|
OFFICIAL FAQ
These
are the Frequently
Asked Questions taken directly from the
Blizzard's official site. If you have a specific question you'd like
to ask then post it in the "Questions
you want to ask Blizzard" thread in the
Starcraft 2 Forums.
BASICS
What is
StarCraft II?
StarCraft II is the ultimate
competitive real-time strategy game, and the sequel to the hit
original, StarCraft. The game will include three completely distinct
and balanced races, the Protoss, Terran, and Zerg, which have been
overhauled and re-imagined with a number of new units for each, as
well as new tricks for some of the classic units that are returning.
When is the
game coming out?
At this point, it's too early
to provide an initial estimate on the release date. As with all
Blizzard games, we will take as much time as needed to ensure the
game is as fun, balanced, and polished as possible.
How will
StarCraft II be different from StarCraft?
StarCraft II will run on a
vibrant new 3D-graphics engine that will be capable of rendering
beautiful landscapes as well as massive individual units and army
sizes.
We're also introducing a
number of distinct new units to the Protoss, Terran, and Zerg, and
even some of the familiar units that return in StarCraft II will
have new tricks up their sleeves, which will give the game its own
unique flavor.
In addition, Battle.net will
be overhauled with some new and exciting features to enhance online
play and competition, while the story-mode campaign will also offer
some unique aspects for players who enjoy single-player content.
We'll have more details on all these aspects in the months to come.
Will there
be both single-player and multiplayer components?
Yes, StarCraft II will include
a unique story-mode campaign, as well as multiplayer capability over
Battle.net. We'll provide more detail on both of these aspects a
little further along in the development process.
What will
StarCraft II's story line be? Will any of the characters from the
original StarCraft make an appearance in StarCraft II?
It's a little too early to get
into details on the story. Once we're able to discuss the
single-player campaign in detail, we'll also share some exciting
information about the story line for the game.
How many
cinematic cut-scenes will be included?
We know that StarCraft II
players will expect to see some Blizzard-quality cinematic content
in the game, and we have definite plans to include multiple
cinematics, starting with a cinematic intro. We'll provide further
confirmation once final determinations have been made.
How many
races are in StarCraft II?
In StarCraft II, players will
see the return of the Protoss, Terran, and Zerg races. Our goal is
to ensure that all the factions in the game play even more
distinctly from one another than in the original StarCraft, while
still maintaining the fine balance that helped make StarCraft such a
classic. We're also introducing a number of new units to each race,
as well as modifying some of the familiar units returning in
StarCraft II. With these design refinements and the new features we
have planned for the single-player and multiplayer elements of the
game, StarCraft II will offer a next-generation StarCraft
experience.
StarCraft
II has some big shoes to fill - is there added pressure in
developing a follow-up to one of the most beloved games of all time?
We recognize that the bar is
set pretty high, but this type of pressure is not new to us.
Warcraft III had to follow in the footsteps of Warcraft II, and
Diablo II had to follow the original Diablo. Creating a StarCraft
game that's bigger and better than the original is definitely a big
challenge, but it's one that we fully intend to meet and exceed.
Will the
game be released in multiple countries? Will the release be
simultaneous? Which countries and what languages will the game be
localized in?
Our goal is to release the
game simultaneously across the world in multiple languages. As we
get closer to release, we'll have more details to share.
Will there
also be an expansion, and if so, what features will it contain?
Our focus has been and will
continue to be on developing and refining the core StarCraft II
experience, so we haven't really had much time to consider what
types of things we would include with an expansion for the game if
we were to do one.
Will there
be a console version of StarCraft II?
StarCraft II is being
developed for the PC. We have no current plans to bring the game to
any console platform.
BATTLE.NET
Will
Battle.net be overhauled? Will there be new features?
There will be some exciting
new changes and features to Battle.net that will help us ensure that
StarCraft II will be the ultimate competitive online real-time
strategy game. We're not quite ready to discuss those features at
this time, but we look forward to getting into more detail in the
future.
Will we
still be able to play the original StarCraft on Battle.net after
StarCraft II is released?
Yes, you will.
Will there
be clan management?
We're not quite ready to
discuss specifics related to Battle.net at this time, but we look
forward to doing so in the future.
What steps
are being taken to prevent cheating in multiplayer games?
We don't want to tip our hand
to the people who may try to cheat on Battle.net, so we can't go
into too much detail, but rest assured that security is one of our
top priorities as we redesign and overhaul Battle.net, and we will
take every precaution to ensure fairness in our online games. We've
taken an aggressive stance against cheating in all of our games, and
our players have overwhelmingly supported us in that, so we don't
have any intention to make any changes in that regard.
COST,RATING,BETA/TRIAL
VERSIONS
How much
will StarCraft II cost? Where can I buy this game?
Pricing and availability will
be determined and announced much closer to the release date.
What will
StarCraft II's rating be?
We are aiming for a T-rating
in the US, and similar ratings elsewhere in the world, but those
details won't be finalized until we get closer to release.
Will there
be a closed or open beta? How about a trial or demo version?
Decisions related to beta
testing and trial or demo versions are usually made further along in
the development process. We don't have any details available on
these topics at the moment, but we will be happy to share the news
once final decisions have been made.
Will there
be a collector's edition?
