Original_JaminGrit
09-18-2004, 9:57 PM
When I thought about this, I thought it was gold. You can upgrade attack power, armour, and even speed with some units. But I was thinking "what other upgradable attribute could a unit have that hasn't been used before?" And I thought of range-weapon accuracy. And then my next thought was "How about the ability to dodge range-attacks, too?"
Now I know there are still the Starcraft purists out there who don't want the gameplay to change; they say it's fine the way it is. There are some people who might think that having accuracy and dodge attributes would make the game too complicated. Myself, I doubt it will make the game more complicated. It's just another couple of numbers for each unit.
It will affect your strategy, though. Defensive players could have high armour and high dodge, offensive players would have high attack and high accuracy, and other players would benefit from having any other combination (Of course, all players will eventually research all the upgrades, but at the beginning of a game they will have to pick and choose where to focus research).
It would also solve the hero problem: normal looking units with ridiculously high hit points, attack power, and armour. The solution would be instead of god-like hp and attacks, they are just extremely lucky; always hitting their target and almost never getting shot (sort of like fictional heros like James Bond, or old-timey karate movie heroes, etc; they have better skills rather than just being more resistant to damage.).
Perhaps it doesn't have to be just an upgradeable attribute, either. It could be a way of units gaining experience. Units that have made more kills would likely be better shots, right? A good way to work in the unit's kill counter as an actual factor in your strategy, rather than just a detail about the unit, and I've seen a few posts by people saying they'd like their individual unit's experience reflected in their abilities.
The accuracy may only really apply to units with range attacks, like hydralisks and dragoons. Maybe some units will have special homing attacks that never miss. Accuracy wouldn't really apply to units with melee attacks, or should they? I can totally imagine a protoss zealot and a zergling slashing at each other but not always hitting, and blocking/dodging each other's attacks. And of course, dodge would apply to all units, but big units like tanks and ultralisks (and definitely big flagships) that are slower would be easier to hit, and would have a significantly lower dodge than, say, an interceptor from a protoss carrier.
I dunno, but I think it's a cool idea. Any thoughts?
Now I know there are still the Starcraft purists out there who don't want the gameplay to change; they say it's fine the way it is. There are some people who might think that having accuracy and dodge attributes would make the game too complicated. Myself, I doubt it will make the game more complicated. It's just another couple of numbers for each unit.
It will affect your strategy, though. Defensive players could have high armour and high dodge, offensive players would have high attack and high accuracy, and other players would benefit from having any other combination (Of course, all players will eventually research all the upgrades, but at the beginning of a game they will have to pick and choose where to focus research).
It would also solve the hero problem: normal looking units with ridiculously high hit points, attack power, and armour. The solution would be instead of god-like hp and attacks, they are just extremely lucky; always hitting their target and almost never getting shot (sort of like fictional heros like James Bond, or old-timey karate movie heroes, etc; they have better skills rather than just being more resistant to damage.).
Perhaps it doesn't have to be just an upgradeable attribute, either. It could be a way of units gaining experience. Units that have made more kills would likely be better shots, right? A good way to work in the unit's kill counter as an actual factor in your strategy, rather than just a detail about the unit, and I've seen a few posts by people saying they'd like their individual unit's experience reflected in their abilities.
The accuracy may only really apply to units with range attacks, like hydralisks and dragoons. Maybe some units will have special homing attacks that never miss. Accuracy wouldn't really apply to units with melee attacks, or should they? I can totally imagine a protoss zealot and a zergling slashing at each other but not always hitting, and blocking/dodging each other's attacks. And of course, dodge would apply to all units, but big units like tanks and ultralisks (and definitely big flagships) that are slower would be easier to hit, and would have a significantly lower dodge than, say, an interceptor from a protoss carrier.
I dunno, but I think it's a cool idea. Any thoughts?