- Joined
- Jan 23, 2007
- Messages
- 1,302
This 'Project' is basically a rework of starcraft/starcraft 2 tech tree, incorporating the best of both worlds, a swell as new/replaced units/upgrades to better fill the needed roles. The aim is to produce a fun, dynamic, balanced; races and relationship; between the 3 races, while adding some interesting new game mechanics (something i think sc2 for the most part failed to do, in attempts to 'play it safe by sticking to closely to its predecessor )
at its current phase, it is in the CONCEPTUAL STAGE this means that everything posted is majorly open to suggestion/feedback and nothing as-of yet has been made, or is guaranteed to be made, but if i can get alot of good ideas, this has alot of potential.
Percieved Problems:
starcraft(1&2) favor the large army, to much (the person with 100 marines, can EASILY take out the person with 4 groups of 25 marines spread out, into 4 platoons
High ground seems to situational (its either really advantageous, or not at all, if you got air)
alot of 'senseless' macro that waste time that could be better spent (queens, mule, chrono mostly) (dont say they add much needed micro, because there is ALWAYS something you could be doing...
Note: The UI isnt set in stone, however just about everything i feel should be shown for a unit is. The red/green gun icons far left are buffs.
the ? icon gives more info such as unit bio, and strategy.
not all units will have a Shield/power field, its just there to show where it would be located on protoss, same goes with regeneration, and energy.
And more info would be revealed by scrolling over the weapon/armor icons, like if its splash, or any other effects/weaknesses/strengths, as well as missle speed.
The Spedometer Icon Likely wont be added for a while, if at all, because when i add it i want it to atleast have 4 speeds (not moving, slow, medium, full) that it points to. (also toss/zerg would have a different icon
Races:
Units Concepts/Balance:
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Building Concepts
Misc(ideas/concepts):
Creep:
- Slows non-zerg INSTEAD of speeding up zerg
- Damages non-Zerg Buildings
- Heals Zerg Units/structures (1-2 HPS)
- Automatically expands (automatically creates its own creep tumors at the edge of current creep. tumors are now visible, and can be built directly on, and wont hinder movement.
Un-Burrow: Auto-castable - causes the burrowed to pop up 1.5 seconds, after an enemy comes within 450 wc3 aoe of it.. when ordered to unborrow, all nearby burrowed units with autocast enabled would also unburrow
Burrow wouldnt be autocastable, and the auto-cast option would reset to no-autocast every time a unit is unburrowed
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Units Concepts/Balance:
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Advanced Building Concepts:
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at its current phase, it is in the CONCEPTUAL STAGE this means that everything posted is majorly open to suggestion/feedback and nothing as-of yet has been made, or is guaranteed to be made, but if i can get alot of good ideas, this has alot of potential.
Percieved Problems:
starcraft(1&2) favor the large army, to much (the person with 100 marines, can EASILY take out the person with 4 groups of 25 marines spread out, into 4 platoons
High ground seems to situational (its either really advantageous, or not at all, if you got air)
alot of 'senseless' macro that waste time that could be better spent (queens, mule, chrono mostly) (dont say they add much needed micro, because there is ALWAYS something you could be doing...