Decisions related to the types
of retail packages available will be made much closer to the game's
release date.
TECHNICAL ASPECTS
What are
the system requirements for StarCraft II?
We'll have more details on
specific system requirements closer to the release date.
Will the
game run natively on Windows Vista?
StarCraft II will be fully
compatible with Windows Vista, as well as XP. We'll have more
details on system requirements closer to release.
Will
StarCraft II be available on Mac simultaneously with PC?
As with all of Blizzard's
recent releases, StarCraft II will ship on both PC and Mac
simultaneously.
Will
StarCraft II take advantage of DirectX 10? What other graphical
goodies are included?
The game will be compatible
with DirectX 10, and we're still considering whether there will be
exclusive DirectX 10 graphic effects, but the graphics engine will
also be very scalable to ensure that a wide range of different
systems will be capable of running StarCraft II. The new engine is
also capable of rendering very large units, as well as large numbers
of units on screen together. Havok physics have been integrated into
the engine for added realism as well.
WEEKLY FAQ BATCHES
Every week
Blizzard releases a batch of answers to questions asked by the
community, this is a list of all those Questions & Answers. If you
have a specific question you'd like to ask then post it in the
"Questions
you want to ask Blizzard" thread in the
Starcraft 2 Forums.
Batch 1
Q
u o t e:
What is the unit next
to the barracks in the official gameplay video? It appears
to be a drop ship of some type maybe, can we comment on this unit?
The unit seen is a building add-on, and well be
revealing more on the Terran building upgrades in the future.
What type of scripting language is being
used? Aspiring map/mod makers would like to know.
StarCraft IIs editor features a proprietary scripting
language that is based largely on C with some special parameters
specific to the game. Of course, for most users, they will have
access to the more user friendly Trigger Editor which will allow
beginner and intermediate map designers to make advanced maps
without having to learn the particular details of the scripting
language. Well release further information about the world editor
as we move forward.
Players have pointed out that the nuke
laser dot graphic showing their destination is quite a bit larger
and more noticeable than the original games. Is this a finished
graphic and are we intending to make incoming nukes easier to spot
now?
In the announcement gameplay video the incoming nuke marker
was shown as if launched by the player. To other players it will
still be shown as a smaller dot very similar to the classic
StarCraft nuke.
The mothership time distortion doesn't
seem to stop all incoming projectiles or fire, what exactly does
it protect against?
The Mothership time-slowing ability is intended to deal
with all types of incoming attacks, although only incoming
missiles were shown prominently in the announcement gameplay
video.
Game Balance
The announcement gameplay video used more than a few tricks
to show off each unit. The Mothership for instance was set to be
indestructible for a good portion of the time it was on screen, as
well as having additional energy so that we could display all of
its special abilities in a shorter amount of time than would
normally be possible. In addition to the multiple changes made
just for the video, the gameplay in the video is not indicative at
this time of what the final balance will be. The announcement
gameplay video was showing off the game and units in the coolest
way possible, and not necessarily in a way that would resemble an
actual match.
Game Speed
As some of you may have seen in the developer panel held at
the Worldwide Invitational after the announcement of StarCraft II,
it was revealed that the gameplay in the announcement video was
shown at Normal speed so that we could really showcase it and let
everyone see the detail and work put into the game. There will
still be the faster game speed settings many players are used to
from the original game.
Batch 2
Q
u o t e:
Will players be able to select multiple
buildings simultaneously?
We are directing much attention to polishing and improving
the user interface. On that note, players will definitely be able
to select and build from multiple buildings at the same time. You
cannot drag-select buildings, but you can shift-click on them and
add them to a control-group for ease of unit production.
Will workers auto-gather resources if the
rally point is set to a mineral node or a geyser?
Of course.
Will we be able to select more than 12 units at the same time?
Currently, unit selection is unlimited, but this may change with
further development and testing.
On a given map, will there be one
Mothership per map or one Mothership unit per Protoss player
allowed?
We are still testing out many possible circumstances in
order to make skirmishes more fun and challenging. At this time,
each Protoss player will be able to have only one Mothership at a
given time, but as mentioned, everything is still subject to
change.
Batch 3
Q
u o t e:
What is the role of heroes in StarCraft
II? Will they be the same as in StarCraft?
StarCraft II campaign heroes will fulfill roles similar to
what appeared in the original StarCraft single player experience,
but they will have even more unique abilities from standard units,
and will be more innovatively integrated into the story campaign.
Heroes will not be buildable in multiplayer.
What is the max unit count population for
each faction?
Unit population count for each faction will be very similar
to the original StarCraft.
Will there be an in-game option to change hotkeys around?
Currently it is planned to have this feature, though much testing
has yet to be done on it. We are looking into several innovative
ways to make the UI customizable to players, to allow flexibility
in their style of game play.
Is Karunes Battle.net Forum Avatar a
Protoss High Templar?
Yes it is.
Will the Robotics Facility have a similar
upgrade to the Warp Gate allowing it to warp units in?
There are no plans for this at the moment. Currently
Warping technology is limited to the Warp Gate. Of course, we are
still testing and balancing this, and nothing is set in stone.
Batch 4
Q
u o t e:
Are the yellow minerals shown in the
trailers harvestable?
