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Discussione: [StarCraft II] Q&A

  1. #51
    Il Niubbi L'avatar di Monroo
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    Predefinito Re: [SC2] Karune, Q&A

    Karune also had this follow up later.

    Originally Posted by Karune
    As clarification- the Bunkers being increased to 3x3 is the visual size of the Bunker, rather than the capacity. The Bunker will still be holding 4 units in it
    http://www.battle.net/forums/thread....p=1&#post44419

    Se non ho capito male, con il bunker le unità dentro vedono più lontano, giusto?

  2. #52
    Shogun Assoluto L'avatar di GeeGeeOH
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    Predefinito Re: [SC2] Karune, Q&A

    No, è visivamente più grande ma contina a contenere solo 4 unità...

  3. #53
    Il Niubbi L'avatar di Monroo
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    Predefinito Re: [SC2] Karune, Q&A

    Ah, vabbè... Però in effetti potevano metterlo un bonus di "vista" nel bunker...

  4. #54
    Shogun Assoluto L'avatar di GeeGeeOH
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    Predefinito Re: [SC2] Karune, Q&A

    Citazione Originariamente Scritto da Karune
    ---StarCraft II Q&A Batch 17---

    1. Will the defensive matrix of the Terran Nomad apply to enemy units within its AoE (Area of Effect)? (www.starcraft2forum.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? (www.starcraft2.com.au)
    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 (www.teamliquid.net)
    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 ? (www.sc2blog.com)
    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.
    http://www.battle.net/forums/thread....p=1&#post50901

  5. #55
    Il Niubbi L'avatar di Monroo
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    Predefinito Re: [SC2] Karune, Q&A

    Io non riesco a trovare più gli alberi di produzione....

    Ma da quando hanno detto cos'è il Nomad? Mi son perso qualche informazione? Eppure anche riguardando a giro per gli altri thread, le uniche informazioni sono quelle del sito di SC2...

  6. #56
    Shogun Assoluto L'avatar di GeeGeeOH
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    Predefinito Re: [SC2] Karune, Q&A

    Del Nomad credo ci siano solo info derivate da preview concesse a riviste/sidi.
    E' praticamente lo Science Vessel con 3 abilità:
    - Defensive Matrix: scudo ad area che riduce i danni del 50%
    - EMP: elimina energia e scudi
    - Nano-repair: ripara le unità meccaniche

  7. #57
    Il Niubbi L'avatar di Monroo
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    Predefinito Re: [SC2] Karune, Q&A

    Se levano l'irradiation li ammazzo... Con cosa faccio strage di idre e massa di mute adesso?!?

    Ma un bel post come c'era su sclegacy con tutte le info unità per unità esiste da qualche parte su internet? Io non ho trovato nulla...

  8. #58
    Shogun Assoluto L'avatar di GeeGeeOH
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    Predefinito Re: [SC2] Karune, Q&A

    Finche non si arriva in beta i cambiamente sono troppo frequenti e massicci.

  9. #59
    Il Niubbi L'avatar di Monroo
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    Predefinito Re: [SC2] Karune, Q&A

    Mah... Però credo che le unit che hanno messo (sul sito) possano considerarsi definitive.. Cambieranno magari gli HP o il costo ed il tempo di costruzione...

  10. #60
    Shogun Assoluto L'avatar di GeeGeeOH
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    Predefinito Re: [SC2] Karune, Q&A

    Citazione Originariamente Scritto da Karune
    ---StarCraft II Q&A Batch 18: Map Maker Series---

    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.
    http://www.battle.net/forums/thread....p=1&#post55375

  11. #61
    Shogun Assoluto L'avatar di GeeGeeOH
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    Predefinito Re: [SC2] Karune, Q&A

    Citazione Originariamente Scritto da Karune
    ---StarCraft II Q&A Batch 19---

    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.
    http://www.battle.net/forums/thread....p=1&#post60845

  12. #62
    Il Niubbi L'avatar di Monroo
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    Predefinito Re: [SC2] Karune, Q&A

    Ma come quello che pubblicano sul sito non è ancora ufficiale... Potrei capire se avessero messo HP, scudo, armatura, costo, ect.. Ma c'è solo il nome e qualche abilità... -_-''

  13. #63
    Shogun Assoluto L'avatar di GeeGeeOH
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    Predefinito Re: [SC2] Karune, Q&A

    Un unità può sempre essere rimpiazzata e un abilità cambiata...

