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06-30-2007, 01:03 PM
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#1 (permalink)
| Respected Member
Join Date: Aug 2002 Location: Canada Age: 20 Posts: 11,404
| Starcraft II Q&A: 1-29 Question and Answer with Blizzard RTS Community Manager Karune ----- Starcraft 2 Question & Answer ----- 1. What is this:http://temporal.pr0.pl/varia/SC2/ss1-hires.jpg - http://temporal.pr0.pl/varia/SC2/addon2.png ? It appears to be a drop ship of some type maybe, can we comment on this unit?
The unit seen is a building add-on, and well be revealing more on the Terran building upgrades in the future. 2. What type of scripting language is being used? Aspiring map/mod makers would like to know. http://www.battle.net/forums/thread....=1&#post185268
StarCraft IIs editor features a proprietary scripting language that is based largely on C with some special parameters specific to the game. Of course, for most users, they will have access to the more user friendly Trigger Editor which will allow beginner and intermediate map designers to make advanced maps without having to learn the particular details of the scripting language. Well release further information about the world editor as we move forward. 3. Players have pointed out that the nuke laser dot graphic showing their destination is quite a bit larger and more noticeable than the original games. Is this a finished graphic and are we intending to make incoming nukes easier to spot now?
In the announcement gameplay video the incoming nuke marker was shown as if launched by the player. To other players it will still be shown as a smaller dot very similar to the classic StarCraft nuke. 4. The mothership time distortion doesn't seem to stop all incoming projectiles or fire, what exactly does it protect against?
The Mothership time-slowing ability is intended to deal with all types of incoming attacks, although only incoming missiles were shown prominently in the announcement gameplay video. 5. Re: Game Balance
The announcement gameplay video used more than a few tricks to show off each unit. The Mothership for instance was set to be indestructible for a good portion of the time it was on screen, as well as having additional energy so that we could display all of its special abilities in a shorter amount of time than would normally be possible. In addition to the multiple changes made just for the video, the gameplay in the video is not indicative at this time of what the final balance will be. The announcement gameplay video was showing off the game and units in the coolest way possible, and not necessarily in a way that would resemble an actual match. 6. Re: Game Speed
As some of you may have seen in the developer panel held at the Worldwide Invitational after the announcement of StarCraft II, it was revealed that the gameplay in the announcement video was shown at Normal speed so that we could really showcase it and let everyone see the detail and work put into the game. There will still be the faster game speed settings many players are used to from the original game. ----Starcraft 2 Q&A Batch 2----- The answers given below reflect StarCraft IIs game mechanics at this early stage of development. These mechanics are subject to change with further testing and balancing. 1. Will players be able to select multiple buildings simultaneously?
We are directing much attention to polishing and improving the user interface. On that note, players will definitely be able to select and build from multiple buildings at the same time. You cannot drag-select buildings, but you can shift-click on them and add them to a control-group for ease of unit production. 2. Will workers auto-gather resources if the rally point is set to a mineral node or a geyser?
Of course. 3. Will we be able to select more than 12 units at the same time?
Currently, unit selection is unlimited, but this may change with further development and testing. 4. On a given map, will there be one Mothership per map or one Mothership unit per Protoss player allowed?
We are still testing out many possible circumstances in order to make skirmishes more fun and challenging. At this time, each Protoss player will be able to have only one Mothership at a given time, but as mentioned, everything is still subject to change. ---StarCraft II Q&A Batch 3--- 1. What is the role of heroes in StarCraft II? Will they be the same as in StarCraft?
StarCraft II campaign heroes will fulfill roles similar to what appeared in the original StarCraft single player experience, but they will have even more unique abilities from standard units, and will be more innovatively integrated into the story campaign. Heroes will not be buildable in multiplayer. 2. What is the max unit count population for each faction?
Unit population count for each faction will be very similar to the original StarCraft. 3.Will there be an in-game option to change hotkeys around?
Currently it is planned to have this feature, though much testing has yet to be done on it. We are looking into several innovative ways to make the UI customizable to players, to allow flexibility in their style of game play. 4. Is Karunes Battle.net Forum Avatar a Protoss High Templar?
Yes it is. 5. Will the Robotics Facility have a similar upgrade to the Warp Gate allowing it to warp units in?
There are no plans for this at the moment. Currently Warping technology is limited to the Warp Gate. Of course, we are still testing and balancing this, and nothing is set in stone. -----Starcraft 2 Q&A Batch 4----- 1. Are the yellow minerals shown in the trailers harvestable?
Yes, they will be a harvestable high yield resource, meaning each harvest rotation will result in greater mineral quantities than the standard blue minerals. This gives players more strategic choices when trying to evaluate where they wish to expand. Expand to the high yield but risk easier discovery? Or expand to a safer area but earn fewer resources? 2. Will resource sharing be allowed between allies?
Yes, it is our plan to have this in the game, though there is still much testing and balancing revolving around this ability. 3. Will allied chat be enabled by default for pre-set teams?
Yes. 4. Is the Zealot charge ability an upgrade as well?
