universe that is StarCraft with a hint of EVE. I'd like something to grab onto as I'm unfortunately unable to read your mind or think up good ideas if we're not on the same page. Maybe this is more close to SC:Ghost Multiplayer without today's gaming limitations and expanded many times over? I'll try to think through something one more time, but I just might too conservative for such open ended topic, and that's fine if that how it ends up. If you'd like the post to be more speculative not restricting ideas I'll go with it, sorry if I was at all confining to the rest.

DarkMirror
03-14-2007, 9:12 PM
Your pretty much right with your guess.

bloodbane
03-15-2007, 10:28 AM
on the zerg how about making like something to squad units where you are a evolved zerg and you get zergs that can fill up a squad postions
which you can control a little bit

SolidSamurai
03-15-2007, 4:17 PM
I'll leave DM to comment on bloodbane's suggestion, because I agree with the fact that this whole idea's still pretty open ended.

And to answer your question on advancement bombardier, you 'advance' whether by making money, skilling up, being promoted, winning a battle, making kills, manufacturing, conqouring, etc.

Ktan
03-16-2007, 5:25 PM
Bloodbane, please try and add ideas in the correct format, it helps to streamline proceedings.

DarkMirror
03-23-2007, 6:15 AM
Can we get some more ideas? Come on, I'm sure that the well of WB members creativity hasnt dried up yet.

Morth
03-23-2007, 10:43 AM
Question: Can I play as a Zergling? Because for real, that's all I really want ;)

But seriously, I imagine that at some point or level blizzard would include most of the major elements of Starcraft: Ghost, just as WoW was largely formed from the remnants of the scrapped Warcraft Adventure game.

For ideas, I think it would be interesting if you started as a terran player, and then if you were captured by the zerg, you could continue playing as an infested character... although I have no idea how that could be successfully implemented in an rpg-style game.

DarkMirror
03-23-2007, 3:16 PM
It isnt an RPG style game.
Butr yes, you could be infested and then go on a rampage. However, depending on the type of character you played you might become like kerrigan or just a normal infested terran.

SolidSamurai
03-23-2007, 7:58 PM
Yah, it's a pretty cruel and Darwinistic kinda game, but if you can't prosper in one way, then you'll find another way to prosper. There'd also be IP address readers that determine whether or not your character recieves extra special crap (above average PIs, and extra lower and upper body stats). That way, people won't spend hours recreating characters in order to get lucky with something extra at the beginning of the game (starting off with the raised PI is the only thing that matters, really... considering you'll raise your stats throughout according to whatever your character does in the game). Being 'gifted' in intelligence for a terran might also slightly matter, though (however, it only really opens oppurtunities to different careers, rather then better, higher status ones).

And yah, you can play as a zergling (on a scale of more then just an oppurtunity to screw around, in fact). Dude, you can play anything except for that which doesn't have brain matter in any form (ie. a piece of metal). Next time, read shit. Both me and DM are going to say this anytime someone doesn't get something right from now on. So remember: Next time, read shit.

The interactibility of this game is similair to that of Half Life 2 and GoW, but on an even greater scale. Fighting is actually fun for once, too; and it could probably easily beat out CS if done right. To others: I reference games like GoW because they're good games and good references; to show that I aint tolerating less in suggestions (that is, suggestions that are digs towards the more exciting stuff that some people might not realize when they register, while reading it).

And I can't seperate it any more from an RPG then from what I said already. It's an MMO, sure, but that doesn't make it an RPG. In fact, it's more of a shooter/strategy-infrasture then anything.

Neu(t)ral Damage
03-25-2007, 1:59 AM
Topic: Gameplay
Name of Idea: Death and Ressurection
What happens in the worst-case-scenario that ultimately ends up in the demise of your character(s)? All of your hard work gone to waste? I should think not. For Zerg, the solution is simple. When every one of your minions fall, you simply need to buy new ones. They're cheap enough.
For Protoss, the spirit would rise from the body, and the player would need to navigate their ghost back to a base, to be reborn as a dragoon until your new body has been regenerated. After that, the player can transfer the ghost from the dragoon, into their new body. Know that the body will be just the same as it was prior to it's death.
When a Terran dies, (s)he must wait for another player with an equiped defribulator(sp?)-type device to revive him/her (similar to SW Republic Commando). The player's equipment takes a damage penalty and suffers a temporary (i.e. a matter of minutes) decrease in stats, armor, and weapon effectiveness. The illness also blurs the players vision and makes locomotion difficult (drunken, if you will).

DarkMirror
03-25-2007, 11:51 AM
We already have something for this. And for zerg, you dont "buy minions". you are a minion.

SolidSamurai
03-25-2007, 7:48 PM
The effects of being wounded in the game are highly complex (limping, spinny screen, blurry screen, being unable to stand temporarily, blood loss, etc.). As for 'toss, having the funds or the right connections could make you a goon.