Yes, they will be a harvestable high yield resource,
meaning each harvest rotation will result in greater mineral
quantities than the standard blue minerals. This gives players
more strategic choices when trying to evaluate where they wish to
expand. Expand to the high yield but risk easier discovery? Or
expand to a safer area but earn fewer resources?
Will resource sharing be allowed between
allies?
Yes, it is our plan to have this in the game, though there
is still much testing and balancing revolving around this ability.
Will allied chat be enabled by default
for pre-set teams?
Yes.
Is the Zealot charge ability an upgrade
as well?
Yes, this ability is upgraded through the Protoss War
Shrine.
What types of future community updates
will there be?
Starcraft2.com will be updated with regular unit and
building profiles. Furthermore, there are several projects in the
works planned for the Blizzards RTS Community as a whole, which we
will share at a later time.
Batch 5
Q
u o t e:
Will you be increasing the max players
beyond 8?
We are exploring this possibility, though currently it is
defaulted to 8 max players.
If you have multiple casters selected
when you cast a spell, will they all cast it or only one? (ex.
will 8 ghosts all use lockdown on a unit or only one?)
Currently, unit abilities are set as smart casting, meaning
when you have a group of casters selected, each time you wish to
cast a spell, you will either have to click the icon or press the
hot key and follow it with a click on the designated place on the
map for it to cast. This will obviously prevent locking down a
single unit with more than one ghost, though we are also still
exploring possibilities to have different methods of casting for
casters in which players would want to have multiple casts
executed in a single command.
Will building placement still be grid
based?
Building placement will be grid based.
What races will be playable at BlizzCon?
This will be revealed at BlizzCon! See ya there!
Why do marines have shields now?
The shields seen on marines in screenshots and videos are
an upgrade that can be purchased through research, increasing the
marines' overall hit points.
Batch 6
Q
u o t e:
Are Photon and Phase Cannons 2 different
buildings?
The Phase Cannon is the new version of the StarCraft Photon
Cannon. There will not be a Photon Cannon in StarCraft II.
Will carriers (Tempest) produce more than
one drone type?
Not at this time.
Fans noticed in your art video that thye
Colossus ground unit was under fire from missile turrets. Is this
due to the Colossus's exceptionally high attack profile (tall
stature) or a ground-to-ground attack feature/option for the
turrets?
Because of the Colossus's height, it will be susceptible to
Anti Air defenses like the Terran Missile Turrets, as well as both
ground and air attacks. It is possible for the Colossus to be hit
by ground and air attacks at the same time.
Will there be critters units and can they
attack?
There will be critters, but they wont attack. If they did
they would be creeps.
Will holding the Alt button show
unit/building hit points overhead as they did in Warcraft 3?
Yes, when holding the Alt button, all health bars of
buildings and units on the screen will be displayed. This is an
excellent way to quickly assess which units are healthy and which
units are damaged.
Batch 7
Q
u o t e:
Will the look of the siege tank be
changed for the final version?
In response to much fan feedback, the siege tank has indeed
been redesigned, with a much more powerful look to it. This
visually redesigned siege tank will be shown at BlizzCon 2007.
Will there be a ctrl-a key stroke to
select all your units on screen?
Not at this moment, but the hot keys have not been
finalized yet for StarCraft II.
Will we get to hear the return of some of
the original melodic themes from SC1 (like the Terran themes), or
will the music for StarCraft II be completely new?
There will mostly be new epic theme songs with similarities
to the original faction music. Music is still definitely in the
works, thus we will not rule out a reprise of one of the original
songs.
Will the High Templar still be able to
create hallucinations?
In the current version of StarCraft II, the Hallucination
ability will be back, but not as a High Templar ability, but
rather a Star Relic ability.
When will you release a StarCraft II Fan
Site kit?
The Fan Site Kit will be released around BlizzCon.
Batch 8
Q
u o t e:
Will there be upkeep in StarCraft II?
No, there will not be.
What will be the highest number of
upgrades for the shields, armor or weapons?
Currently, the highest number of upgrades per
weapon/armor/shield type will be 3, which is the same as the
original StarCraft. The values of each upgrade will be determined
through much balance testing.
Will the StarCraft II Editor be easy or
hard to use?
Blizzard game editors have always been aimed at empowering
the community to create a huge variety of fun game modes and maps.
This editor will be no different.
The editor for StarCraft II will be very easy to use for new
players to create their own custom maps and games. Furthermore,
this editor will have many more scripting options available to
players, to allow for even more player creativity in their maps
beyond that seen in prior RTS titles such as Warcraft III.
Will the Zealot charge ability cause more
damage on the initial attack than on all other attacks?
No, the Zealot charge will close the distance between the
Zealot and its target, which will be a significant advantage in
many situations, compared to a Zealot without the upgrade, but
will not actually give it more attack power or an initial stronger
attack.
When selecting the Phase Prisms I noticed
they have a 3rd, yellow meter below their shields and health. Is
this meant to represent mana or storage capacity (warp-in
capacity)?
This bar represents the Phase Prisms storage capacity, as
it also serves as an aerial transport unit.
Batch 9
Q
u o t e:
In the gameplay video the UI is toggled
on/off several times. Will that be an option in-game?
Currently, the UI will only toggle off during game
cinematics. There are currently no plans to implement this for
single-player or multiplayer as it would give some players an
advantage over others.