Yes, this ability is upgraded through the Protoss War Shrine. 5.What types of future community updates will there be?
Starcraft2.com will be updated with regular unit and building profiles. Furthermore, there are several projects in the works planned for the Blizzards RTS Community as a whole, which we will share at a later time. -----StarCraft II Q&A Batch 5----- 1) Will you be increasing the max players beyond 8?
We are exploring this possibility, though currently it is defaulted to 8 max players. 2) If you have multiple casters selected when you cast a spell, will they all cast it or only one? (ex. will 8 ghosts all use lockdown on a unit or only one?)
Currently, unit abilities are set as smart casting, meaning when you have a group of casters selected, each time you wish to cast a spell, you will either have to click the icon or press the hot key and follow it with a click on the designated place on the map for it to cast. This will obviously prevent locking down a single unit with more than one ghost, though we are also still exploring possibilities to have different methods of casting for casters in which players would want to have multiple casts executed in a single command. 3) Will building placement still be grid based?
Building placement will be grid based. 4) What races will be playable at BlizzCon?
This will be revealed at BlizzCon! See ya there! 5) Why do marines have shields now?
The shields seen on marines in screenshots and videos are an upgrade that can be purchased through research, increasing the marines overall hit points.
Batch 6 will talk more about the Colossus and its height, as well as critters in StarCraft II. -----StarCraft II Q&A Batch 6----- 1) Are Photon and Phase Cannons 2 different buildings?
The Phase Cannon is the new version of the StarCraft Photon Cannon. There will not be a Photon Cannon in StarCraft II. 2) Will carriers (Tempest) produce more than one drone type?
Not at this time. 3) Fans noticed in your art video that thye Colossus ground unit was under fire from missile turrets. Is this due to the Colossus's exceptionally high attack profile (tall stature) or a ground-to-ground attack feature/option for the turrets?
Because of the Colossus's height, it will be susceptible to Anti Air defenses like the Terran Missile Turrets, as well as both ground and air attacks. It is possible for the Colossus to be hit by ground and air attacks at the same time. 4) Will there be critters units and can they attack?
There will be critters, but they wont attack. If they did they would be creeps. 5) Will holding the Alt button show unit/building hit points overhead as they did in Warcraft 3?
Yes, when holding the Alt button, all health bars of buildings and units on the screen will be displayed. This is an excellent way to quickly assess which units are healthy and which units are damaged. -----StarCraft II Q&A Batch 7----- 1) Will the look of the siege tank be changed for the final version?
In response to much fan feedback, the siege tank has indeed been redesigned, with a much more powerful look to it. This visually redesigned siege tank will be shown at BlizzCon 2007. 2) Will there be a ctrl-a key stroke to select all your units on screen?
Not at this moment, but the hot keys have not been finalized yet for StarCraft II. 3) Will we get to hear the return of some of the original melodic themes from SC1 (like the Terran themes), or will the music for StarCraft II be completely new?
There will mostly be new epic theme songs with similarities to the original faction music. Music is still definitely in the works, thus we will not rule out a reprise of one of the original songs. 4) Will the High Templar still be able to create hallucinations?
In the current version of StarCraft II, the Hallucination ability will be back, but not as a High Templar ability, but rather a Star Relic ability. 5) When will you release a StarCraft II Fan Site kit?
The Fan Site Kit will be released around BlizzCon. ------ Bonus ------ 1) What is the Protoss building that looks like a tall-dark-Pylon?
Karune: It is currently the Dark Obelisk, a building needed to build Dark Templars. Again, this is subject to change still. 2) Does this means the Templar Archives are gone or is there going to be a seperate building for the High Templars as well?
They currently need separate buildings, but again, building pre-requisites fall under balance, and there is still much balance testing going on. All is subject to change. -----StarCraft II Q&A Batch 9----- 1) In the gameplay video the UI is toggled on/off several times. Will that be an option in-game?
Currently, the UI will only toggle off during game cinematics. There are currently no plans to implement this for single-player or multiplayer as it would give some players an advantage over others. 2) Will the Twilight Archon have abilities?
Yes. In the BlizzCon build, the Twilight Archon had the feedback ability. We are still doing much work on this unit, so none of this is final. 3) Can Protoss Units be attacked during the Warp-In process?
Yes. When units are warping in, the unit will increase in hit points until they are at max hit points and at that point youll be able to control the unit. 4) Will there be some old units from StarCraft be included in the Map Editor for StarCraft II?
There will be units included in the Map Editor which will not be in the standard multiplayer skirmish mode. These will include various units from the original StarCraft, such as the Protoss Dragoon. 5) Will different races have different max-squad caps?
Currently all 3 races will have the same maximum population cap at 200. 6) Can the Planetary Fortress lift off?
Once the Command Center has been upgraded to be a Planetary Fortress, it can no longer lift off. Furthermore, the Planetary Fortress cannot be changed back into a normal Command Center with lift off capabilities. ------
"In the Q&A context, 'Warping' is referring to the new type of warping in units as shown with the zealots at the Phase Prism location on the demo video."