But what about ressurection? Should 'toss have clones too? Of course, each race is so incredibly unique and different from one another you can't compare them in any which way.

DM, I'll let you offer some ideas on 'toss ressurection.

The other idea I REALLY don't like because it reminds me of the bane of all marriages, young adult males, 12 year olds.... it reminds me of WoW. I thought we were deviating away from that. Neutral, I suggest you relook your ideas, because otherwise I'll just keep picking it apart in one way or another with criticism until you get so aggravated that you just gotta quit!

Oh wait, I forgot to put it this way: Next time, read shit.

bombadier598
03-26-2007, 6:51 PM
No where did this thread say a SC2 RTS was a bad idea. This thread is merely to brainstorm for a MMO shooter/strategy/rolepaying/whatever not old style RTS sort of game. Next time please do read through at least the main point of the thread and do not go barging in with an idea that only hampers the thread.

SolidSamurai
03-27-2007, 5:08 PM
Yah, next time, read shit.

Bombarider's getting it right. My only quarrel is that he didn't really offer an idea that'd shun our ideas. He merely stated his opinion on the whole idea. This wouldn't be WoW though. And it aint even taking advantage of the entire storyline. It's merely taking one aspect of SC (the lifestyle of the characters) and fleshing it out to become so incredibly real that you could base a totally awesome game of hundreds of thousands on the same server on a single massive virtual planet off of that one aspect.

I imagine it in my head right now. And it's pretty damn real, man. As much reality of life in the early 26th century for colonists or aliens as real life could be. Of course, technological limitations might get in the way.

Even if it sucked (probably won't, unless designers completely misinterpret the message on a globally grand scale) it wouldn't impede on the RTS franchise. Because it's just one fleshed out aspect. If anything, it'd only impede on the fan fiction and story writing.

Defribulation: Sounds like a good idea. But what if you're blown to bits? You can't just have a medic go ''O'pe! Just mosey on ova' there and defribillate em then..." Bzzt! "Yay, I'm better and shit! And so are my arms and legs! And my blood's all back in my body! And my brain matter is in precise correllation right down to the closest molecule and/or neuron!" "There we are!" "And my bones are realligned precisely, and my arteries, of which consist of thousands of miles if one were to lay them at full length, have been re-arranged with utmost precision! An-" KA-THOOM *Is once again blown to bits by arclite cannon* "Huh! Guess I oughta defribillate this 'un agai-" SNAP! *Is shot through the skull by a cloaked sniper*
"OMFG, rez plz".

(I admit: That was a little drawn out. >_> )

Defribillation should probably only work for those who've 'died light' or 'suffered a light death'. As in, maybe they were wounded and they happened to bleed to death. If they've only been dead for a few minutes or even an hour (depending on how good of a quality the defrib is) then they can be defribillated back to life. Defribillaters aren't hard to carry along within a medic's shield. And they're very useful if you and your friend were kicking utter ass one night; you happened to take the whole outpost, driving all the noobs out. But your friend was unlucky and got caught up in a mass of noobs who suffocated and stabbed him to death. He could've been a little cocky and got shot in the heart with a pistol or standard issue, semi-auto rifle at long range. That'd suck, because then you won't enjoy the victory with your friend and he'll have to get his clone way up from the station up above in higher atmosphere to the area just below if he wants to join in on the fun of ransacking the place and stealing everything.

But then a medic from your small corp arrives with a defrib, and you jump for joy, telling him/her to rez your friend. Of course, it works and you are reunited, hugging and kissing and jumping for joy together. It wouldn't have to go like that, but a defrib could work in any light death situation, including drowning or stupidly falling off a cliff that wasn't over a mile in height. Cloning will still work for terran though.

As for protoss, they have a method of which they can psionically channel all the experiences etched into your mind prior to death into a computer and the computer will replicate a new body and brain for you (this doesn't mean protoss bio-science allows them to create living tissue of their choice... the computer merely reads the 'blueprint' of your body, and makes a new one that is precise to the one you had prior to death). In the mean time you could PAY for a dragoon for your current battered form. Protoss can't make use of souls, despite whatever magical abilities they might seem to have. :P

Protoss could also go for cloning; it's alot quicker, however they have to fund upgrades, and do some service for said npc guild in order to recieve the coverage (possibly at the beginning of the game... the other method is slower, however you never have to pay again; yet, it's considered to be reserved for protoss of a higher honorary status).

Terran will recieve clone coverage in the beginning by presenting a resume (just a history of your character) or working out a contract (which shouldn't be hard; usually if your a marine, you might make a deal to fight for them for a certain amount of time AFTER they give you the coverage: of course, if you break the deal, they'll come after, and then you can get the new player corp you joined to kick their ass :)).

