#1 2006-03-20 22:14:40

scharfschutze
Amateur Revolutionary
From: Vancouver
Registered: 2005-08-30
Posts: 391
Website

StarCraft II

I've taken it upon myself to write up a small proposal for a PROPER sequel to StarCraft: Brood War.  This was actually being preconceptualized by Blizzard before they got bought out (by either EA or Microsoft, can't remember which.  Upon this event, the idea was declared "on the back burner" - a fancy way of saying cancelled.  I'm hoping we here can pick up the slack - at least in spirit.

My Proposed StarCraft II (here after referred to as PSC2) takes place five years after the end of SC:BW (long enough to allow us to re-write the ending of whatever they come up with for StarCraft: Ghost to suit our ends).  With the Terran Dominion severely weakened by the constant battles with Kerrigan's Zerg Swarm and the UED Expeditionary Force, a new organization calling itself the Terran Confederacy (yes, the same Confederacy in the first game) has established itself in the Koprulu Sector; Raynor's Raiders (Jim Raynor's bunch) have set themselves up on Umoja with the Umojan Protectorate.  In the Sol Sector (Earth), the Martians have staged a major revolt against the UED, and have actually managed to gain control of most of Mars.  And I would also like to bring in the "secret level" of SC:BW - a level which suggests that not all the Xel'Naga were wiped out by the Zerg, and that they are continuing their efforts to create the perfect life-form by cross-breeding their two greatest creations (Protoss and Zerg).

In PSC2, I have developed five major "races" - the Terrans of Koprulu (Terrans from the original SC/SC:BW), Terrans of Sol, Protoss, Zerg, and Xel'Naga.  Each race has a completely unique tech tree, unit tree, and building tree.  Within each group, I have developed seperate "factions" that possess unique units not available to the other "factions" in their race.  The factions and unique units (that I developed, I'd love to hear some others) are as follows:

THE TERRANS OF KOPRULU
    Raynor's Raiders - Shark fighter (kind of a cross between a Protoss Corsair and a Wraith) and Mauler tank (a new, anti-armour tank)
    Terran Confederacy - BlackOps Agent (what you get from breeding the Command & Conquer Commando with the Ghost)
    Terran Dominion - Imperial Guard (a Marine on steroids) and Arcturus missile tank (the thing from that "KILL IT!" video in the original SC)

THE TERRANS OF SOL
   Martian Resistance Coalition - Digger APC (subterranean APC, think C&C: Tiberian Sun or Red Faction) and Ares walker (a kind of super-Goliath)
   United Earth Directorate - Valkyrie frigate (from Brood War, no longer buildable by anybody else) and Juggernaut (a super artillery piece)

THE PROTOSS
   Dark Templar - Dark Templar, Dark Archon, and Corsair (all from original SC, no longer buildable by other Protoss), probably something else
   The Exiles - High Templar, Archon, and Arbiter (again, from original SC and not available to the Dark Templar), again, probably something else

THE ZERG
   The Swarm - Hybrid (a super Infested Terran more like Kerrigan), a few others that I haven't thought of yet
   The Brood - Leapers (something I drew from the SC manual concept art, kind of a nastier version of the Zergling that I thought could climb cliffs or something)

THE XEL'NAGA (no separate factions)

In addition, I'm not sure if each faction should have certain "bonuses" applied to unit types based on their general strategy.  For example, Raynor's Raiders (kind of a wasteland militia) could have special bonuses for recon vehicles and infantry, while The Exiles would have bonuses for the Protoss "high-tech" units like Dragoons and Reavers.  I don't know how that would work, it's just a thought.

In terms of actual game engine, I envisioned almost a three-in-one engine: a standard RTS engine, basically a substantially tweaked WarCraft III engine, for the vast majority of missions; a space-based modification of said engine, allowing for a simplified version of Homeworld's gameplay, for space battles (a small minority of single-player missions, more for multi-player fun); and a modification of the basic RTS engine to allow for more realistic, almost squad-based interior battles (I always loved the interior battles in SC, and would love a chance to do them justice).

Anyway, that's the preliminary.  I'm currently working on a campaign structure and the actual tech/unit/building trees for each race.  I'll post updates as they come.

I'd love to get everybody's input on this one.