"Phase Prisms also act as transports, allowing for Reavers to be transported and dropped at locations in a traditional manner." Update (07-24-07)
In regards to comments both about the yellow minerals and the team sharing of resources, both are being tested heavily, and may not make it in the game.
You can be sure, balance is one of the top priorities for StarCraft II, and it is for good reason. When Blizzard states it does not know the release date of StarCraft II, it is because we will take the needed time necessary to make sure the game is balanced, fun, and at the highest quality before it hits the shelves.
Blizzard's RTS Franchises have always been both fit for casual players, as well as being the most played RTS titles for the top RTS competitive scenes- StarCraft II looks to build upon StarCraft's legacy and also surpass it in many ways.
Feel free to continue discussion about the questions, give critiques, and even challenge each other in discussion, but please do not make personal attacks upon each other. We are all here to discuss StarCraft II. Also, don't forget, you've only seen the bare tip of the iceberg, let alone details about 1 faction. SC2 = CnC3 ?
if a Blizzard rep is reading this maybe explain what plans you have to make this NOT like CnC 3.
Luckily, suggestions and feedback from constructive fans like yourself (which do get relayed back to devs), plus the best possible RTS design team on the face of this earth, and my own personal favorite IP and the favorite of millions of others, will make StarCraft II incomparable.
Don't get me wrong, the expectations are high, but we plan to meet it at every step of the way.
Feel free to keep the feedback, comments, and critiques coming, because I too want to make sure the Dev Team knows they are accountable to the community, as I am.
With your support + the Dev Team's amazing talent, we'll make this happen for sure. Exist Two Different Reapers or its only one with some different Attack?
Because In the Gameplay Video Appears with Guns and in the PC Gamer appear with Flamethrower
Only one Reaper at the moment. ----
Just to confirm, these units revealed are official units that are being tested and played with in the current version of StarCraft II. Feel free to speculate, but always know that there is more information about all of these units, that'll be released over the coming months.
In the words of Dustin, "Nothing you see here is FINAL. ----
The Thor will not be the Terran equivalent to the Protoss Mothership. In addition, you will be able to build more than one Thor. The Thor unit will not be the type of unit you'll want to march into the enemy base by itself.
By no means should you consider the Thor to be a 'weak' unit, it just has certain weaknesses that encourage players to add it as part of their arsenal, rather than as a 1 unit army ----
The new Siege Tank will have recoil when firing in siege mode. ---- Also, Karune, can you confirm or deny that Dark Templars have lost their permanent cloaking?
The Dark Templars will be permanently cloaked, the same as in the original StarCraft.
__________________ 
Watch the Game, Learn the Game, Control the Game.
To Those Who Think,
To Those Who Dare,
To Those Who Do,
To Those Who Succeed.
Success is nothing more than taking advantage of an opportunity. Quote:
Mapmaker FAQ:
1)Can the map editor-
Yes, it can.
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Last edited by Emperor Pan I; 08-11-2007 at 12:50 PM.
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06-30-2007, 01:09 PM
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#2 (permalink)
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Join Date: Aug 2002 Location: Canada Age: 20 Posts: 11,404
| ----Batch 10---- What does the "Intercept Missiles" function of the Predator do exactly?
The Predator is equipped with a point defense laser system which destroys incoming enemy projectiles. This ability makes the Predator an excellent support fighter to help defend slower capital ships, such as the Battlecruiser. Can the Radar Tower also detect invisible units even in Fog of War?
No. On the other hand, Sensor Arrays and Radar Towers do allow all Missile Turrets in its range to also detect invisible units within those Missile Turrets range. Can the Thor defend itself against air units well?
The Thor unit can attack air units, although it has a relatively slow rate of fire. It is always still better to escort your Thor units with additional support units. Can the Thor be attacked by the Missile Turret like the Colossus?
No. Will phase cannons dissipate if they travel outside influence of pylon matrix?
No, phase cannons will not be destroyed if they travel outside of pylon power. However, phase cannons caught outside of pylon power will still be able to move but will also be stuck in energy form. They cannot redeploy until they are back in range of pylon power. Also, while in energy form, phase cannons have no shields and are extremely vulnerable to enemy fire. When a player in a team game leaves will the computer AI take over? Or, will the remaining players be given control of that person's team?
Computer AI will not take over if your ally leaves in a team multiplayer game. Although, if you have allied control set, the player will be able to control their allys units after they leave. --StarCraft II Q&A Batch 11--- 1) Will map sizes in StarCraft II be similar or larger than the maps in the original StarCraft?
Map sizes can fluctuate on a per-map basis, but generally the playable area on maps are about the same. The terrain cells were converted over into the new editor to proportionally match the original StarCraft (i.e. 128x128 SC1 is about the same as 128x128 in SC2 ). 2) Will StarCraft II Heroes have unique abilities?
Heroes will have unique abilities different from regular unit abilities. Heroes will be playable only for single player and will not be a part of the multiplayer skirmish experience. 3) Will the Terrans be weak to melee without the Firebat?
Dont worry, the Terrans will have plenty of other counters to melee units. Nonetheless, because we know there are so many people who do love the Firebat unit, it will be in the map editor. 4) Will Mutalisks attack still hit multiple targets?