Will the Twilight Archon have abilities?
Yes. In the BlizzCon build, the Twilight Archon had the
feedback ability. We are still doing much work on this unit, so
none of this is final.
Can Protoss Units be attacked during the
Warp-In process?
Yes. When units are warping in, the unit will increase in
hit points until they are at max hit points and at that point
youll be able to control the unit.
Will there be some old units from
StarCraft be included in the Map Editor for StarCraft II?
There will be units included in the Map Editor which will
not be in the standard multiplayer skirmish mode. These will
include various units from the original StarCraft, such as the
Protoss Dragoon.
Will different races have different
max-squad caps?
Currently all 3 races will have the same maximum population
cap at 200.
Can the Planetary Fortress lift off?
Once the Command Center has been upgraded to be a Planetary
Fortress, it can no longer lift off. Furthermore, the Planetary
Fortress cannot be changed back into a normal Command Center with
lift off capabilities.
Batch 10
Q
u o t e:
What does the "Intercept Missiles"
function of the Predator do exactly?
The Predator is equipped with a point defense laser system
which destroys incoming enemy projectiles. This ability makes the
Predator an excellent support fighter to help defend slower
capital ships, such as the Battlecruiser.
Can the Radar Tower also detect invisible
units even in Fog of War?
No. On the other hand, Sensor Arrays and Radar Towers do
allow all Missile Turrets in its range to also detect invisible
units within those Missile Turrets range.
Can the Thor defend itself against air
units well?
The Thor unit can attack air units, although it has a
relatively slow rate of fire. It is always still better to escort
your Thor units with additional support units.
Can the Thor be attacked by the Missile
Turret like the Colossus?
No.
Will phase cannons dissipate if they
travel outside influence of pylon matrix?
No, phase cannons will not be destroyed if they travel
outside of pylon power. However, phase cannons caught outside of
pylon power will still be able to move but will also be stuck in
energy form. They cannot redeploy until they are back in range of
pylon power. Also, while in energy form, phase cannons have no
shields and are extremely vulnerable to enemy fire.
When a player in a team game leaves will
the computer AI take over? Or, will the remaining players be given
control of that person's team?
Computer AI will not take over if your ally leaves in a
team multiplayer game. Although, if you have allied control set,
the player will be able to control their allys units after they
leave.
Batch 11
Q
u o t e:
Will map sizes in StarCraft II be similar
or larger than the maps in the original StarCraft?
Map sizes can fluctuate on a per-map basis, but generally
the playable area on maps are about the same. The terrain cells
were converted over into the new editor to proportionally match
the original StarCraft (i.e. 128x128 SC1 is about the same as
128x128 in SC2 ).
Will StarCraft II Heroes have unique
abilities?
Heroes will have unique abilities different from regular
unit abilities. Heroes will be playable only for single player and
will not be a part of the multiplayer skirmish experience.
Will the Terrans be weak to melee without
the Firebat?
Dont worry, the Terrans will have plenty of other counters
to melee units. Nonetheless, because we know there are so many
people who do love the Firebat unit, it will be in the map editor.
Will Mutalisks attack still hit multiple
targets?
Yes, the Zerg Mutalisk unit is currently designed to hit
multiple units with a single attack.
Will a submerged supply depot still be
able to be attacked? Will it have more hit points while submerged?
Yes, the submerged supply depot will still be able to be
attacked, and no it will not have more
hit points. The ability to submerge a supply depot is
designed to allow units to move over them strategically. Players
will not only be able to keep enemies out, allow friendly units to
pass through, but they are also powerful roadblocks in separating
incoming armies in 2.
Batch 12
Q
u o t e:
How useful will tier 1 units be in the
late game?
As a staple of the original StarCraft, which we intend to
carry over to StarCraft II, is that every unit has a specific role
in that factions army. Every unit will fulfill a unique role,
which complements the other units, some better than others of
course. In subscribing to that idea, tier 1 units will be quite
useful in late game as well as early. Many of the tier 1 units
will be able to be upgraded to keep up with the later game units
as well.
For example, the Terran Marine currently has 3 upgrades available
to it, as well as its standard attack and armor upgrades. New
upgrades such as the combat shields, increasing the Marines health
will be important in having the Marine deal with later game units.
Can we expect units to replace the Reaver
and the Soul Hunter?
Yes, we are always testing the addition of new units as
well as the removal of older units. For instance, in our current
build, the Terran Firebat is back in the game, as we test how he
interacts with the new additions into StarCraft II. Of course,
nothing is final though.
What was the reasoning behind axing spell
X (lockdown, mind control etc)?
As mentioned above in question 2, much like with units, we
are also testing several new abilities for StarCraft II. If these
abilities do not work as we would intend, it is always possible
for a reintroduction of original abilities from the original
StarCraft. We are constantly striving to improve and complement
what has already been very successful with StarCraft for StarCraft
II.
Will there be a black player color?
We have tried using black, but it was too difficult to
differentiate units on the mini-map from the fog of war.
Will you be able to use custom army
colors in the game?
In custom maps created through the Map Editor, players will
be able to select any color for their factions. In multiplayer
games, players will be able to choose between approximately 12-18
colors.
