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Old 10-06-2006
 
#1
Vietnam Sulik
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Default Medieval 2's differentiation style

Currently the guy @ Medieval 2 - Total War is making the army line more interesting by having each individual different from another one of its type, mean you can see the different between your two Zerglings, for example. Would that be a good idea for StarCraft? I think it's excellent for the heroes and the veteran units.
 
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Old 10-06-2006
 
#2
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Default Re: Medieval 2's differentiation style

That would tie into a expereience and ranking system. It may work, but I doubt it.
 
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Old 10-06-2006
 
#3
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Default Re: Medieval 2's differentiation style

Hmm, well it would be nice for Hero Units to have some physical differences on the map. Like a Hunter Killer would have longer scythes or something.
 
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Old 10-06-2006
 
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Default Re: Medieval 2's differentiation style

Making different "skins" for the same unit would be kind of hard eh, especially if you want to have an army of 400 lings.
 
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Old 10-06-2006
 
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Default Re: Medieval 2's differentiation style

Not the best idea. Maybe 2 or 3 designs fo units like the Marine and Zealot, but besides the basic units, it really wouldn't work for anything else.

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Old 10-08-2006
 
#6
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Default Re: Medieval 2's differentiation style

Well maybe not different skins all together. Maybe for like battlescruisers they could have diggerent logos on them or something. The Terrans would be more into unit difference than the other 2 races.
 
 

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Old 10-08-2006
 
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Default Re: Medieval 2's differentiation style

Using procedural generation ontop of an already-done model you could have lets say 300 zerglings that all look a little different. There overall build and size is the same, however they will be slightly different and creating some kind of uinqueness behind each unit. I think it would be a decent idea if implemented. While it has no real gameplay factor, I wouldn't be complaining over it.
 
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Old 10-09-2006
 
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Default Re: Medieval 2's differentiation style

would anyone actually care if the 300 zerglings attacking his base looked different?
 
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Old 10-10-2006
 
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Default Re: Medieval 2's differentiation style

No. Like I said, good idea, wrong game. Especially online games where you have 100 Dragoons and 150 Hydralisks coming after you.
 
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Old 10-10-2006
 
#10
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Default Re: Medieval 2's differentiation style

A Warcraft thing, if you ask me.
 
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Old 10-11-2006
 
#11
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Default Re: Medieval 2's differentiation style

it would be nice if your 30-kills Dragoon get some shining star on his "supposed" shoulder. While that make no gameplay affection, additional eye-candy (which consume little CPU/GPU power) can lead to more satisfaction. Plus, it's a great addition to your precious units in campaign.
 
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Old 10-12-2006
 
#12
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Default Re: Medieval 2's differentiation style

Me and Kassad have had this disscusion before, but in a different way. This would only work for pre-deployed missions where you have a set amount of units. Othrwise, on maps where you have 200 guys going at once, that little bit of power grows to a massive size and slow the gameplay.
 
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Old 10-14-2006
 
#13
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Default Re: Medieval 2's differentiation style

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Originally Posted by bullet2head View Post
Me and Kassad have had this disscusion before, but in a different way. This would only work for pre-deployed missions where you have a set amount of units. Othrwise, on maps where you have 200 guys going at once, that little bit of power grows to a massive size and slow the gameplay.
We have?
 
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Old 10-14-2006
 
#14
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Default Re: Medieval 2's differentiation style

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We have?
Yeah, it tied into the whole "exp per kill" thing. We decided that it would be useful on pre-deployed maps only. Remember?
 
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