Yes, the Zerg Mutalisk unit is currently designed to hit multiple units with a single attack. 5) Will a submerged supply depot still be able to be attacked? Will it have more hit points while submerged?
Yes, the submerged supply depot will still be able to be attacked, and no it will not have more hit points. The ability to submerge a supply depot is designed to allow units to move over them strategically. Players will not only be able to keep enemies out, allow friendly units to pass through, but they are also powerful roadblocks in separating incoming armies in 2. ---StarCraft II Q&A Batch 12--- 1. How useful will tier 1 units be in the late game? (broodwar.de)
As a staple of the original StarCraft, which we intend to carry over to StarCraft II, is that every unit has a specific role in that factions army. Every unit will fulfill a unique role, which complements the other units, some better than others of course. In subscribing to that idea, tier 1 units will be quite useful in late game as well as early. Many of the tier 1 units will be able to be upgraded to keep up with the later game units as well.
For example, the Terran Marine currently has 3 upgrades available to it, as well as its standard attack and armor upgrades. New upgrades such as the combat shields, increasing the Marines health will be important in having the Marine deal with later game units. 2. Can we expect units to replace the Reaver and the Soul Hunter? (starcraftzone.com)
Yes, we are always testing the addition of new units as well as the removal of older units. For instance, in our current build, the Terran Firebat is back in the game, as we test how he interacts with the new additions into StarCraft II. Of course, nothing is final though. 3. What was the reasoning behind axing spell X (lockdown, mind control etc)? (sclegacy.com)
As mentioned above in question 2, much like with units, we are also testing several new abilities for StarCraft II. If these abilities do not work as we would intend, it is always possible for a reintroduction of original abilities from the original StarCraft. We are constantly striving to improve and complement what has already been very successful with StarCraft for StarCraft II. 4. Will there be a black player color? (starcraft-source.com)
We have tried using black, but it was too difficult to differentiate units on the mini-map from the fog of war. 5. Will you be able to use custom army colors in the game? (teamliquid.net)
In custom maps created through the Map Editor, players will be able to select any color for their factions. In multiplayer games, players will be able to choose between approximately 12-18 colors. --StarCraft II Q&A Batch 13--- 1. Are the Ultralisk making a return in SC2? (starcraft2forum.org)
The Ultralisk figures heavily in our current plans, but as with everything else relating to units and balance, this is subject to change. 2. Will there be in game voice chat supported in SC2? (teamliquid.net)
Yes, there are plans to implement voice chat into Battle.net, but details beyond that are yet to be announced. 3. What are the system requirements ? (Starcraft-Source.com)
We are still optimizing the game and do not have minimum system requirements yet. Nonetheless, StarCraft II will require pixel shader 2.0 and at least 128mb of dedicated video RAM. 4. Will we be seeing any hybrid units in StarCraft II? (starcraft.org)
We are planning to explore the mysteries surrounding the Xel'naga for the single player campaign. In the campaign you will encounter several unique units that would not otherwise be seen in multiplayer. At this time, you'll just have to wait and see. 5. Does the Thor burn out like Terran buildings if it is damaged? (starcraft2.4players.de)
No, the Thor does not burn down like the Terran buildings. It will be like the other Terran vehicles, which are able to be repaired by the scv. --StarCraft II Q&A Batch 14--- Chat with Devs: The StarCraft II team is trying out what it would be like to have the Ghost as a Tier 1.5 unit without stealth, keeping the stealth ability as an upgrade at a later Tier.
This will be quite interesting since their snipe ability could provide much support to a group of Marines, picking off key units such as Medics, Templars, etc. 1) Will there be Vespene Gas deposits that yield better rates, the same as yellow crystals? (starcrafttwo.com)
It is very likely that there will be higher yield Vespene Gas deposits, though we are being very careful in balancing this, since gas collection is based on a more linear rate of collection (3 collectors) versus mineral collection. 2) What happens if you initiate the warp-in of a Protoss Stalker but the pylon providing power is destroyed before warp-in completes?
If you lose the pylon providing power for the unit warping in, you will lose that unit, and the purchasing credits will likely be refunded. 3) Could the Colossus be transported by the Phase Prism, since the Prism's crystal can turn any matter into energy? (mymym.com)
Yes, the new Phase Prism now transports by changing the unit they wish to transport into energy, which is stored in the Phase Prism for transport. This allows the Phase Prism to be able to transport even gigantic units such as the Colossus. 4) What happens if a Terran Battlecruiser targets a Protoss Stalker with the Yamato Cannon but the Stalker blinks away before the shot is completed?
Currently, the shot from the Yamato Cannon will still track and hit the Protoss Stalker. 5) Will Dark Templars be invisible when warping in, or susceptible to attack for a few seconds before it fades out?
No, currently the Dark Templar will be invisible the instant it begins to warp-in, though of course we are still testing this for balance as it makes the Dark Templar quite strong in back door drops. 6) Do the bunkers have any visual indication as to whether or not they're occupied?