Batch 13
Q
u o t e:
Are the Ultralisk making a return in SC2?
The Ultralisk figures heavily in our current plans, but as
with everything else relating to units and balance, this is
subject to change.
Will there be in game voice chat
supported in SC2?
Yes, there are plans to implement VoIP into Battle.net, but
details beyond that are yet to be announced.
What are the system requirements ?
We are still optimizing the game and do not have minimum
system requirements yet. Nonetheless, StarCraft II will require
pixel shader 2.0 and at least 128mb of dedicated video RAM.
Will we be seeing any hybrid units in
StarCraft II?
We are planning to explore the mysteries surrounding the
Xel'naga for the single player campaign. In the campaign you will
encounter several unique units that would not otherwise be seen in
multiplayer. At this time, you'll just have to wait and see.
Does the Thor burn out like Terran
buildings if it is damaged?
No, the Thor does not burn down like the Terran buildings.
It will be like the other Terran vehicles, which are able to be
repaired by the scv.
Batch 14
Q
u o t e:
Will there be Vespene Gas deposits that
yield better rates, the same as yellow crystals?
It is very likely that there will be higher yield Vespene
Gas deposits, though we are being very careful in balancing this,
since gas collection is based on a more linear rate of collection
(3 collectors) versus mineral collection.
What happens if you initiate the warp-in
of a Protoss Stalker but the pylon providing power is destroyed
before warp-in completes?
If you lose the pylon providing power for the unit warping
in, you will lose that unit, and the purchasing credits will
likely be refunded.
Could the Colossus be transported by the
Phase Prism, since the Prism's crystal can turn any matter into
energy?
Yes, the new Phase Prism now transports by changing the
unit they wish to transport into energy, which is stored in the
Phase Prism for transport. This allows the Phase Prism to be able
to transport even gigantic units such as the Colossus.
What happens if a Terran Battlecruiser
targets a Protoss Stalker with the Yamato Cannon but the Stalker
blinks away before the shot is completed?
Currently, the shot from the Yamato Cannon will still track
and hit the Protoss Stalker.
Will Dark Templars be invisible when
warping in, or susceptible to attack for a few seconds before it
fades out?
No, currently the Dark Templar will be invisible the
instant it begins to warp-in, though of course we are still
testing this for balance as it makes the Dark Templar quite strong
in back door drops.
Do the bunkers have any visual indication
as to whether or not they're occupied?
Currently the bunkers do not have any visual indications to
whether it is occupied or not, but this is something we would like
to change.
Batch 15
Q
u o t e:
Can an upgraded command center be salvaged?
Does it lose its mobility when upgraded to a surveillance station?
No, the command center cannot be salvaged, nor can it lift
off after it is upgraded to a Surveillance Station (allows the use
of the Comsat ability).
In Starcraft 1, when you cancel a nuclear
launch that is in progress, you lose the warhead. Will Starcraft II
make any changes to this setback?
Currently, if you cancel the nuke while it is firing, you
will still lose the nuke. This outcome has not yet been finalized
and may be changed in the final version.
Can a Ghost be equipped with both a Nuke
and Drop Pod simultaneously?
Yes, any Ghost can launch either a Nuke or a Drop Pod, making
the Ghost highly effective at responding to multiple battle
circumstances.
Will "caster" units, such as the Protoss
High Templar, have a regular attack, like Tassadar had in SC1, or
will they only be able to attack through their spells?
Currently, there are no plans to give the High Templar a
physical attack, though High Templar Story Characters will have
additional abilities beyond that of the standard unit. At the
moment, the High Templar is one of best support units in the game,
with the ability to cast a devastating Psi Storm or choke off
crucial areas of the map with the force field ability. Once youve
used up its energy, no worries, convert it into an Archon with
another Templar.
Can Marines be Stimmed while in a bunker?
What about a Ghosts snipe ability?
In the current build, abilities cannot be activated while
inside a bunker, but you can activate abilities before entering a
bunker. For example, if you activate Stim Pack on a few Marines,
then enter a bunker, they will attack at the higher rate of fire
from inside the bunker. The Stim Pack effects will still wear off as
normal though.
Batch 16
(Congrats
to Adrian.s2a for getting his question answered)
Q
u o t e:
Chat with Devs: Since BlizzCon,
the Terran Bunkers have been increased in size (to 3x3) and given
added hit points, making it a more viable defensive structure for
the Terrans. The Dev Team really wants to further define the
uniqueness of how each faction plays, giving Terrans a strong
character of defensive type tools. Watching the Firebats flame from
these Bunkers sure do bring back memories!
What was the design team's rationale in
adding a second siege style unit (Thor) to the Terran race? (
www.starcraft2.com.au)
The Thor's role compared to the Siege Tank, is more of an assault
unit rather than a siege unit. The Thor is much more exposed when
attacking an enemy location, while the Siege Tank has a much larger
range and is able to hit the enemy at a larger distance.
Does the Time Bomb ability of the
Mothership stop a Nuclear Missile (just like other missiles) when
used on the area where the Nuclear Missile is about to explode?
The Time Bomb ability of the Mothership is designed to stop a
Nuclear Missile if used at the right time, making a powerful counter
in the hands of a skilled Protoss Player. This ability has still yet
to go through the needed balance to make sure this is not over
powering, but it is our intention to try and get that ability in the
final version as designed.
