back when SC2 was first launched i was working on a mod for sc2 that would add a single hero to each race. the hero's were suppose to be extremely customizable and I had a whole system worked out for it but i got stuck at a transition point and the editor was so new no one knew how to help, i'm hoping people might now that the editors been out awhile.
The system works like this:
you'd start with a Marine at level 1
once reaching level 5 your hero's exp would cap and prevent further leveling until a choice was made, you could either go into the "special forces" military branch or the "engineering core" branch.
going military would transform you into a marauder
going engineering would transform you into a firebat
you'd then be able to gain exp once again. upon the transformation you'd gain bonus stats, learn new abilities and retain all of your old abilities.
now while the level 1 ability is passive and has only the 1 starting rank. the others each have 3 ranks. once you reached level 10 exp would cap as before and you'd have to make a choice between one of 3 final forms before exp would resume.
the level 15 and level 1 abilities have only 1 rank but ALL other abilities have 3 ranks.
so here is an example,
marine
marauder
ghost
once you cap at max level 20 you should have all of these abilities maxed out:
1: Human Spirit: Increased health regeneration when near other friendly Terran units.
2: Stim Pack: Normal
2: Refire: chance to fire a second round immediately after.
5: Mayday: summons 2 predators.
5: Concussive Rounds
10: Cloak
10: Snipe
15: Nuke
the problem I had encountered was transferring to the new forms. no matter what I tried transforming from a marine into a marauder for example i'd not only loose the starting stats but i'd loose the skill points applied to abilities. additionally no one seemed able to help.
just wondering if these bridges have been crossed yet?
The system works like this:
you'd start with a Marine at level 1
1. Terran Start: Marine: +1Str, +1Agi, +1 Int, +1 Stam
Marine 1: Human Spirit: Increased health regeneration when near other friendly Terran units.
2: Stim Pack: Normal ~reduces damage taken to use
2: Refire: chance to fire a second round immediately after. ~%
once reaching level 5 your hero's exp would cap and prevent further leveling until a choice was made, you could either go into the "special forces" military branch or the "engineering core" branch.
going military would transform you into a marauder
going engineering would transform you into a firebat
you'd then be able to gain exp once again. upon the transformation you'd gain bonus stats, learn new abilities and retain all of your old abilities.
2. Level 5 choose between Marine Corps or Engineering Corps
Marauder: +1Str, +2Agi, +1 Int, +1 Stam
5: Mayday: summons 2 predators. ~CD
5: Concussive Rounds: ~slow amount
Fire Bat: +2Str, +1Agi, +1 Int, +1 Stam
5: attack range ~further
5: attack rate ~faster
now while the level 1 ability is passive and has only the 1 starting rank. the others each have 3 ranks. once you reached level 10 exp would cap as before and you'd have to make a choice between one of 3 final forms before exp would resume.
3A. Level 10 choices for Marauder Path
Ghost: +1Str, +2Agi, +2 Int, +1 Stam
10: Cloak ~longer
10: Snipe: ~cheaper
15: Nuke:
Reaper: +2Str, +2Agi, +1 Int, +1 Stam
10: movement speed. ~faster
10: Cluster bomb: ~dmg
15: jet pack: cliff hop
Medic: +1Str, +1Agi, +2 Int, +2 Stam
10: Heal. Heals nearby unit. ~heal amount and cost.
10: Nano-steal armor: Automatically heals as long as the unit is alive. ~faster
15: heals 2 at once.
3B. Level 10 Choices for Fire Bat Path
Goliath: +1Str, +2Agi, +2 Int, +1 Stam
10: Missile volley: area air damage. ~area.
10: Spider mines. ~CD
15: Multi-lock targeting: hit air and ground at the same time.
Thor:: +1Str, +2Agi, +1 Int, +2 Stam
10: 50 MM shells: Damage + stun. ~damage
10: Bombardment: Bombards an area with high damage. ~damage
15: Refined neo-steal construction: Increases armor and movement speed.
Technician: +1Str, +1Agi, +2 Int, +2 Stam
10: Nanolith: Ranged repair of mechanical units and structures. ~amount healed
10: Defensive attack thingy - raven ability
15: Flaming betty
the level 15 and level 1 abilities have only 1 rank but ALL other abilities have 3 ranks.
so here is an example,
marine
marauder
ghost
once you cap at max level 20 you should have all of these abilities maxed out:
1: Human Spirit: Increased health regeneration when near other friendly Terran units.
2: Stim Pack: Normal
2: Refire: chance to fire a second round immediately after.
5: Mayday: summons 2 predators.
5: Concussive Rounds
10: Cloak
10: Snipe
15: Nuke
the problem I had encountered was transferring to the new forms. no matter what I tried transforming from a marine into a marauder for example i'd not only loose the starting stats but i'd loose the skill points applied to abilities. additionally no one seemed able to help.
just wondering if these bridges have been crossed yet?