Minor Projectiles (marines, hydralisk ect)
- Evasion Base: the standard evasion of a unit, applied while moving or standing still (smaller units like zerglings would have a base evasion of 25%)
- Evasion Multiplyer: A factor of the 'Evasion Base', multiplied by the movement speed. Only applys while moving (a unit with slow movement would have a multiplyer of 1.2, while a fast moving would have a multiplyer of 2)
- Cliff Miss: units on low ground attacking high ground would have an aditional 10% chance to miss on attack
- High Ground: Units on high ground recieve a 10% attack range bonus (5% more for each additional cliff tall)
- Attack Sight: when this unit attacks, it becomes visible, to its attacker, for 1 second (allowing you to see units on cliffs to attack back)
Artillery (tanks, ect)
- Projected position: the location, a moving target, is 'expected' to be, at the point of intersection with a projectile. (as always faster units, have more time to change course)
- Radius Offset: The artillery, wont hit the 'projected position' but rather, an random offset near it. It will likely be a Circle, with a radius, 20% the distance of the 'Projected position' from the position of the attacker
- Splash Damage: dmg is dealt to a radius around missle landing, After 600% of the attacking units damage is dealt, only 60% damage is dealt to the rest of the targets (60% is applied after the aoe reduction)
- High Ground: Units on high ground recieve a 10% attack range bonus (5% more for each additional cliff tall)
- Attack Sight: when this unit attacks, it becomes visible, to its attacker, for 1 second (allowing you to see units on cliffs to attack back)
Close Combat (zelots/zerglings, ect)
- (melee)Evasion Base: 'Evasion Base' reduced by 40% applied while moving or standing still (IE a zergling would have 15% melee evade, while standing still/attacking (30% while moving))
- (melee)Evasion Multiplyer: A factor of the '(melee)Evasion Base', multiplied by the movement speed. Only applys while moving (a unit with slow movement would have a multiplyer of 1.2, while a fast moving would have a multiplyer of 2)
- Evasion Base: the standard evasion of a unit, applied while moving or standing still (smaller units like zerglings would have a base evasion of 25%)
- Evasion Multiplyer: A factor of the 'Evasion Base', multiplied by the movement speed. Only applys while moving (a unit with slow movement would have a multiplyer of 1.2, while a fast moving would have a multiplyer of 2)
- Cliff Miss: units on low ground attacking high ground would have an aditional 10% chance to miss on attack
- High Ground: Units on high ground recieve a 10% attack range bonus (5% more for each additional cliff tall)
- Attack Sight: when this unit attacks, it becomes visible, to its attacker, for 1 second (allowing you to see units on cliffs to attack back)
Artillery (tanks, ect)
- Projected position: the location, a moving target, is 'expected' to be, at the point of intersection with a projectile. (as always faster units, have more time to change course)
- Radius Offset: The artillery, wont hit the 'projected position' but rather, an random offset near it. It will likely be a Circle, with a radius, 20% the distance of the 'Projected position' from the position of the attacker
- Splash Damage: dmg is dealt to a radius around missle landing, After 600% of the attacking units damage is dealt, only 60% damage is dealt to the rest of the targets (60% is applied after the aoe reduction)
- High Ground: Units on high ground recieve a 10% attack range bonus (5% more for each additional cliff tall)
- Attack Sight: when this unit attacks, it becomes visible, to its attacker, for 1 second (allowing you to see units on cliffs to attack back)
Close Combat (zelots/zerglings, ect)
- (melee)Evasion Base: 'Evasion Base' reduced by 40% applied while moving or standing still (IE a zergling would have 15% melee evade, while standing still/attacking (30% while moving))
- (melee)Evasion Multiplyer: A factor of the '(melee)Evasion Base', multiplied by the movement speed. Only applys while moving (a unit with slow movement would have a multiplyer of 1.2, while a fast moving would have a multiplyer of 2)
Unit Experience
- Each "Level" for a unit, will increase its life by 15%, and attack rate, by 10% and damage by 1
- Kills required per "Level" will be based on the type of unit that gets the kill. a Zergling may gain a level every single kill, while a siege tank may be required to kill 5 just to gain a levelDepleted Resources - the first one allowed you to harvest from depleted geysers.. it might be cool if you could harvest minerals aswell, at a reduced amount
- Each "Level" for a unit, will increase its life by 15%, and attack rate, by 10% and damage by 1
- Kills required per "Level" will be based on the type of unit that gets the kill. a Zergling may gain a level every single kill, while a siege tank may be required to kill 5 just to gain a levelDepleted Resources - the first one allowed you to harvest from depleted geysers.. it might be cool if you could harvest minerals aswell, at a reduced amount
while 'large' armys battle (more than 50 food worth of people), i may want to 'slow the battle down' (reduce the movement speed, and attack rates, of all units participating, by ~ 30%) Why? so you can spend more time battling of-course , and have a chance to micro better
Note: The UI isnt set in stone, however just about everything i feel should be shown for a unit is. The red/green gun icons far left are buffs.
the ? icon gives more info such as unit bio, and strategy.
not all units will have a Shield/power field, its just there to show where it would be located on protoss, same goes with regeneration, and energy.