In the UI there are little boxes just to
the right of the minimap that have numbers on them. How exactly do
these function? Different gameplay screenshots suggest different
functionality.
I believe the small boxes you are referring to are the
Control Groups used to select multiple units at a time, making it
faster to give attack and move orders.
Does Drop Pads make new units or use this
recruited before?
There are
plans to have the drop pods be manually loaded with units created by
the player, to better allow the player to adapt to their current
tactical needs.
How do the Yamato and Plasma Torpedo
upgrade work? Do you have to research these things only once or will
you have to pay for each battle cruiser?
Battlecruisers
can be upgraded individually with either a Yamato Gun or Plasma
Torpedoes, but not both. After the Battlecruiser is upgraded, it can
then use that particular special ability as long as it has enough
energy to do so.
"With MBS (Multiple Building Selection) and
automine in the game, what macro-specific features are going to be
added to make sure that the player always has as much to do on the
macro side as he does micro? Will a player still be able to favor
macro or micro according to his own style?"
It is our goal to allow players to micro more vs. macro more. This
is something that was great about the original StarCraft and it is
something we want to maintain while we add new mechanics as well as
interface features. We are still evaluating such features as
automine as well as MBS. We don't have an answer for this at the
moment, but we are working on it.
Batch 17
(Congrats
to secondwheel2 who got a pretty important question answered in this
Batch)
Q
u o t e:
Chat
with Devs: After bringing up much community feedback
from the last Monthly Discussion, Dustin Browder filled me in on
the latest role discussions about the current units in game. This
is the thought that has lead to the introduction of the Firebat
back into StarCraft II. Furthermore, they have also changed the
Terran Cobras abilities to take on what was previous known as the
Protoss Stasis Orb (which is now removed from the game). The
Terran Cobra now acts as a slowing unit, with an electrical
attack. In addition, many of the units already seen in game are
having their roles re-evaluated, to again make sure that every
unit has a distinct role in StarCraft II.
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.
Will
the defensive matrix of the Terran Nomad apply to enemy units
within its AoE (Area of Effect)?
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.
What helps to delineate the Thor and
Battlecruiser as both being high-tier support units? Lots of
concern over this duality?
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.
Will the Protoss Colossus be able to walk
over Supply Depots like over cliffs? 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.
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?
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
How will unit collision and stacking be
handled ? Can flying units pass on top the Colossus or is it
blocking ?
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.
Batch 18 - Map Maker Series
Q
u o t e:
Hope everyone
had a great weekend! For this batch, I'm pleased to announce the
introduction of the Map Maker Series of Q&As, which will be mixed in
periodically with our traditional batches of Q&As, to give map
makers the 'heads up' on our powerful Map Editor for StarCraft II. I
know many of you have great plans for mods and maps for StarCraft
II, so I can't wait to tell you more about the program you'll be
using.
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.'
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.
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.
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.
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).
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.
Batch 19
Q
u o t e:
Chat with Devs:
Since the Terran Cobra took over the Protoss Stasis Orbs slowing
attack, the Protoss Orb got a few new abilities including the Force
Field ability. This will be very interesting for early team games,
as you can use a force field on a choke point to keep an opponent's
teammate from arriving to help their allies. The Devs are testing
out various abilities on different units as you can see, and even
the Templar has received its classic Hallucination ability back.
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.
With the new physics engine, can explosions
affect surroundings? (like hurt or push units, destroy doodads, etc
)
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.
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.
Are the units on the official site
finalized, or is everything still up for grabs at this point?
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.
What do the Protoss eat?
Where do they get energy and mass?
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.
Batch 20
Q
u o t e:
The Devs and
I are all reading and we love answering community questions. Every
week there are always exciting new changes we want to share with
everyone. Granted, many of the changes may not stay in the game
very long, but the process of game development is a constant cycle
of brainstorm, revision, and much testing, to ultimately make all
the gaming components flow together for one awesome overall
experience.
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.
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.
With the Reavers no longer in the game,
will the Protoss have any units capable of performing brutal
worker raids?
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.
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.
Will there be units who can trample
opponents (such as an Ultralisk)?
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.
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.
Batch 21
Q
u o t e:
This latest
Q&A Batch features questions from our fans in South Korea. We've
made sure to include an additional question to cover any questions
that may be repetitive from previous Q&As.
Chat with Devs: Since the
Terran Ghost has an upgradable EMP ability, the Terran Nomad's has
been given the ability to create stationary defenses in addition
to its Defense Matrix ability. One of the new stationary defenses
is the Auto-Turret, which can attack ground unit.We
are hoping the Nomad's new abilities will innovate its role, in
addition to being a detector.
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.
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.
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.
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.
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.
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.
Batch 22 Map Maker Series
Q
u o t e:
We have our
second part of our Map Maker Series, in which I have dug up some
answers to one of our most popular Map Maker questions regarding
Warcraft III's Defense of the Ancient Mod. Furthermore, our 'Superfly
Father of ScumEdit Programmer by Day Ninja by Night,' Brett Wood
and Lead Designer Dustin Browder has answered a few of our
community map maker questions.
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.
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.
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.
Will maps be larger than 256x256?
[Brett Wood] The maximum map size will still be 256x256,
and we have no plans to increase that.