Currently the bunkers do not have any visual indications to whether it is occupied or not, but this is something we would like to change.
Last edited by Wing Zero; 01-17-2008 at 11:49 AM.
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06-30-2007, 01:18 PM
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#3 (permalink)
| Respected Member
Join Date: Aug 2002 Location: Canada Age: 20 Posts: 11,404
| StarCraft II Q&A - Batch 15 Chat with the Devs: The Terran Starport will no longer transform into a Starbase. 1) Can an upgraded command center be salvaged? Does it lose its mobility when upgraded to a surveillance station?
No, the command center cannot be salvaged, nor can it lift off after it is upgraded to a Surveillance Station (allows the use of the Comsat ability). 2) In Starcraft 1, when you cancel a nuclear launch that is in progress, you lose the warhead. Will Starcraft II make any changes to this setback? (starcrafttwo.com)
Currently, if you cancel the nuke while it is firing, you will still lose the nuke. This outcome has not yet been finalized and may be changed in the final version. 3) Can a Ghost be equipped with both a Nuke and Drop Pod simultaneously?
Yes, any Ghost can launch either a Nuke or a Drop Pod, making the Ghost highly effective at responding to multiple battle circumstances. 4) Will "caster" units, such as the Protoss High Templar, have a regular attack, like Tassadar had in SC1, or will they only be able to attack through their spells? (blizzplanet.com)
Currently, there are no plans to give the High Templar a physical attack, though High Templar Story Characters will have additional abilities beyond that of the standard unit. At the moment, the High Templar is one of best support units in the game, with the ability to cast a devastating Psi Storm or choke off crucial areas of the map with the force field ability. Once youve used up its energy, no worries, convert it into an Archon with another Templar. 5) Can Marines be Stimmed while in a bunker? What about a Ghosts snipe ability?
In the current build, abilities cannot be activated while inside a bunker, but you can activate abilities before entering a bunker. For example, if you activate Stim Pack on a few Marines, then enter a bunker, they will attack at the higher rate of fire from inside the bunker. The Stim Pack effects will still wear off as normal though. StarCraft II Q&A - Batch 16
For this batch, we continue to make headway into the latest development changes. Over the coming weeks, we can expect to see even more Terran related updates, as the Dev Team are working hard to have them play distinctly as the Terran Faction. In this latest chat with Lead Designer Dustin Browder, he was able to spill some of the beans on the latest Terran changes. Chat with Devs: Since BlizzCon, the Terran Bunkers have been increased in size (to 3x3) and given added hit points, making it a more viable defensive structure for the Terrans. The Dev Team really wants to further define the uniqueness of how each faction plays, giving Terrans a strong character of defensive type tools. Watching the Firebats flame from these Bunkers sure do bring back memories! 1) Does the Time Bomb ability of the Mothership stop a Nuclear Missile (just like other missiles) when used on the area where the Nuclear Missile is about to explode? (starcraft2.4players.de)
The Time Bomb ability of the Mothership is designed to stop a Nuclear Missile if used at the right time, making a powerful counter in the hands of a skilled Protoss Player. This ability has still yet to go through the needed balance to make sure this is not over powering, but it is our intention to try and get that ability in the final version as designed. 2) In the UI there are little boxes just to the right of the minimap that have numbers on them. How exactly do these function? Different gameplay screenshots suggest different functionality. (Starcraft 2 - Unit Database, Forums, Game Guide)
I believe the small boxes you are referring to are the Control Groups used to select multiple units at a time, making it faster to give attack and move orders. 3) Does Drop Pads make new units or use this recruited before? (StarCraft 2 - :: STARCRAFT2.NET.pl :: - strona o grze StarCraft 2)
There are plans to have the drop pods be manually loaded with units created by the player, to better allow the player to adapt to their current tactical needs. 4) What was the design team's rationale in adding a second siege unit (Thor) to the Terran race? (Starcraft 2 Australia - News, Videos, Units, Buildings, Races, Forums, Release Date)
The Thor's role compared to the Siege Tank, is more of an assault unit rather than a siege unit. The Thor is much more exposed when attacking an enemy location, while the Siege Tank has a much larger range and is able to hit the enemy at a larger distance. The range of the Siege Tank has also been increased since the BlizzCon Demo. 5) How do the Yamato and Plasma Torpedo upgrade work? Do you have to research these things only once or will you have to pay for each battle cruiser? (www.broodwar.de)
Battlecruisers can be upgraded individually with either a Yamato Gun or Plasma Torpedoes, but not both. After the Battlecruiser is upgraded, it can then use that particular special ability as long as it has enough energy to do so. 6) "With MBS (Multiple Building Selection) and automine in the game, what macro-specific features are going to be added to make sure that the player always has as much to do on the macro side as he does micro? Will a player still be able to favor macro or micro according to his own technique?" - FrozenArbiter (Starcraft pro-gaming news)
It is our goal to allow players to micro more vs. macro more. This is something that was great about the original StarCraft and it is something we want to maintain while we add new mechanics as well as interface features. We are still evaluating such features as automine as well as MBS. We don't have an answer for this at the moment, but we are working on it. StarCraft II Q&A - Batch 17 Chat with Devs: After bringing up much community feedback from the last Monthly Discussion, Dustin Browder filled me in on the latest role discussions about the current units in game. This is the thought that has lead to the introduction of the Firebat back into StarCraft II.