Hakkaa Paalle!
- "Cut them down!", the official motto of the Finnish Army

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#2 2006-03-21 20:56:27

Master_Ikrik
OMG A MONKEY!
Registered: 2005-09-02
Posts: 132

Re: StarCraft II

i wouldn't tweak the Warcraft graphics, it's WAY too cartoony, if they made Starcraft 2 (which they probably won't) it would be awsome if Blizzard made it more gritty and realistic.


OMG IT'S A MONKEY!
"I was killing your kind back when being a Jedi meant something" - Jabba the Hutt

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#3 2006-03-21 21:26:42

scharfschutze
Amateur Revolutionary
From: Vancouver
Registered: 2005-08-30
Posts: 391
Website

Re: StarCraft II

too true.  I was just referring to the need for a SIMILIAR (not identical) 3-D engine.  I believe you could tweak the WC3 engine to get the kind of look you're thinking about.


Hakkaa Paalle!
- "Cut them down!", the official motto of the Finnish Army

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#4 2006-05-08 00:36:28

scharfschutze
Amateur Revolutionary
From: Vancouver
Registered: 2005-08-30
Posts: 391
Website

Re: StarCraft II

here's a long-awaited update: the first Factional descriptions, in this case the Terrans of Koprulu (the original SC Terrans)

THE TERRANS OF THE KOPRULU SECTOR:
    Perhaps the single most unfortunate race in galactic history, the Terrans who dwell in the Koprulu Sector have been forced by circumstance to live in an almost constant state of war.  Factional infighting, incursions from the UED Expeditionary Force, and constant conflict with alien races have forced the Koprulu Sector’s human inhabitants to develop a very unique approach to warfare.  The cornerstone of this doctrine is flexibility.  With a varied pool of units and fully mobile base structures, the Terrans of the Koprulu Sector are a determined, tenacious people who have survived what they believe to be the worst anybody can throw at them.

UNITS:

FACTIONS & UNIQUE UNITS:

RAYNOR’S RAIDERS
Commander: Marshal James Raynor
Approximate Population: 1.5 billion
Base of Operations: Umoja
    The survivors of Mar Sara Colony have had one of the most unfortunate recent histories in Terran space.  Under the dynamic, but increasingly weary, command of Marshal James Raynor, they have been forced to flip-flop from one allegiance to another in the hopes of staying alive.  First aligning themselves with the Sons of Korhal, then the Protoss, and finally the Zerg, Raynor has desperately sought to preserve his people’s survival.  After the betrayal of Raynor’s friend Fenix at Kerrigan’s hands, the unit fled Zerg space, eventually finding rest on Umoja.  There, they have combined with the forces of the Umojan Protectorate in order to defend themselves from the UED, the Zerg, and the Dominion.

MAULER TANK
Role: Main Battle Tank
Armament: Twin 90mm High-Velocity Cannons
    Never satisfied with the Arclite’s performance against armoured targets, the engineers working for Raynor have just managed to complete the first prototypes of a highly adaptable main battle tank that they are calling the MSAT-1X – or Mauler, for short.  This vehicle combines a (relatively) high-speed, armoured chassis with devastating guns, an autoloading system, and a modified cloaking device, as well as special-purpose systems.  Although the system has had little combat experience, lab results point to a stellar service with the Raiders.

Cloak
    The MSAT-1X, as part of its standard-issue equipment, has been equipped with a cloaking device     originally intended for the Wraith fighter.  When activated, the Mauler can completely disappear to normal detection methods.  However, this system consumes a fair bit of power, and cannot be used when the “emplacement” setting has been activated.
Emplacement
    Like the Arclite before it, the Mauler can turn itself into a stationary weapon; however, this vehicle’s advanced systems increase both the rotation speed of the turret and the elevation of the guns, allowing a     thus “emplaced” Mauler to act as both anti-ground and anti-air defence for a base or artillery site.

SHARK FIGHTER
Role: Space Superiority Fighter
Armament: 25mm Burst Laser
         Neutron Flare Launcher
    The MSX-1 Shark is the result of collaboration between Raider and Protoss design teams.  The distinctive rotating wing structure and bubble cockpit of the MSX-1 have become instantly recognizable by friend and foe throughout the Sector, as the Shark has proven a superior space and air combatant.  Utilizing both Terran and Protoss weapons, the Shark is just as fast and much more heavily armoured than the Wraith it was intended to replace in Raider service; it even possesses a limited shield generator, but no cloaking device.

EMP Burst
    An adaptation of the Disruption Web employed by Protoss Corsairs, this weapon allows the Shark to temporarily disable the engines and air-to-ground targeting of enemy ships.  Although the target will still be able to move (on thrusters only), their combat capabilities will be significantly diminished.