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.
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.
Batch 23
Q
u o t e:
Chat with Devs: After my chat
with Dustin this past week, he wanted me to remind everyone that
there are still several new units being created and tested for all
three factions. What you have seen of the Protoss and Terran
factions are in no way finished and more new units will be
introduced, as well as the likeliness of current units being
replaced.
Will the Campaign have as many videos as
the original Starcraft?
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.
Is the ghost unit going to be able to use
the EMP Shockwave and -within short time interval- the Nuclear
Strike as well?
Currently, there is
no restriction to when you can follow up a special ability with
another, as long as there are available energy points.
Will the Ghost's EMP affect building
shields and energy?
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.
Will there be some sort of wall structure
in StarCraft, for any of the races?
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.
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?
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.
Batch 24
Q
u o t e:
Chat with Devs: The Thor has
been the unit that just hasnt quite fit in, in terms of role, but
it might have found its own little place it can call home. After
the Devs tried out several things with the Thor, including making
it a super unit, they have now decided to have it replace the
Cobra, as the heavy and air unit counter. Additionally, they may
be adding a new mechanic, in which the Thor will need to be killed
twice, once to make it immobilized, due to its large size, and
then the second time to kill it for good. When immobilized, the
Thor will still be able to fire at ground and air units.
Additionally, while the Thor is immobilized, a SCV can repair it
back to full health, having it regain mobility.
Is it possible to build Phase Cannons,
turn them into energy and then move them across the map to your
opponents base or an expansion, redeploying them using a Phase
Prism?
Yes, this tactic will be possible.
Will there be a way for fan sites to
parse replays uploaded to their website so they can pull
information such as race, player names, map, etc.?
Exact details have not been finalized, but we do plan to create a
much more robust way of being able to search and share replays in
game.
The Soul Hunter was considered a good
counter unit against the Zerg; why did you remove the Soul Hunter
from StarCraft II?
There were a couple of reasons, but one of the more
important ones is that it was difficult to make it easily readable
in big battles when the Soul Hunter had upgraded. Another reason
is that this unit was way too targeted against the Zerg, since
they have so many low hit point units, as opposed to other
factions.
Has the Merc Haven been removed since the
Reaper is built from the Barracks? If so, whats replacing it (if
anything)?
The Merc Haven has been brought back in for the current build. It
currently needs a Factory as a prerequisite, and is a prerequisite
building to build Reapers from the Barracks.
Will "Unlockable Content" be included
with the game, such as Art Packs, Secret Maps and Missions, Extra
Units, and Special Sounds and Movies?
We are exploring the possibility of having various types of
art unlockables, which may include some in-game decals.
How does a Zerg Overlord fly?
To fly, the Zerg Overlord uses gas sacs (filled with
helium) combined with a weak telekinetic psi-ability for lift and
motive power.
Batch 25
Q
u o t e:
Chat with Devs: This week I
got a chance to talk to Sam Didier, our StarCraft II Art Director,
about some of the feedback weve gotten from our most recent
monthly discussion. Over the next few weeks we will be trying out
a few things on the upcoming screenshots, including a reduced
saturation which will increase the realism of the units and
environment. This is just a test, so we will see how it goes
afterwards, but we look forward to getting everyones feedback.
Gameplay Blog: With the new
year, I thought everyone might enjoy a small new section to the
Q&As that will happen periodically, featuring some hands-on
feedback of the current builds of StarCraft II at the office. This
past week Ive been able to play a few 1 versus 1 skirmish games
with our new balance designer, David Kim. Even at this early
stage, StarCraft II is shaping up to be an incredibly diverse game
in terms of strategy. In addition to many of the original
StarCraft strategies (which Ive been tending to stick with), there
are several new strategies based on both the newly introduced
units, as well as hybrid combinations of legacy and new units. One
of the most interesting strategies in our current build is the
Nomad rush. Nomads are both effective at supporting an ongoing
battle with Auto Turrets (which have building armor) and defending
against a raid with rapid deployment, but are surprisingly very
effective at raiding as well. Im not talking about minor
harassment, kill a probe or two, type of thing. Get four of these
Nomads into a mineral line and you can deploy 8 Auto Turrets in no
time, wreaking havoc to even a moderately defended position. Each
Auto Turret is like having an instant Marine, with rapid fire, and
building armor. Could this replace Siege Tank drops? Probably not,
but these Auto Turrets dont cost minerals or supply.
Does the Nomad have all the abilities an SCV
has? (Of course it has its own abilities, but it would be
interesting to know if you can at least temporarily replace lost
SCVs with Nomads in a game.)
No, Nomads will not have the abilities of a SCV. The buildings a
Nomad will be able to build, will be unique to the Nomad unit. And
you cant gather resources with a Nomad.
How will damage against Protoss Shields
be calculated with the new damage bonus system?
Protoss shields will take up the characteristics of their
normal armor type. For example, if a Protoss Zealot with light
armor gets shot by a Terran Ghost with plus light armor damage,
the Zealots shields will also take that light armor bonus damage.
On the same note, if a Protoss Colossus were to be hit by a
Protoss Stalker with bonus damage towards armored unit, the
shields would also take that additional damage.