Furthermore, they have also changed the Terran Cobras abilities to take on what was previous known as the Protoss Stasis Orb (which is now removed from the game). The Terran Cobra now acts as a slowing unit, with an electrical attack. In addition, many of the units already seen in game are having their roles re-evaluated, to again make sure that every unit has a distinct role in StarCraft II. 1) Will the defensive matrix of the Terran Nomad apply to enemy units within its AoE (Area of Effect)? (StarCraft 2 News - StarCraft 2 Forum.org)
Yes, the Terran Nomads Defense Matrix ability will affect both friendly and enemy units, thus using this ability on a position that the player can hold will be wise. 2) What helps to delineate the Thor and Battlecruiser as both being high-tier support units? Lots of concern over this duality? (www.starcraft.org)
Currently, the Thor has splash damage, whereas the Battlecruiser has direct damage in its attack. We definitely agree with most of the community that the Thors role overlaps with various other roles on the Terran Faction, thus we may modify that role or possibly cut the unit. 3) Will there be any consideration of having an oceanic battle.net server? (Starcraft 2 Australia - News, Videos, Units, Buildings, Races, Forums, Release Date)
Unfortunately, this has not been decided yet, as many aspects of Battle.net has still yet to be implemented. 4) Will the Protoss Colossus be able to walk over Supply Depots like over cliffs? (www.broodwar.de)
This is an issue that is still being discussed quite a bit. We like how when enemy units enter your base, they are forced to deal with the layout of your base, but at the same time we are also dealing with the realism factor, where cliff climbing Colossuses ought to be able to step over Supply Depots. Many issues we face are similar to those debated amongst the community, and for this particular topic we dont yet have a final answer. 5) An obvious goal (among many) for Starcraft2 is to maintain the profile of being an E-Sport. What facet do you consider more integral to the growth of that ideal: An extremely high skill ceiling that demands years upon years to achieve mastery, or an extraordinarily large base of interested players to provide the attention that such a sport needs in order to succeed and grow? Obviously both are important, but when it comes to design ideals, what has more pull? Accessibility or Longevity? Mora (Starcraft pro-gaming news)
I think for e-sport we need the high skill ceiling. Though really as you say, both are very important. As designers we have spent years focusing on accessibility. Ideas must be accessible to even be put into the game. So we are just not as worried about making the game accessible. That will happen. What we are focused on, what is the more challenging problem is making the game last for years and years and years. So in our development cycle at the moment, longevity definitely has the larger pull. Longevity is the harder problem to solve, so we put way more effort into making the game as challenging as possible to master. Dustin Browder, Lead Designer of StarCraft II 6) How will unit collision and stacking be handled ? Can flying units pass on top the Colossus or is it blocking ? (SC2 Blog | Starcraft 2 News, Rumors, Interviews, Reviews, Videos and more)
No, the Colossus will not block a flying unit.
In terms of collision and stacking, units first always follow your order, and when it completes your order, they will stop and spread out. The area in which those units spread out will be slightly less than in the original StarCraft. StarCraft II Q&A - Batch 18[/center] Hope everyone had a great weekend! For this batch, I'm pleased to announce the introduction of the Map Maker Series of Q&As, which will be mixed in periodically with our traditional batches of Q&As, to give map makers the 'heads up' on our powerful Map Editor for StarCraft II. I know many of you have great plans for mods and maps for StarCraft II, so I can't wait to tell you more about the program you'll be using.
Answering questions, we have Brett Wood, our StarCraft II Senior Software Engineer, but better known as our 'Superfly Father of ScumEdit Programmer by Day Ninja by Night.' 1) Will doodad placement values increase? (ie, more than 256)
[Brett Wood] We expect the doodad placement value will be on the same order as Warcraft III, which I believe was something like 10,000, so definitely way more than 256. 2) Will the number of available locations/triggers increase? The current limit on locations really cramps some ideas.
[Brett Wood] Any limits on both regions and triggers will be at least in the thousands. 3) Will the new map editor include ALL the triggers in the program unlike Staredit?
[Brett Wood] Yes, even moreso than Warcraft IIIs WorldEdit. Weve been making a point of ensuring that ALL script functionality is also exposed in the Trigger Editor UI. 4) Will max unit limits increase? The current unit limit on maps is quite a crimper, and nobody likes CCMU (cannot create more units).
[Brett Wood] I dont recall the exact unit limit in the original StarCraft, but the StarCraft II limit will likely be a healthy boost over the limit in Warcraft III. The exact value hasnt been nailed down yet and will depend on optimizations near the end of the project (i.e. shortly before release). 5) Will the new map editor include unused units such as the crashed scouts, turrets, eggs, nukes, scarabs, crash command center, etc? Third party programs were needed to use these.
