My ideas are mostly barebones, so at least this shouldn't take too long. I wanted them to be ridiculous with wacky gameplay that might be a bit OP or even kinda underpowered because of the stupid gimmicks.
Worker
Clockwork Goblin - Mechanical
-Similar to ones summoned by Tinker, except they can't attack, builds buildings and mines gold. They explode against enemies when they die, and can repair each other
T1 Melee
Shredder - Mechanical
-Very similar to the normal one, maybe a little bit less damage. Only unit that cuts lumber. 3 food, bit less hp than a Grunt, but more damage.
They are more survivable because your workers can repair them, which helps with base defense and being rushed.
Because you have these for so long, you will most likely have lots of wood later on
T1 ranged
Gob-lobber - A little anarchist that throws cartoon bombs with fuses.
- I don't feel strongly about these, and it might be weird for them to attack air units. Maybe they research a snare later like Crypt Fiends.
But to me it feels more thematic than guns or whatever.
T2
Sappers
-At first they are '
Volatile' so like normal sappers lots of spells and mechanics don't work on them (invisibilty, speed scrolls, can't enter zeppelins). If you try, they immediately explode.
Tier 3 you can research
Stabilised Nitro which enables these mechanics. Now you can cheese to your hearts content! Archmage mass-teleport them into the enemy base, turn them invisible, drop them from zeps etc. etc. All sorts of silly stuff.
T2
Zeppelin - mechanical
-Standard, but always available and you can mass them.
Later they combo with sappers.
Tier 3 you can upgrade them to
Gear-off*
Airships with the
Bombardiers upgrade just because its a stupid Red Alert thing lol.
Maybe halves storage, but drops bombs onto land units.
T2
Mercenary Post
-This is a recent gimmick I thought of, because gobs didn't have enough biological units. So what happens is you build the Merc Post, and you get 3 random unit options. So it's basically like gambling lol.
I dunno if those units would be rolled when the map starts, or when you build the building, though. It might be interesting if you built a few Merc posts just to keep rerolling to get some good options hahaha.
T2
Casters
-I mentioned them already.
T3
Glass Cannon - mechanical
-Just a total gimmick. Either it's very fragile but shoots a laser beam over a long distance, or it looks like a mortar that lobs large galss objects that shatter on enemies for aoe damage, because that makes me chuckle. Maybe even transforms between the two options.
T3
Nickle Coil
-Not technically a unit, because it's a tower, but you'd be expected to use it offensively as well as defensively.
Basically a Tesla Coil that deals big hits of magic damage. You could build them and some fortifications 'in the field' or near the enemy base and keep them repaired with your tech priests. Same thing if you built houses or whatever as fortifications, your tech priests can keep them healthy so the enemy has a hard time breaking through.
-Heroes-
Alchemist
-unchanged. But you can get 2 if there's a tavern on the map.
Tinker
-Mostly unchanged
The pocket factory works as a resource drop-off point, and the clockwork goblins that spawn can mine gold. This makes it a secondary use as an economic ability
When he becomes a robot the tech priests can heal him... which might be really OP but oh well lol
Super Goblin
A ranged agility hero themed around Nukes. Looks like Doctor Manhattan if he was a green Goblin. I'll probably make a model for this eventually.
Irradiate - slow aoe damage on a location. Doesn't affect mechanical units, and units accumulate radiation ticks, so they take escalating damage the longer they stand on it.
Radiation Poisoning - Basically the Autocast ability from Firelord (incinerate I think?) except the counter from Irradiate works for this and vice versa. No one used Firelord before anyway so I don't care about stealing his spells
Static Aura - Thorns aura but for ranged attacks. Bit of a placeholder.
Ultimate -
Fission - Super gob channels for ~5 seconds and then explodes in a mushroom cloud doing huge damage. The damage is scaled to his remaining health, so the counters are both interrupting his channel, or focus firing him to reduce the blast.
Damage wise I'm thinking like 800-1000 spell damage (so reduced against heros) at full health, which is doubled against buildings. It should level most of a base at full health.
Robber Baron
Melee strength hero.
This guy is in it for the long haul, turtling, and team games.
Best deals anywhere - reduces prices by 10/20/30%, or something similar (15/25/35?). Not great early, but could mount up. Passive
Time is Money - kinda like your shoe shine, but you can cast it on anyone. 20/40/60% move speed, 10/20/30% attack speed. Early on the movespeed is more important, later on the attack speed is a decent buff. It can synergise with sappers late in the game, or help you tower rush or build an expansion by making the workers fast.
Compound - This is his most interesting abilty imo. Has a passive component and can also use it actively. Active spell
pounds an enemy in melee to stun it for 3/4/5 seconds, So he has something to click. Also useful if you really need an interrupt. Passive ability is periodically your current resources are compounded by 10/20/30%. If you have 100 gold when this triggers, you get 10g extra. If you have 1000 gold, you get 100g extra etc.
This incentivizes hoarding resources, or possibly even avoid spending on units etc, or expand as quickly as possible. Having this guy high level with this and the discount can be powerful just because of the economics.
It means you can theoretically turtle forever, with a renewable gold source.
It's also really cool in a team game because it encourages allies to send you money to get the compound interest on it, like a real bank lol! The strat might be for 1 or 2 other players to feed the goblin player because of his discounts and compound interest.
You could even have a 4v4 game with massive turtle bases and live off the compound interest. The goblin player might not even have any units left except this guy and he's still useful.
Ultimate -
Bling - doubles the effect of held items, items with charges become infinite (but might need to add cooldowns to some items). If you found good items like claws +15 or bought a khadgar's gem of health, this will be pretty nice. If you don't have any good items and can't but any then just skip it I guess.
I think it synergises well with some of the other economic things though. Not sure what to do about the aura items..
Other random stuff
The lumber shipments. I'd make them upgrades at Tier 3. They cost more lumber and give less gold each time until the button is greyed out and says "the market is saturated".
Tier 3 upgrade - Bionics. Your mechanical units can now be healed, and your biological units can be repaired. Might be impossible to implement, and OP.
Shady contract - unique item at Tier 2 or 3. Cast on an enemy hero to swap this for the item they have in the corresponding slot. Probably requires a channel. Once in their inventory it just says "should have read the fine print". Good way to steal items, or remove their Town Portal so they can't escape.