Staredit Network

Staredit Network -> Concepts -> Stim Spell System
Report, edit, etc...Posted by ChaoticRetard on 2006-12-12 at 15:20:02
I was thinking that if i apply this moving out of location cast system to other units, we can make spell delay time and stuff

eg, overlord moves slow out of a location therefore has a slower casting time than other units such as zergling

upping overlord moving speed means faster spells casting
Report, edit, etc...Posted by n0b0dy- on 2006-12-17 at 19:36:21
I believe that this system is quite clever, however it would only work for a few things such as multiple spell use or item use, and it would use more locations than a regular building system. There are more downfalls than this map than there are positive things you could use it for.

> Points for thinking of it tho smile.gif

ADDITION!!: you could also instead of using marine, since it is a popular unit, or the firebat, you could use the defiler's plague ability for a "Channeling" spell, which would continue draining mana, or create a cooldown until the plague is gone and the medic is done healing it or something.
Report, edit, etc...Posted by Archon_Master on 2006-12-30 at 03:34:52
Whoa, that idea is very interesting and clever as well. You could easily cast spells, without using up too many locations per spell, possibly only 2 per spell, with the extra location for the Medic. If you do it in an arrangement like this:

Ma
Ma Ma
Ma Me Ma
Ma Ma
Ma

You would use up only 9 locations and would be able to cast 8 spells. I was originally going to use the Dropship system, but I think this one is better. It would mean you'd have to preserve trigger to keep the marines on the spot, but that's okay.
Report, edit, etc...Posted by hinoatashi on 2007-01-01 at 12:30:11
QUOTE(Archon_Master @ Dec 30 2006, 12:34 AM)
Whoa, that idea is very interesting and clever as well. You could easily cast spells, without using up too many locations per spell, possibly only 2 per spell, with the extra location for the Medic. If you do it in an arrangement like this:

            Ma
    Ma          Ma
Ma        Me        Ma
    Ma          Ma
            Ma

You would use up only 9 locations and would be able to cast 8 spells. I was originally going to use the Dropship system, but I think this one is better. It would mean you'd have to preserve trigger to keep the marines on the spot, but that's okay.
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The problem with it isn't just how many locations it would take to make, but also the fact that you have to hotkey them all (because in an actual game, it would be stupid to do otherwise). In rpgs, I tend to hotkey my hero as 1 and spells as 2+. With this system, players like myself would hotkey 1 for hero and 2, 3, 4, 5, 6, 7, 8, and 9 for each individual spell as well.

You would use up only 9 locations and would be able to cast 8 spells? How about a dropship with 8 small units. 1 location and 8 spells. AND you would have to hotkey only a single unit.
Report, edit, etc...Posted by MicAarZur on 2007-01-02 at 23:35:16
This system is alright.
It's pretty fast. But not the fastest.

Attached is an example
Report, edit, etc...Posted by DaMiNaToR on 2007-01-04 at 08:36:41
If you wanted more options, you could also do this with cloak.

Any cloaked unit, constantly being healed, with another unit attacking it, when you cloak it, the attacking unit gets closer because it can't see it any more, then you decloak the cloaked unit and reset the attacker.

Units you can use with this:

- Wraith
- Ghost
- Hero Wraith (Kazansky)
- Stukov
- Kerrigan
- Infested Kerrigan
- Duran
- Infested Duran

Probably more, too. I'm sure I forgot a couple ghosts... wink.gif
Report, edit, etc...Posted by MicAarZur on 2007-01-04 at 20:07:55
That's very slow and impractical.
Report, edit, etc...Posted by DaMiNaToR on 2007-01-05 at 10:14:00
QUOTE(MicAarZur @ Jan 4 2007, 08:07 PM)
That's very slow and impractical.
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What, the cloak system? No it isn't. It's actually the same exact thing as the stim system, just different units... ermm.gif
Report, edit, etc...Posted by MicAarZur on 2007-01-05 at 15:21:16
It takes longer to cloak, no?
Report, edit, etc...Posted by [SmC]DiNO-X on 2007-01-11 at 16:10:48
Its a good system, but a medic takes time to walk onto the marine.
There are better modes to do an action already.
Report, edit, etc...Posted by iHaveNoRegrets on 2007-01-11 at 18:17:49
You could actually eliminate alot of the time required for it to move by placing 9 burrowed units really close to the medic, have 9 zero tile locations center on them. Then when the medic comes over one, the marines heal and the medic centers. But this all depends on the medic not doing some odd walking to get to the unit.

What about a burrow detection spell casting system? You have 9 un/burrowed (you can choose to unburrow or burrow, whichevers faster, but since U is closer to the hotkeys, unburrow would be somewhat easier) units, you hotkey each of them. You have a civillian constantly centering on them from under an arbiter, if the civillian is/nt on the unit, that detects whether the unit has un/burrowed. When a unit un/burrows, the spell is then casted and the unit is un/burrowed back. This would take up alot of space, units & locations, but its a system.
Report, edit, etc...Posted by MicAarZur on 2007-01-11 at 18:53:30
If anyone looked at the freaking map attachment I posted they would know how well it works.
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