THE TERRAN CONFEDERACY
Commander: Carlos Guevara
Approximate Population: less than 1 million
Base of Operations: Chau Sara
    A government in name only, what is called the Terran Confederacy is actually a loosely-organized group of terrorist cells, paramilitary forces, and the few civilians who have disagreed with Arcturus and lived to tell about it.  The vast majority of the Confederacy’s military come from the now-defunct Koprulu Liberation Front.  Based on the burned world of Chau Sara, the Confederacy has lately gotten far bolder in its attacks on the Terran Dominion; this is attributed to the recent mass defection of the Dominion’s Nova Squadron.  Carlos Guevara, an ex-member of Samir Duran’s anti-Dominion terrorist cell, is considered the primary military leader, but some allege that the real power in the organization is the newly-incorporated Colonel Jackson Hauler.

BLACKOPS AGENT
Role: Special Forces Operative
Armament: Hostile Environment Suit
         SR-1LR 12mm Sniper Rifle
         Demolition Charges
         Personal Cloaking Device (Special Issue)
    The BlackOps Agents are the few remaining members of Samir Duran’s anti-Dominion terrorist group.  Their physical regimen is superior to any other Terran in the Sector; many BlackOps Agents also possess psionic abilities, although they are not as well-trained as Ghosts in this respect.  Their high-powered sniper rifle can pick off enemy infantry at incredible ranges, while the demolition charges each soldier carries can easily destroy a vehicle or damage buildings.  Even after the incorporation of Nova Squadron, BlackOps Agents are the Confederacy’s most highly-regarded military arm.

CLOAK
    Like the infamous Ghost agents, the Hostile Environment Suit worn by BlackOps personnel can be fitted     with a personal cloaking device that renders the BlackOps Agent invisible to normal detection methods.  The main problem is that BlackOps cloaking devices are often kept running with haphazard, jury-rigged repairs, and any small energy disruption is often enough to shut off the device.
DEMOLITION CHARGES
    The favoured weapon of BlackOps agents, these computerized packs of plastic explosive (coupled with     a tiny micro-nuclear detonator) can level any vehicle and many structures with one well-placed charge.  Their main drawback – besides the fact that the Agent has to get close enough to place them – is the fact that even the simple jolt of energy needed to start their timers can often shut off BlackOps personal cloaking devices.
MICRO-ROCKET
    With a quick swap of magazines, the SR-1LR rifle carried by BlackOps Agents can fire special, 12mm mini-rockets.  These weapons possess less hitting power than the standard 12mm round; however, they give the Agent much greater anti-vehicle punch – despite having a shorter range than the standard round.

THE TERRAN DOMINION
Commander: Emperor Arcturus I
Approximate Population: 16 billion
Base of Operations: Korhal
    The Dominion is the single greatest Terran entity outside of the UED.  It encompasses almost a dozen worlds throughout the Koprulu Sector.  Only three human worlds (Braxis, Chau Sara, and Umoja) do not fall under the Dominion’s sway; a fourth world, the former Confederate capital of Tarsonis, is the scene of constant battle between the Dominion’s troops and the Zerg broods.  The Dominion’s hold on Koprulu was almost completely unchallenged within the sector until the arrival of the UED; even after the momentous arrival of the armies of Earth, the Dominion remains the primary human power broker in the sector.

ARCTURUS MISSILE TANK
Role: Mobile Support Weapon
Armament: 152mm Hellfire-AT missile launcher
    The Arcturus Mk. 1 is the Dominion’s newest land assault vehicle.  Not designed to replace the Arclite siege tank, the Arcturus is intended for use as an infantry support weapon, pummelling enemy forces with long-range anti-vehicle missiles.  Although the weapons do not possess significant explosive force, the sheer size of the warhead makes them effective against infantry as well; the Dominion’s weapon scientists are currently working overtime on a way to allow the Hellfire-AT missile to retake its original role as an air-defence weapon.

Anti-Aircraft Targeting
    Once researched, this upgrade gives the Arcturus the ability to launch its missiles at aerial targets.  Although the special anti-tank version of the Hellfire does less damage to aircraft than the dedicated anti-aircraft version, two or three Arcturus vehicles can make short work of most aerial threats.
Dual Loading
    This upgrade, once researched, gives the Arcturus the ability to temporarily increase its firepower by     launching two missiles instead of one.  The downside is the strain such use puts on the loading system, necessitating a temporary deactivation of the vehicle’s weapon once a certain “critical limit” is reached.

