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Protoss regeneration

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In sc2, it will be possible to somehow regenerate the protoss HP? Yes, you will say, they already have shields, but it was so annoying to battle with near dead units and once the building took fire, it was burning for entire game or until destroyed. This was especially annoying in the campaigns. You may think it could be overpowered, but I was thinking on nothing fast, similar to zerg regeneration, maybe using some unit to repair, whatever.

And the shield battery will be able to quickly restore shields on buildings now?
 
Level 19
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In sc2, it will be possible to somehow regenerate the protoss HP? Yes, you will say, they already have shields, but it was so annoying to battle with near dead units and once the building took fire, it was burning for entire game or until destroyed. This was especially annoying in the campaigns. You may think it could be overpowered, but I was thinking on nothing fast, similar to zerg regeneration, maybe using some unit to repair, whatever.

And the shield battery will be able to quickly restore shields on buildings now?

You do know that Protoss will then become overpowered? Shield + HP? One Zealot would be able to kill twice as many as it could before.

No. Due to balance this shouldn't be implemented.
 
I liked in warcraft that every unit was able to regenerate it health, although it wasn't really much relevant since the regeneration was very slow. This non regenarative part was the most annoying part of the protoss, thats why I don't want to play with them again. There should be a way to restore their health slowly without overpowering them.

Mind control Terrans, and get medics.
But I want repair buildings D:
 
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In the newest released Battlecast, where a Marine gets a shoot on a probe, it strafes around, the commentor says that the shields in Starcraft 2 is generated at a much faster rate.

So you could do some great hit 'n run attacks.
 
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In the newest released Battlecast, where a Marine gets a shoot on a probe, it strafes around, the commentor says that the shields in Starcraft 2 is generated at a much faster rate.

So you could do some great hit 'n run attacks.

After an attack their shields starts regenerating after a couple of seconds. It feels more natural than regenerating in combat.
 
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It's good that the shield regen is faster, but probes need repair. Or else I wont buy the game, Protoss is my main race, and that was my biggest issue.

You won't buy the game because of one issue? :eekani:
Your shields are still half the hp of the protoss and it goes up quite fast. + You prob will have the energy shield. (the one that recharged).
 
This is cool for full shield units like archons, but not cool for ships, which shields are approx 50% of the hitpoints. So is very annoying to face plague or even shockwave, where a single scratch will damage your ship for ever. It should be done like in a vicinity of some structure some drones would slowly repair the buildings/ships in the area.
 

Dr Super Good

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Protoss buildings should be repairable by their workers but the at only half the rate or a third of the rate that they were built at. The repairing should also give only a moderate discount of 10% recources for the HP restored over building a new building (cost per hp is 90% of the normal cost per hp to build new). Their units should be "exchanged" whereby they are warped in and out in a fraction of the time they took to orignally build but the cost of doing so is dependant on unit cost and damaged suffered (75% of per HP cost of building a brand new unit of that type). A good timing for units would be eithor a constant time based on unit size or else half or a third of their build time.

Equally, maybe the same idea could be applied with buildings as I sujested for units.

This ballences it out as repairing damage is costly in both recources and time, encoraging people to ignore damage and build new units with that time slot that havinging them be fixed. Repairing buildings would also be costly worker wise and recource wise so players may not bother repairing them. However it does allow a player to fix a very week unit or building and get a discount for it over building a new one. It also makes sense as why send injured units into combat when you could send them home for reapirs and get new ones in their place.

It would be a good way also to recharge unit shields if a building is idle, as you could get the unit fixed and its shield would be refiled at the same time, meaning it could have use for repairing badly damaged large units that take ages to replace or recharge.

Overall, it would allow them to repair, but would not be as good as the teran repairing or zerg. Thus it would not make that major strategic influence but would be available in times which it is required.
 
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They are called Zerglins and they aren't exactly roaches.In Starcraft they are more reptilian.

And I agree with Dr Super Good.
No no no there is another unit in Starcraft II called Roaches. They are ranged, small and they reqen health VERY fast.
 
Level 25
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Protoss buildings should be repairable by their workers but the at only half the rate or a third of the rate that they were built at. The repairing should also give only a moderate discount of 10% recources for the HP restored over building a new building (cost per hp is 90% of the normal cost per hp to build new). Their units should be "exchanged" whereby they are warped in and out in a fraction of the time they took to orignally build but the cost of doing so is dependant on unit cost and damaged suffered (75% of per HP cost of building a brand new unit of that type). A good timing for units would be eithor a constant time based on unit size or else half or a third of their build time.

Equally, maybe the same idea could be applied with buildings as I sujested for units.

This ballences it out as repairing damage is costly in both recources and time, encoraging people to ignore damage and build new units with that time slot that havinging them be fixed. Repairing buildings would also be costly worker wise and recource wise so players may not bother repairing them. However it does allow a player to fix a very week unit or building and get a discount for it over building a new one. It also makes sense as why send injured units into combat when you could send them home for reapirs and get new ones in their place.

It would be a good way also to recharge unit shields if a building is idle, as you could get the unit fixed and its shield would be refiled at the same time, meaning it could have use for repairing badly damaged large units that take ages to replace or recharge.

Overall, it would allow them to repair, but would not be as good as the teran repairing or zerg. Thus it would not make that major strategic influence but would be available in times which it is required.

imo "re-summon" a building with half the buildings cost. it would build again in the same spot.
 
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The repairing is one of the worst reasons to not get the game.
You have 3 other options:
1) Get over it
2) Plays as the Zerg
3) Play as the Terran
 
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I would like to point out that 15 hp regen in Starcraft 2 is = to like 75 hp regen in WC3 (I think). This is because hp in Starcraft 1/2 is mesured in 1s, while hp in WC3 is mesured in 10s.

That said, I have a guesstamation of the regen rates of units in Starcraft 2 based on what I have seen of the battle reports:

All Zerg save Roaches: 1 hp/sec.*
All Zerg save Roaches that are burrowed: 2 hp/sec.*
Roaches: less than 15 hp/sec. THE REGENERATION RATE HAS BEEN DECREASED
Burowed Roaches: faster then normal roach.
Medivac Dropship: 20 hp/sec.? BAD GUESS ME THINKS :con:
Protoss Plasma Shields: 4 hp/sec.* REGENS CONSTANTLY

* My best guess.

As for my thoughts on the "do Protoss need repair?" question: if the sheilds regenerate as fast as I think they do, the Protoss do not need a repair ability.
That said, I know what it's like to be stuck with a dozen >10% hp units, so here is my compremise: have all non-organic Protoss units(I.E. not Zealots or High/Dark Templars) and buildings regenerate 1 hp per MINIUTE, or .016 hp/sec.
This way, damage delt to the Protoss units' health not absolute, but still meaningful. As for why organic Protoss are not effected; it's to get them to work together with Medics/Medivac Dropships, just like in Starcraft 1.
 
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