And more info would be revealed by scrolling over the weapon/armor icons, like if its splash, or any other effects/weaknesses/strengths, as well as missle speed.
The Spedometer Icon Likely wont be added for a while, if at all, because when i add it i want it to atleast have 4 speeds (not moving, slow, medium, full) that it points to. (also toss/zerg would have a different icon
Races:
Larvae - production
Overlord - food, air transport, Intel/Anti Invisible
drone - worker
Egg - temp form
1
zergling - Cannon Fodder, Rush, Scout, Outnumber (good vs strong units with single target attacks)
1.5
hydralisk - AA, ranged, balanced force
spore - Defensive AA
Spine - Defensive ground
Queen - Supportive Caster, healing
Digestion Mound - Healing
2
Creeper - stalling/creep expanders
Mutulisk - Anti-Air, Harrassment
spitter - anti mass ground
Nydus Wyrm - Transportation
Nest - Mass Production
Scourgling - Siege, anti(air that doesnt hit air)
2.5
Lurker - defensive, suprise
Swarmer - Defensive, anti-harrass
3
Corrupter - AA, flying (air splash), no ground
Guardian - AG, flying offensive, siege
Ultralisk - offensive, Defensive
Infestor - Defensive caster, stealth transport
Overlord - food, air transport, Intel/Anti Invisible
drone - worker
Egg - temp form
1
zergling - Cannon Fodder, Rush, Scout, Outnumber (good vs strong units with single target attacks)
1.5
hydralisk - AA, ranged, balanced force
spore - Defensive AA
Spine - Defensive ground
Queen - Supportive Caster, healing
Digestion Mound - Healing
2
Creeper - stalling/creep expanders
Mutulisk - Anti-Air, Harrassment
spitter - anti mass ground
Nydus Wyrm - Transportation
Nest - Mass Production
Scourgling - Siege, anti(air that doesnt hit air)
2.5
Lurker - defensive, suprise
Swarmer - Defensive, anti-harrass
3
Corrupter - AA, flying (air splash), no ground
Guardian - AG, flying offensive, siege
Ultralisk - offensive, Defensive
Infestor - Defensive caster, stealth transport
Units Concepts/Balance:
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Larvae (T0)
Descrip: The most basic strain of zerg, able to morph into other forms. (no change, except conciderably weaker and higher priority target)
HP 10
Armor 0
Base Evasion 15%
Spawnrate: same? maybe
SpawnLimit: hatchery 3, Lair 4, Hive 5, Nest 3
Descrip: The most basic strain of zerg, able to morph into other forms. (no change, except conciderably weaker and higher priority target)
HP 10
Armor 0
Base Evasion 15%
Spawnrate: same? maybe
SpawnLimit: hatchery 3, Lair 4, Hive 5, Nest 3
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Egg (T0)
Descrip: an egg, is something currently morphing
HP: 80
Armor: 5
Base Evasion 10%
Descrip: an egg, is something currently morphing
HP: 80
Armor: 5
Base Evasion 10%
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Drone (T0)
Descrip: Basic Worker, can now glide down cliffs
Evasion Base 18%
Movement Speed: slightly faster (to make up for the lack of creep speed bonus) (Evas mult: 1.5)
Abilitys(non researchable):
- Glide - lets you glide down cliffs
Upgrades:
Generic Ground Damage
Generic Ground armor
Generic Burrow (fast)
Descrip: Basic Worker, can now glide down cliffs
Evasion Base 18%
Movement Speed: slightly faster (to make up for the lack of creep speed bonus) (Evas mult: 1.5)
Abilitys(non researchable):
- Glide - lets you glide down cliffs
Upgrades:
Generic Ground Damage
Generic Ground armor
Generic Burrow (fast)
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Overlord (T0)
Descrip:Flying unit, capable of controlling the brood (food). also adept at scouting and transportation
Abilitys (non researchable):
- Transportation (4 spots at a time)
Upgrades:
Generic Air armor
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Overlord Movement speed (@lair)
Optical Sensors: increases sight range, and allows for detecton of invisible (@lair)