  14. #64
    Shogun Assoluto L'avatar di GeeGeeOH
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    Predefinito Re: [SC2] Karune, Q&A

    Citazione Originariamente Scritto da Karune
    ---StarCraft II Q&A Batch 20---

    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-style 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 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.
    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.
    http://www.battle.net/forums/thread....p=1&#post67227
    Ultima modifica di GeeGeeOH; 06-11-07 alle 08:38:55

  15. #65
    Shogun Assoluto L'avatar di GeeGeeOH
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    Predefinito Re: [SC2] Karune, Q&A

    Citazione Originariamente Scritto da Karune
    ---StarCraft II Q&A Batch 21---

    1. Do you have any plan to put the auto-casting ability into StarCraft II units, just like in Warcraft III?
    At the moment, Medics are the only units that we have deemed fit to have an auto-cast ability. StarCraft II, compared to Warcraft III, has fewer abilities but are much more potent when executed properly, thus making them manual cast will give players a huge opportunity to demonstrate much skill in the game.

    2. Would you make it possible for players on observing mode to check various information including a mini map, upgrading status, and resource status on a personal window? If not, would you consider developing this function?
    These are all great ideas and we will work to get these in for observing mode. We will be working hard to have the observing mode innovative and comprehensive, building upon all the features that were in our previous RTS titles, as well as other titles in the market.

    3. Will the story of StarCraft II be continued right from where the original StarCraft story ended? Or, will it begin at the moment after some amount of time passed since the last time of the original StarCraft?
    The StarCraft II storyline will continue 4 years after the events of Brood War.

    4. It is not possible to watch how a mouse was moved in a saved replay game. Could you make this possible to see the movement of mouse?
    We would also like the mouse to be viewable in saved replays, however, it may be more likely that well have the options to show both the view of the players playing as well as selection icons of the units being currently selected in the replay.

    5. When grouping units to a control group, how many units could be added to one group?
    Currently, players are able to select more than 150 units in a single control group. The final actual number will be determined by hardware performance tests on the game, but should still be close to that number.


    6. Players often tend to stack up workers and air units looking as one group in original StarCraft. Will this still be possible in StarCraft II?
    In StarCraft II, this is harder to do than in the original StarCraft, but still possible. Units tend to group together more and more with each manual attack order. As long as you keep giving that manual attack order upon a target certain attacking units of the same type will group closer together. When the unit attacked upon is destroyed or the units become idle, they will naturally spread out again.
    http://www.battle.net/forums/thread....p=1&#post86394

  16. #66
    Shogun Assoluto L'avatar di Angels
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    Predefinito Re: [SC2] Karune, Q&A

    I 4 anni della storia sono una costante Blizzard anche WoW se non ricordo male si svolge quattro anni dopo gli eventi di TFT.

  17. #67
    Il Nonno L'avatar di Kralizek
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    Predefinito Re: [SC2] Karune, Q&A

    5

    come detto sul forum sdn... aborro il mega rettangolone "pwn 'em all" (ovvero poter selezionare 150 unità -.-)

  18. #68
    Shogun Assoluto L'avatar di GeeGeeOH
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    Predefinito Re: [SC2] Karune, Q&A

    Citazione Originariamente Scritto da Kralizek Visualizza Messaggio
    5
    "Four years have passed since the mortal races stood together against [...]"

  19. #69
    Shogun Assoluto L'avatar di Angels
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    Predefinito Re: [SC2] Karune, Q&A

    Citazione Originariamente Scritto da GeeGeeOH Visualizza Messaggio
    "Four years have passed since the mortal races stood together against [...]"
    Avevo ragione io

  20. #70
    Shogun Assoluto L'avatar di GeeGeeOH
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    Predefinito Re: [SC2] Karune, Q&A

    Citazione Originariamente Scritto da Karune
    ---StarCraft II Q&A Batch 22: Map Maker Series---

    Chat with Devs: One of the most popular questions we get when it comes to creating UMS (User Map Settings) games or mods is: Will there be a DotA for StarCraft II? For those who are not familiar, DotA (Defense of the Ancients), is a popular UMS game created for Warcraft III. StarCraft compared to Warcraft III, does not focus on heroes as much, and heroes or units do not have the same experience gaining mechanic as Warcraft III, making it difficult to imagine how a game like DotA could be reproduced for StarCraft. Nonetheless, after chatting it up with our devs, we found out the ability to allow heroes and units to gain experience is built into the Map Editor, though it will not likely be in single player or standard multiplayer. In addition, those units can also be toggled to have the ability to carry an inventory, which is also a characteristic needed in UMS maps such as DotA. With those two additions, we can rest assured that our clever community modders can handle the rest in creating some awesome custom games.