IMPERIAL GUARD
Role: Elite Infantry Trooper
Armament: CMC-400-X Powered Combat Suit
         8/25mm DR-1 Gauss/Canister Rifle
    The Imperial Guard is Arcturus’ “ace in the hole”.  These formidable soldiers, all that remains of the original Sons of Korhal, are feared throughout the Koprulu Sector as fearless and almost suicidal warriors.  Wearing substantially upgraded versions of the basic Marine armour and carrying a prototype rifle originally developed for the reborn Ghost Program, the Imperial Guard strike fear in the hearts of all who would oppose Arcturus Mengsk.  Their tactical training is rumoured to be complemented by wide-reaching cybernetic enhancements.

Gauss/Canister Switch
    Thanks to the integrated nature of the DR-1 rifle, any soldier carrying the weapon can instantly and easily switch between firing Gauss and Canister rounds.  There is a slight trade-off between the increased firing speed and penetration of the Gauss rounds and the sheer blast power and range of the canister rounds.
Lockdown Round
    In addition to being able to switch instantly between kinetic- and chemical-energy rounds, the DR-1 rifle allows Imperial Guardsmen to fire the Lockdown round originally meant for the C-10 canister rifle; this round disables any vehicle caught in the blast radius.  Due to the nature of the firing system, the rifle must be set to Canister Mode before firing a Lockdown round.
StimPack
    The CMC-400 worn by Imperial Guardsmen features the fabled StimPack upgrade originally developed in the Confederacy.  When activated, this upgrade greatly increases the reflexes and speed of the user (although some tissue damage inevitably results); thanks to their cybernetic implants, these effects last longer in Imperial Guardsmen than in other units.


Hakkaa Paalle!
- "Cut them down!", the official motto of the Finnish Army

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#5 2006-05-18 02:24:04

scharfschutze
Amateur Revolutionary
From: Vancouver
Registered: 2005-08-30
Posts: 391
Website

Re: StarCraft II

Next up: the Terrans of the Sol Sector (Earth, for astronomy neophytes)

THE TERRANS OF THE SOL SECTOR:
    Far removed from (but hardly oblivious to) the events in the Koprulu Sector, the Terrains of the Sol Sector have enjoyed all the comforts their distant relations lack: a stable government, political unity, and a decided lack of warfare in their home system – at least, until the Martians decided to rebel.  Benefiting from a much greater scientific and industrial base than the Koprulu Sector’s inhabitants, the Terrans of Earth and Mars have a much different military doctrine based on two founding principles: Firepower and Mobility.  Although they do not possess the mobile buildings of their distant cousins, their vehicles and weapons are both faster and more deadly than those used by the men and women of the Koprulu Sector.

THE MARTIAN RESISTANCE COALITION
Commander: Ares McDougal
Approximate Population: 10 million
Base of Operations: Mars
    When word reached the Sol Sector that the great Gerard du Galle had been defeated and killed in the Koprulu Sector, a small rebel cell on Mars decided that the time for open rebellion had arrived.  Six months later, the Martian Resistance Coalition has taken control of almost 80% of Mars’ surface and the planet’s moon, Phobos; the moon of Deimos and a small number of UED garrisons continue to resist.  Aside from the dynamic leadership of Ares McDougal, a former mining foreman, the MRC’s primary “ace in the hole” is the fact that their very first uprising took control of the UED’s military production facility on Mars, allowing the MRC access to all the latest military hardware; they have also begun producing their own designs.

ARES WALKER
Role: Heavy Combat Walker
Armament: 40-mm Burst Cannons
          Bloodshot AA Rockets
    When the MRC captured the Martian Military Production Complex, they uncovered detailed analyses of the Koprulu Sector’s “Goliath” walker.  Feeling that they could adapt this powerful vehicle to their needs, the MRC’s engineers have been working non-stop to produce an improved version.  The first model, the Ares, is just now entering service.  Compared to the Goliath, the Ares carries more armour, larger guns, and an improved fire-control system; however, the Martian walker is somewhat slower than the original design.