[Brett Wood] All units defined in the data files will be usable in the editor. I believe this was true in Warcraft III as well. StarCraft II Q&A - Batch 19 I hope everyone enjoyed our last batch of Q&As about Map Making, which is just the beginning of a series. This batch, we have a new set of exciting community questions about StarCraft II as well as reasonings to why Devs make the decisions they do. In addition, we also have a mini chat with devs about all the new changes that they are continuing to experiment with.
I also want to wish everyone a safe and happy Halloween! Chat with Devs: Since the Terran Cobra took over the Protoss Stasis Orbs slowing attack, the Protoss Orb got a few new abilities including the Force Field ability. This will be very interesting for early team games, as you can use a force field on a choke point to keep an opponent's teammate from arriving to help their allies. The Devs are testing out various abilities on different units as you can see, and even the Templar has received its signature Hallucination ability back. 1) Will the Protoss be getting any mechanism for healing their units or repairing their buildings?
There are no plans to give the Protoss any healing abilities, especially since their shield regeneration rate when out of combat, is more than twice the rate of the original StarCraft. 2) With the new physics engine, can explosions affect surroundings? (like hurt or push units, destroy doodads, etc ) (sc2blog.com)
Explosions will not be able to push units, but they can destroy doodads. In fact, destroying certain doodads will be vital on certain maps, to get access to expansions or other strategic locations. Furthermore, explosions will not be able to push units because it would affect gameplay and balance negatively, in having units be knocked off cliffs, be stuck in unplanned locations, or ultimately have units disoriented where the player cannot control them. 3) How long does a unit typically take to make from concept to playable unit?
With a finished concept piece, it could take from a few days to a few months, to create it for the game. Much of this time depends on the priority of the unit amongst other development goals, as well as the iterations necessary to perfect the unit. The Zerg Baneling is an example of a unit that took only a few days to complete after the concept, whereas the Protoss Stalker has gone through several iterations, and has taken 4-5 months. 4) Are the units on the official site finalized, or is everything still up for grabs at this point? (gamereplays.org)
We are still heavily in the development phase of StarCraft II, thus none of the units on the website are 100% final. We are also still testing out several new units, abilities, and mechanics, to create the most fluid StarCraft II experience. 5) What do the Protoss eat? (where do they get energy and mass?) (starcraftcz.com)
Protoss gain nutrition from sunlight, or at a pinch, moonlight (which is just reflected sunlight anyway) by absorbing through their skins. They can go for extended periods without absorbing sunlight. What little moisture they need is also absorbed through their skin. StarCraft II Q&A - Batch 20 Wow, we're already at our 20th Batch of Community Q&As! I've got to say, the questions from the community are becoming better and better as we move along. The Devs and I are all reading and we love answering community questions. Every week there are always exciting new changes we want to share with everyone. Granted, many of the changes may not stay in the game very long, but the process of game development is a constant cycle of brainstorm, revision, and much testing, to ultimately make all the gaming components flow together for one awesome overall experience. Chat with Devs: Terran Ghosts are currently being tested as an effective Tier 1.5 unit, capable of sniping down high profile enemy targets, have an increased attack damage towards light armored units, as well as an upgradable EMP against Protoss and energy using threats. If that isnt enough, these highly advanced Terran soldiers at higher techs can also be equipped with a personal cloak ability, and launch drop pod reinforcements, as well as call down a massive nuclear strike. The StarCraft II Ghost will surely be bringing a whole new meaning to "You call down the thunder and I'll reap the whirlwind." Of course, I should mention, all of this is subject to change. 1) Will it be possible to give more fluid and realistic movements to small aircraft with proper banking and turning rather than just abrupt sprite-like direction changes?
We are currently in the process of implementing banking animations for flying units, but playability always comes first. If the animations affect playability negatively, it could get cut. 2) With the Reavers no longer in the game, will the Protoss have any units capable of performing brutal worker raids? (Starcraftlive.net)
The Colossus is an excellent choice for worker raids, since it is able to attack from higher elevations, and can be transported by the Phase Prism. In addition, we are exploring some ideas for the Twilight Archon that would allow him to make devastating attacks on enemy workers. 3) Will there be a escort ship for Battlecrusier because Protoss have like many kinds of capital ships?
With the Predator unit cut, the Viking is now the primary Terran air to air fighter. In addition, the Viking no longer requires an upgrade to transform between a ground and air unit and is also built directly from the Starport rather than the Factory. 4) Will there be units who can trample opponents (such as an Ultralisk)? (gamereplays.org)
Currently, there are no units that trample, but we have discussed this idea as a possibility. Nonetheless, we also hit the dilemma of having a trample unit that is able to destroy enemy unit assets far beyond its own cost of the trample unit, with relatively little micro. 5) Will siege tanks be able to shoot at targets in the fog of war picked up by sensor towers, but not yet confirmed by visual sighting?
No. Siege Tanks will only be able to hit targets within visual range. In addition, Siege Tanks firing from the fog of war, such as on an unseen cliff, will not reveal its location from the fog of war to its enemy, thus will not be able to be return fired upon.
Last edited by Wing Zero; 01-17-2008 at 11:51 AM.