    1) Will you finally be able to mix and match terrain types instead of being stuck on jungle, twilight, etc?
    [Dustin Browder] Yes terrain texture is mixable now. Also tilesets are also mixable.
    [Brett Wood] Essentially, you can define your own tileset in the editor, something that wasnt really supported even in Warcraft III.

    2) Will the new StarCraft II Map Editor support text coloring, unit coloring, player "12" (i.e. neutral player) units?
    [Dustin Browder] Yes, all of these features will be supported.

    3) Will maps be larger than 256x256?
    [Brett Wood] The maximum map size will still be 256x256, and we have no plans to increase that.

    4) Will the new map editor support locking maps? People hate losing credit for a map.
    [Dustin Browder] Yes, we are planning to support this feature. We hope that this feature will give the modding community more incentive to create their own original maps.

    5) Will the new map editor support "square" terrain building as well?
    [Dustin Browder] Yes. In the editor, users can adjust the footprint of buildings to whatever shape and size they like.
    http://www.battle.net/forums/thread....8&p=1&#post228

  21. #71
    Il Niubbi L'avatar di Monroo
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    Predefinito Re: [SC2] Karune, Q&A

    Citazione Originariamente Scritto da GeeGeeOH Visualizza Messaggio
    4) Will the new map editor support locking maps? People hate losing credit for a map.
    [Dustin Browder] Yes, we are planning to support this feature. We hope that this feature will give the modding community more incentive to create their own original maps.
    Cioè? Si potranno modificare le mappe del gioco? (Nel primo erano bloccate o sbaglio?)
    Non ho ben capito...
    Ultima modifica di GeeGeeOH; 24-11-07 alle 23:40:48

  22. #72
    Shogun Assoluto L'avatar di GeeGeeOH
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    Predefinito Re: [SC2] Karune, Q&A

    Vuol dire che puoi bloccare le mappe che crei, proteggerle da modifiche.

  23. #73
    Il Puppies L'avatar di iiiiy
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    Predefinito Re: [StarCraft II] Karune, Q&A

    Belle le texture miste!

  24. #74
    Il Niubbi L'avatar di Slash-
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    Predefinito Re: [StarCraft II] Karune, Q&A

    Forse aspetto di più l'editor che il gioco in sè

  25. #75
    Shogun Assoluto L'avatar di GeeGeeOH
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    Predefinito Re: [StarCraft II] Karune, Q&A

    Citazione Originariamente Scritto da Karune
    ---StarCraft II Q&A Batch 23---

    1. Will the Campaign have as many videos as the original Starcraft? (www.starcraft2.hu)
    There will be several more in-game cutscenes, which are at a much higher quality than the original StarCraft pre-rendered movies. And while StarCraft II s single player will likely feature a few less pre-rendered movies, they will be much longer and more epic than anything seen in the original StarCraft.

    2. Is the ghost unit going to be able to use the EMP Shockwave and -within short time interval- the Nuclear Strike as well? (starcraft2.4players.de)
    Currently, there is no restriction to when you can follow up a special ability with another, as long as there are available energy points.

    3. Will the Ghost's EMP affect building shields and energy? (www.TheWarCenter.net)
    Yes, the Ghosts EMP ability currently affects both building and unit shields, as well as casters energy. It is important to note that there is a possibility the Ghost may lose its EMP ability due to balance.

    4. Will there be some sort of wall structure in StarCraft, for any of the races? (www.vilegaming.com)
    Aside from building current structures close to each other to form walls, such as a line of Terran Supply Depots, no, there will not be walls that can be built. On the other hand, there will be some new wall structures in the single player mode and these doodads can also be accessed in the map editor.

    5. Will the game feature a mechanic similar to Warcraft 3 where if a selection of units contains more than one unit type then the whole selection will move at the speed of the slowest unit to maintain cohesion? (www.sclegacy.com)
    No, units in the same selection will not move at the same speeds. The slower units will need to be micromanaged by the players to keep up with the larger group.
    http://www.battle.net/forums/thread....=1&#post161490

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