DIGGER APC
Role: Subterranean Personnel Carrier
Armament: Dual Mining Drills
    The “Digger” APC was once the MXC mining drill, used to bore shafts through Mars’ crust for heavier mining equipment.  Once the Martian Uprising began, the MRC perfected the use of the MXC as a sudden strike weapon; once various subsystems were removed, the vehicle could carry up to six infantrymen.  The drills can, in a pinch, be turned on people or vehicles.  The “Digger” has since become a staple of the MRC’s military forces; the latest UED outposts to fall to the MRC were taken by sudden “Digger” assaults.

Burrow
    One of the “Digger Corps” favourite tactics is to burrow their vehicles just below the surface.  Once     underground, they unknowingly emulate the tactics of the Zerg by lying in wait for enemy resource     convoys.  When an enemy is detected, they suddenly emerge from the ground and begin their assault.
Tunnelling
    Thanks to its high-powered drills, the “Digger” can cut through rock better than any other vehicle in     production.  Once burrowed, a “Digger” can be ordered to tunnel to a certain location; once there, it can     emerge and deposit infantry.  Unfortunately, once the “Digger” has begun tunnelling, it can no longer be     contacted by command staff thanks to various rock deposits and the constant interference of the drills.

THE UNITED EARTH DIRECTORATE
Commander: The UED Supreme Council
Approximate Population: 55 billion
Base of Operations: Earth
    The most powerful entity in human history, the United Earth Directorate has existed for well over two hundred years.  Although criticised by a very small minority as “repressive” and “totalitarian”, the vast majority of Earth’s citizens could hardly foresee a time without the UED.  The UED has recently come into conflict with the Martian Resistance Coalition, and is discovering the hard way that soldiers trained by battling protestors are not exactly combat-effective; this problem is compounded by the fact that the UED’s most elite forces were sent to the Koprulu Sector, where they have been pinned down on the world of Braxis.

JUGGERNAUT ARTILLERY
Role: Mobile Artillery
Armament: 280mm “Blockbuster” Cannon
    The APM-1, or “Juggernaut”, is one of the UED’s “star” performers.  This massive self-propelled artillery piece gives UED troops the capability to launch small-scale nuclear strikes without the need for cumbersome silos, launch sites, and satellite targeting.  The Juggernaut has proven its worth in numerous “crowd-control” efforts and other such demonstrations of UED military hardware; the UED is even now debating just how many to dispatch with the reinforcements bound for the Koprulu Sector.

Nuclear Shell
    Provided a suitable scout (invariably the Hawk hoverbike) is available to direct the shell, Juggernauts can     fire a tactical nuclear shell from their cannon.  This shell can obliterate almost anything in the impact zone;     however, due to political and logistical concerns, each vehicle can only carry one at a time.

VALKYRIE MISSILE FRIGATE
Role: Missile Frigate
Armament: H.A.L.O Rockets
    The Valkyrie frigate were the most powerful weapon the UED introduced into the Koprulu Conflict, and provided the UED Expeditionary Fleet with incredible firepower.  For a time, the Terran colonies in the Sector began using the ships themselves, until the UED became pinned down on Braxis and the unique HALO rockets became somewhat difficult to find in the Sector.  The Valkyrie has since become the major combat asset of the UED Fleet, an almost ship-for-ship complement to Hermes and Cerberus fighters.

Bombardment
    The HALO rockets used by the Valkyrie are not intended for air-to-ground work; however, once suitable     modifications are made to the ship’s systems, a Valkyrie frigate can launch a large salvo of rockets     downward.  The cost is the increased energy needs of the air-to-ground targeting system.


Hakkaa Paalle!
- "Cut them down!", the official motto of the Finnish Army

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#6 2006-05-24 01:41:02

fanatical pacifist
Fresh meat
Registered: 2005-10-17
Posts: 8

Re: StarCraft II

As is usual, another great proposal from our good friend scharfschutze,
Amateur Revolutionary.
I'll be waiting to hear the rest of the Factional descriptions!
In the meantime perhaps some early concept art would be very interesting, if you don't have any get in touch and I'd be happy to draw something up, scan it, and post it.
...Well done Comrade!


"We appeal as human beings to human beings: Remember your humanity, and forget the rest" -Albert Einstein, 1955.

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#7 2006-05-28 04:01:26

scharfschutze
Amateur Revolutionary
From: Vancouver
Registered: 2005-08-30
Posts: 391
Website

Re: StarCraft II

by all means, draw away - I've seen your art, and you're a much better artist than I.  Plus I don't have a scanner wink


Hakkaa Paalle!
- "Cut them down!", the official motto of the Finnish Army

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