Terran could also go through the advanced protoss recreation process, if they happen to be psychic or have a special implant that allows easy interfacing with advanced protoss computer systems (cybernetic's skill tree (under the mental skill list)... 'advanced protoss computer interfacing' :P). If the implant was destroyed, they could implant a chip inside the computer (however, they'd need the additional 'protoss computer rigging', under the 'jerry rigging' skilltree, under 'mechanic'... or they could have someone else set it up for them, as long as they personalized the chip themselves).

The unique genetic code of a specific zerg player is reserved within the cerebrate player's 'power matrix' (of which he can call up at any time... so if a zerg is fallin' outta line, he can punish him by removing him from the list :P). The zerg will respawn if the code is reserved, however he won't be granted as much capability (of which is granted according to however powerful the individual cerebrate is), if the said zerg is lower on the list's 'spawning heirarchy' then other zerg. Of course, the said zerg can also gain experience and evolve, becoming more powerful that way. A cerebrate who wants to do well, however, must treat zerg accordingly, and be tougher on those who're necessary to be tough on; rather then simply keeping friends and being biased towards others. A zerg can also keep contacts though, and abandon them later on, so if one cerebrate abandons him, he'll automatically revert to his 'cerebrate agent' previous on his list of addresses, and respawn in that location. If he has no cerebrates however, the main cerebrate will most likely automatically sieze him up as more fodder for the swarm without any questions asked. If this specific zerg has angered the largest npc cerebrate under kerrigan, however... he'll probably perma-die for being so careless as to convince everyone into hating him and not keeping friends when the main swarm (Kerrigan's swarm) hates him enough (and he'd have to do quite a bit against their favour as to not have them wishing to enslave him once again).

Now we need lists of skill sets, and emotes! How about bars, booze, and strippers? How 'bout minigames? What can an experienced zealot, dark templar, or zergling, do to a steep wall if they encounter one? (ie.)

SolidSamurai
04-15-2007, 6:43 AM
Alright, I'm really ashamed of scaring you guys off with that unecessarily long ass post. I had to compile things and uh... cover everything though. I guess I'm a little paranoid that you won't process all that I've been saying here. >_>

Now, let's see some ideas from what I said in that last sentence.

Neu(t)ral Damage
04-15-2007, 5:20 PM
I read it all ^^

Skill sets? You mean like a list of abilities for each unit?

bombadier598
04-15-2007, 6:35 PM
Well... by skill sets I think he meant something more along the lines of EVE-Online skills or WoW learnable spells and stuff since this won't be a RTS. I'll try to work on bits, but the tree will have to be huge, or could be several smaller ones if restrictions on learnable skills are implemented.

Always 4 ways to confront a wall. Go around, over, through, or under it.

Zerg could burrow their way under, slice it to bits, or hitch a ride on an overlord/other big flying Zerg.

Terrans could jetpack over, blast,melt,shoot their way through, get a ride through dropship/other aircraft.

Protoss (esp. dark templar)could besides those previously listed probably at a higher level turn all ghost like and just phase through the wall, or maybe teleport themselves around/through it. Psy blades could always just cut a big enough whole for them to walk though.

Might be able to get a(some) sample Terran skill set(s), but please let me know if you want it EVE style, with or without restrictions(probably will be many), or some other way(more instant?).

Maybe we should make a format the skills should be submitted or it could just go like:
Topic:Gameplay or Skills/Skill Sets
Name of Idea:Protoss, Terran, or Zerg Skills
-List Skill-
*Needs: Prerequisites*
Description...

SolidSamurai
04-17-2007, 12:43 AM
The skill idea works a little like Eve Online. But I'd preferably include physical fitness and all that shit, too (think GTA, on a more advanced level).

And hey, Dark templar could saw through the wall (warp blade can cut anything after all), but it may take a damn while considering the wall's so damn thick (blade quality also takes into consideration heat and stability, edginess (or 'concentration' of the energy that makes up the blade), etc.).

Instead, if the wall aint too high, why don't they just run up it, or across it, off it, etc. (PoP style... I always imagined how that'd work with multiple players in check)? It's a physical skill that can be taken on according to a requirement (physical fitness, and a certain stat, ie., along with a few prerequisite skills if necessary). Another skill sample might be cutting through it faster... that skill might also be a cutting technique... whereas you might find another DT or Zealot applying a different cutting and fighting technique (this game's getting pretty complex, eh?).

Anyway I'm looking at skills being a hybrid of D&D (in that many require certain stat limits, along with a 'fitness' level) and Eve Online (with skill prerequisites and that a large majority of the skills available in the game can be left to train offline and over a duration). There could even be 'soft' (negotiating, physical fitness) and 'hard' skills (down-to-it stuff, like 'engineering', 'basic firearms training', 'goliath piloting', etc.), just like what you might add to a resume in real life. You'd also have a record of all that you've done... though you have to update it with your own abilities if you want serious player organisations like corporations hiring you or contracting you.

Bombardier, it's important that you include these details and take them into consideration.

bombadier598
04-17-2007, 7:09 PM
Alright, so you want these skills to take time like EVE and not be instantaneously acquired like WoW right?