Idea for Empowering a unit into a Champion.
Started by: CRAZY JAY | Replies: 81 | Views: 9,905
Oct 14, 2014 11:42 AM #1255103
It's a joke, Usman.
Oct 14, 2014 2:06 PM #1255148
Lol, I didnt notice it was a joke because the song was too serious XD
Oct 14, 2014 9:30 PM #1255300
Cj yar
Do it for the victory scene have the guitar and everything and make is big
We are the Champions
OF THE WORLD!!!!!!!!!!!
Do it for the victory scene have the guitar and everything and make is big
We are the Champions
OF THE WORLD!!!!!!!!!!!
Oct 14, 2014 10:51 PM #1255329
Quote from CRAZY JAYPerfect but perhaps we also replace all in game music with Queen - We Are The Champions
https://www.youtube.com/watch?v=04854XqcfCY
I say we implement this now. :p
Oct 14, 2014 11:00 PM #1255334
Quote from CRAZY JAYPerfect but perhaps we also replace all in game music with Queen - We Are The Champions
This would be a step forward for the SE community as a whole.
Oct 15, 2014 5:49 AM #1255518
Quote from CRAZY JAYPerfect but perhaps we also replace all in game music with Queen - We Are The Champions
Splendid! Please implement this ASAP.
Oct 29, 2014 12:00 PM #1261658
I was thinking about making a thread about something like this about a year ago about how Stick Empires didn't feel like classic Stick Wars and didn't feel as fun but with this, guess it's time for opinions.
Currently, the idea is to implement promotion of a unit making it stronger/faster/etc which might be hard to implement at the moment. I'm definitely not really that sure how it should be done(More brainstorming I guess). XD
The unit does become stronger but I still don't think it might have that classic feel when you charged in as some overpowered swordwrath killing off 3 spearton bots or one spearton killing a giant bot alone or being a miner earning massive amounts of gold within a short period of time. Welp, that was a bit op lol.
That was the fun part I used to have playing Classic Stick Wars though, so empowering a unit just makes it stronger but you don't get to time your attacks or strafe to prevent archidon arrows(since they now use homing arrows lol)
I'm not really sure if the classic method may ruin strategy and I know it probably would never return even as an extra game mode, I just wanted to say the classic unit controlling would definitely be a lot more fun than empowering the unit.(I'm not really sure how to explain the reason. Maybe it won't be too bad and might be a lot more fun than I thought but it is just what I feel right now. XD)
Currently, the idea is to implement promotion of a unit making it stronger/faster/etc which might be hard to implement at the moment. I'm definitely not really that sure how it should be done(More brainstorming I guess). XD
The unit does become stronger but I still don't think it might have that classic feel when you charged in as some overpowered swordwrath killing off 3 spearton bots or one spearton killing a giant bot alone or being a miner earning massive amounts of gold within a short period of time. Welp, that was a bit op lol.
That was the fun part I used to have playing Classic Stick Wars though, so empowering a unit just makes it stronger but you don't get to time your attacks or strafe to prevent archidon arrows(since they now use homing arrows lol)
I'm not really sure if the classic method may ruin strategy and I know it probably would never return even as an extra game mode, I just wanted to say the classic unit controlling would definitely be a lot more fun than empowering the unit.(I'm not really sure how to explain the reason. Maybe it won't be too bad and might be a lot more fun than I thought but it is just what I feel right now. XD)
Oct 29, 2014 12:42 PM #1261675
I don't think the 'hand's on' controlling SW1 had would fit with the direction this game has come in. I initially didn't like the loss of fine control for one unit but I've come to prefer it now, as the game is more about armies fighting armies than unit v unit - and with that, more depthy.
Oct 30, 2014 5:06 AM #1262206
Yeah, although with that the game rather reminds me of Starcraft or other similar RTS(Which is heavily micro/macro-based). Classic just has that unique mechanic which other games don't have. Well, i'm not successful finding one yet anyway. XD
Sometimes, I still look at the older parts of the Stick War 2 Dev Blog with all those old plans which I definitely like better. XD
Of course the Medusa was probably hard to implement in the initial plan since there was no mana.
Also, it was probably hard to retain the old storyline after introducing a few new units that have nothing to do with worshiping weapons.(Although Dashinite and Keeper were scraped)
But it's ok. There is no need to make it like Classic or anything. Just pointing out things that I preferred last time in my opinion. I'm hoping for new additions to hopefully make this game a lot more fun.
Sometimes, I still look at the older parts of the Stick War 2 Dev Blog with all those old plans which I definitely like better. XD
Of course the Medusa was probably hard to implement in the initial plan since there was no mana.
Also, it was probably hard to retain the old storyline after introducing a few new units that have nothing to do with worshiping weapons.(Although Dashinite and Keeper were scraped)
But it's ok. There is no need to make it like Classic or anything. Just pointing out things that I preferred last time in my opinion. I'm hoping for new additions to hopefully make this game a lot more fun.
Oct 30, 2014 7:06 AM #1262234
Quote from UsmanLol, I didnt notice it was a joke because the song was too serious XD
Poe's Law
Oct 30, 2014 10:53 AM #1262312
Quote from IHATETHISNAMEI say we implement this now. :p
I agree, do it! :)
Oct 30, 2014 11:11 AM #1262320
Quote from HashBrownTrialsI agree, do it! :)
Quote from _Ai_It's a joke.
Poe's law, indeed.
Oct 31, 2014 7:52 PM #1263022
Quote from _Ai_Poe's law, indeed.
Indeed it is.
Nov 7, 2014 8:17 AM #1265981
If done right, it wouldn't sacrifice very much unit control. When said champ is selected, bind the arrow keys to his movement. It sacrifices a little bit of map control, but you could still move the screen other ways.
It would remain selected if you pressed the space bar, or clicked on the ground, or other units. Deselect by clicking on it again.
essentially what I'm thinking of is it being controlled individually while you control the rest with your mouse.
Attacking is the hard part, NumPad0 would work I guess.
It would remain selected if you pressed the space bar, or clicked on the ground, or other units. Deselect by clicking on it again.
essentially what I'm thinking of is it being controlled individually while you control the rest with your mouse.
Attacking is the hard part, NumPad0 would work I guess.
Nov 7, 2014 4:21 PM #1266118
Quote from BloodxHunterIf done right, it wouldn't sacrifice very much unit control. When said champ is selected, bind the arrow keys to his movement. It sacrifices a little bit of map control, but you could still move the screen other ways.
It would remain selected if you pressed the space bar, or clicked on the ground, or other units. Deselect by clicking on it again.
essentially what I'm thinking of is it being controlled individually while you control the rest with your mouse.
Attacking is the hard part, NumPad0 would work I guess.
Honestly I'd feel more in control using mouse commands on my empowered unit than arrows.