Artwork and rumors about SCII have shown
Terran cities like Augustgrad. Will Starcraft 2 contain building
doodads as seen in the original artwork (ie. skysc#@!&rs, homes,
etc)?
Yes, many of the original iconic doodads will be recreated
for StarCraft II.
Can the shadow ops contain "one nuke and
one drop pod" or "any 2 of nukes and drop pods"?
Currently, the Shadow Ops can contain both a nuke and a
drop pod at the same time, but will not be able to contain two of
one type within a single Shadow Ops building. Drop pods can be
loaded with 12 infantry units of the players choosing. On certain
maps, a fast expanding SCV drop pod strategy may prove highly
effective.
Will the native resolution of Starcraft 2
be widescreen or 4:3?
The plan is to have both of those resolutions supported,
along with everything between 5:4 and 16:9. Larger screens will
have slightly more viewable range than a smaller screen, but from
our tests, the differences will be very minor.
Batch 26
Q
u o t e:
Chat with Devs:
For this batch, Ive been
fortunate to snag some time with our Lead Writer for StarCraft II,
Andy Chambers, and I had a chance to talk to him about what
happens to Protoss warriors after they die. On the forums, there
has been much speculation to what the true meaning of the blue
flash of light that is seen when a Protoss Zealot dies.
Furthermore, have you ever wondered how exactly an EMP burst would
have an effect on Psi energy? Andy gives us insight into the
Protoss ways in fan questions 1 and 3.
Gameplay Blog:
Force Fields are my new
favorite ability! During my latest skirmish with a Zerg opponent,
I was rushed early with Zerglings. The Protoss Nullifiers
(previous known as the Stasis Orb) and their 15 second Force Field
ability saved the day. As the attacking Zerglings charged up my
ramp on the classic Lost Temple map, I simply created a Force
Field in between the group of Zerglings, separating his attacking
force. With their numbers divided, my Zealots easily took care of
the split force of Zerglings, allowing me to make a decisive
counter-attack. In subsequent games, I have found that the Force
Field is quite useful in many situations, as you are able to
create your own choke points, separate incoming armies, and also
erect barriers as needed for your Protoss Stalkers to take
advantage of their Blink ability. Furthermore, the Force Field can
provide another obstacle for melee units approaching your
Colossus, whereas your Colossus is able to step over the Force
Field at ease. These Protoss Nullifiers at tier 1 are now one of
your most effective defenses to an early game rush. Currently, the
Force Field ability costs 30 energy with the Nullifiers energy
capacity at 100. Next batch, well see if we can find some
interesting games with the Nullifiers other new ability, the Null
Void.
Do Protoss warriors actually die? What is the blue flash when they
die?
In the
chaos of the battlefield, Protoss warriors fight with tremendous
power and grace, but even so, they can be mortally wounded. Then
the Protoss' foes often bear witness to a startling sight: the
injured Protoss disappears in a bright flash of light. Such a
vision has caused primitive races to quail in superstitious fear,
and yet it has no supernatural cause. On the contrary, it is
merely the result of teleportation, which is one of the chief
strengths of Protoss technology. Protoss warriors typically have
teleport mechanisms built into their armor. If the warrior is
sufficiently injured, a properly functioning mechanism will
automatically teleport the body to the nearest safe haven.
A Protoss warrior who is badly injured but still living may be
placed in a dragoon--or latterly an immortal--shell to continue to
fight. This is the choice of the individual warrior. Some warriors
elect to shoulder the burden of remaining among the living instead
of joining the sum of Protoss lives embodied in the Khala. It is
worthy of note that the lives of individual Protoss that have
passed into the Khala are no longer coherent entities, and the
Protoss cannot speak with their dead per se. However, there are
memories and strands of experience that can be accessed. Only the
most skilled Protoss preservers can locate and follow specific
desired strands of knowledge. The tremendous value of preservers
comes from the fact that they carry within themselves and can
access the sum total of Protoss experience at an individual level.
Will there be more ways to give energy(mana) to
a caster?
Protoss casters will have an ability to transfer energy from one
caster to another. This ability will allow for a lot of
micromanagement opportunities to maximize the amount of energy to
a single caster, for the maximum number of special abilities
casted.
On what kind of energy are based Protoss shields? If they are based on PSI energy, how can be
possible for a Terran EMP attack to drain their energy?
Protoss energy sources are highly esoteric because their starting
point was the Protoss' use of their own psionic powers to protect
themselves; to charge their tools and weapons; and to make,
manipulate, or meld matter. Over time technological advances have
enabled the Protoss to mimic these psionic processes to the extent
that the Protoss can now construct inorganic devices to tap into
the same universal processes to power shields, drives, weapons,
and robots. Thus, for example, the energy field projected by a
pylon that powers Protoss structures cannot truly be called
psionic in nature, just as the shields protecting a zealot are not
purely technological constructs. Rather, the two processes are so
closely interlinked that they are almost the same. As a result,
Protoss power sources and particularly their shields are
vulnerable to disruption by technological means such as EMP
weapons. Similarly such power sources can be restored or recharged
from artificially stored energy.
Are you planning to make another
statue, for example, statue of Kerrigan?
We are planning to fully explore the high end collectibles realm
with plenty of StarCraft II merchandise, and yes, there are
projects already in the works.
Batch 27
|