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07-01-2007, 03:13 PM
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#4 (permalink)
| [ Official Forum Ninja ]
Join Date: Sep 2006 Location: Roanoke VA Posts: 1,404
| Karune's avatar is a Dranei, not a Protoss High Templar (note the hooves). |
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07-01-2007, 03:37 PM
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#5 (permalink)
| Respected Member
Join Date: Aug 2002 Location: Canada Age: 20 Posts: 11,404
| odly enough Karune has stated that his avatar is in fact a High Templar
why would he lie?
__________________ 
Watch the Game, Learn the Game, Control the Game.
To Those Who Think,
To Those Who Dare,
To Those Who Do,
To Those Who Succeed.
Success is nothing more than taking advantage of an opportunity. Quote:
Mapmaker FAQ:
1)Can the map editor-
Yes, it can.
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07-01-2007, 08:08 PM
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#6 (permalink)
| Respected Member
Join Date: Jan 2004 Age: 19 Posts: 9,507
| Quote:
Originally Posted by Ninja_Blue Karune's avatar is a Dranei, not a Protoss High Templar (note the hooves). | protoss do have hooves.. or something like it |
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07-02-2007, 01:16 AM
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#7 (permalink)
| [ Official Forum Ninja ]
Join Date: Sep 2006 Location: Roanoke VA Posts: 1,404
| Oh never mind, I see now they are boots.
But you gotta admit, if you look, they look a hellavu lot like hooves.
And I also really looked at the head, never really noticed because of the psychic attack that it's doing, I saw the protoss face and the "hair". |
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07-02-2007, 01:19 AM
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#8 (permalink)
| lol just as planned
Join Date: Oct 2002 Location: Philly Posts: 11,283
| now will the templar be able to attack or will they just save that for another templar hero
__________________ The Lost World of ThorneStar: DiabloCraft Racing: Rock N' Roll Edition CONFIRMED with Bloom and Brown   
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07-02-2007, 01:49 AM
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#9 (permalink)
| [ Official Forum Ninja ]
Join Date: Sep 2006 Location: Roanoke VA Posts: 1,404
| Templar better be able to attack. |
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07-02-2007, 02:10 AM
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#10 (permalink)
| lol just as planned
Join Date: Oct 2002 Location: Philly Posts: 11,283
| they were able to in the alpha/beta of starcraft
__________________ The Lost World of ThorneStar: DiabloCraft Racing: Rock N' Roll Edition CONFIRMED with Bloom and Brown   
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07-02-2007, 09:22 AM
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#11 (permalink)
| [Guy LeDouche]
Join Date: Jun 2003 Location: Russellville, AR Age: 20 Posts: 5,613
| It only makes sense that the boot for a Protoss foot would be fairly rounded. Zealots had toed armor, but I'd imagine that's to add mobility. Templar have never been about speed.  |
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07-02-2007, 02:13 PM
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#12 (permalink)
| [ Official Forum Ninja ]
Join Date: Sep 2006 Location: Roanoke VA Posts: 1,404
| Ha ha, you're nekked! xD |
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07-06-2007, 08:16 PM
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#13 (permalink)
| lol just as planned
Join Date: Oct 2002 Location: Philly Posts: 11,283
| hopefully as i stated before. more info will be out at blizzcon. i hope they also show terran and zerg stuff there also
and the whole warping thing. do you just select an area with units and then warp them at the location? or is it going to be like an arbitar?
__________________ The Lost World of ThorneStar: DiabloCraft Racing: Rock N' Roll Edition CONFIRMED with Bloom and Brown   
CLICK ON US IF U LIEK MUDKIPZ
_ ∩ 卐
( ゜∀゜)彡 Oppai! Oppai! Starcraft 2!!
⊂彡[ |
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07-06-2007, 08:21 PM
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#14 (permalink)
| Respected Member
Join Date: Aug 2002 Location: Canada Age: 20 Posts: 11,404
| Quote:
Originally Posted by Wing Zero hopefully as i stated before. more info will be out at blizzcon. i hope they also show terran and zerg stuff there also
and the whole warping thing. do you just select an area with units and then warp them at the location? or is it going to be like an arbitar? | They warp to areas that provide power, be it pylons or phase prism
__________________ 
Watch the Game, Learn the Game, Control the Game.
To Those Who Think,
To Those Who Dare,
To Those Who Do,
To Those Who Succeed.
Success is nothing more than taking advantage of an opportunity. Quote:
Mapmaker FAQ:
1)Can the map editor-
Yes, it can.
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| |
07-07-2007, 01:00 AM
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#15 (permalink)
| [Guy LeDouche]
Join Date: Jun 2003 Location: Russellville, AR Age: 20 Posts: 5,613
| I think it takes a Gateway and makes it into what was used in Campaigns as a Warp Gate, as in you feed in the units to the Gate, and it spits them out in a targeted area within the area of influence of a Pylon or deployed Phase Prism. Sorta like an open-ended Nydus Canal that you can just pop out wherever you've got an energy field.
That's the best of my understanding on the matter. |
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