Add a deeper strategic value to the gameThis is a request for someone who can use lua and who think the game needs a deeper strategic experience. At the moment I don´t think the rest of things that will be implemented would add much more to the strategic level. If someone could write this mod it would add much to the game. I do NOT have public play in mind for this mod, this is for organized play. Oh, and please, haters hate somewhere else.
If you write this, I think this starcraft-mod will be to ns2 what ns1 was to HL: just wonderful!!
So, here we go. Major changes:
All alien life forms on 1 hive. Make hive need to evolve into lair in order to get fade and onos.
As with marines, let aliens get all tech routes from beginning. (crags, shade and whatever)
Extra Hive/CC gives 50% (or something like that) extra res for each node. Make expanding similiar to sc2, where it is super crucial for the income rather than for the tech.
Remove energy system and:
Make creep/drifters cost res
Make pheromones use res
Make obs scan/recall use res
Make dub step ball use res
A commander should have to make more choices.
Make creep like in sc2: you have 1 active. Killing the active should make the com need to put another one down.
Change gorge roll: Remove gorge building, and make it a "defensive spell caster", similar to the defiler in bw. Make it use res when using "magic". This would make the gorge roll more obvious.
Increase skulk movement on creep with 30%. Fighting on creep should be no-no for rines early game. Just as in sc2.
Make creep die fast to flamethrower.
Make turrets 50% of current HP/armor. Keep the dps. Fighting static defense are boring in all games, ever.
Increase ARC dps. At the moment it takes one arc 3 minutes to kill a hive. Thats too long.
Make it have longer range. It should have more of a siege tank roll from sc2.
Reduce HP on arcs. Siege tanks are powerful but weak.
Reduce ARC splash dmg. Makes commander micro skill more useful.
Sculcs should be able to evolve into banelings
Marines should have Rocket launcher. Exploding beneath a sculc should throw it in the air, making mid air RL kills possible for rines who have played quake or TFC.
armor 1 should make fades 3 hit marine. a2 4 hit. a3 should make you dont get para while stomped.
Marine With full hp 0 armor should be 2 hitted by fade.
Make ns2 fade blink an upg, otherwise it should be like in ns1
Make upg blink fades not be able to blink while on fire. Reduce time on fire to 0.2-0.3 secs since last time it was it from fire.
Flamethrower should be a "soft" counter to fades.
Make stomp para marines.
Reduce bilebomb dps
Reduce onos model size with 30%. It's just too big.
Make attacks with onos do area damage.
Remove the need of advanced armory to get protolab.
Post edited by Unknown User on