Neural Parasite: grants vision of target enemy(30 sec cooldown) (@hive)
Descrip:Flying unit, capable of controlling the brood (food). also adept at scouting and transportation
Abilitys (non researchable):
- Transportation (4 spots at a time)
Upgrades:
Generic Air armor
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Overlord Movement speed (@lair)
Optical Sensors: increases sight range, and allows for detecton of invisible (@lair)
Neural Parasite: grants vision of target enemy(30 sec cooldown) (@hive)
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ZERGLING (T1)
Descrip: Fast and cheap, warrior, great at absorbing alot of damage, and scouting
Hp 30
Dmg 5 +1(.7)
Armor 0+1
Base Evasion 25%
Movement Speed: Fast (evasion multiplyer 1.8, 2 after movespeed upgrade)
Price: 3 for 90 gold, and 1 food
Upgrades:
Generic melee damage
Generic ground armor
Generic Burrow (Very Fast)
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Attackspeed+30% (req hive)
Movespeed Upgrade
Glide (req lair) - increases movement speed, and allows the zerglings to jump over small non-moving units, and down 1 tiered cliffs..
Descrip: Fast and cheap, warrior, great at absorbing alot of damage, and scouting
Hp 30
Dmg 5 +1(.7)
Armor 0+1
Base Evasion 25%
Movement Speed: Fast (evasion multiplyer 1.8, 2 after movespeed upgrade)
Price: 3 for 90 gold, and 1 food
Upgrades:
Generic melee damage
Generic ground armor
Generic Burrow (Very Fast)
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Attackspeed+30% (req hive)
Movespeed Upgrade
Glide (req lair) - increases movement speed, and allows the zerglings to jump over small non-moving units, and down 1 tiered cliffs..
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HYDRALISK (t 1.5)
Descrip: Strong ranged unit, good against Air and ground alike.
Hp 70 (10 less than it currently is)
Dmg 10+1 (double attack(1.2))
Armor 1+1
Base Evasion 15%
Movement Speed: Fast (evasion multiplyer 1.5, 1.6 after upgrade)
Price: 100 minerals 25 gas, 1 food (25 gas, and 1 food less than its current price)
Upgrades
Generic ranged dmg
Generic ground armor
Generic Burrow (normal)
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Toxic Spines - deals bonus damage to biological
***** Groves - increases Movement speed, and allows for movement while burrowed (at 50% the new speed)
Attack range - gives bonus to attack range
Descrip: Strong ranged unit, good against Air and ground alike.
Hp 70 (10 less than it currently is)
Dmg 10+1 (double attack(1.2))
Armor 1+1
Base Evasion 15%
Movement Speed: Fast (evasion multiplyer 1.5, 1.6 after upgrade)
Price: 100 minerals 25 gas, 1 food (25 gas, and 1 food less than its current price)
Upgrades
Generic ranged dmg
Generic ground armor
Generic Burrow (normal)
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Toxic Spines - deals bonus damage to biological
***** Groves - increases Movement speed, and allows for movement while burrowed (at 50% the new speed)
Attack range - gives bonus to attack range
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Spine(T1.5)
Descrip: Ground-only ranged unit, that is attached to a colony, can have 3 spine, or spores attached to a single colony
HP: adds 100 to its colony, which 'shares' life with it (colony starts with 250 life)
Damage: 20 (average)
Abilitys:
- Independent Target: it has its own target, and is limited by its specific distance from the target (not the colonys)
Descrip: Ground-only ranged unit, that is attached to a colony, can have 3 spine, or spores attached to a single colony
HP: adds 100 to its colony, which 'shares' life with it (colony starts with 250 life)
Damage: 20 (average)
Abilitys:
- Independent Target: it has its own target, and is limited by its specific distance from the target (not the colonys)
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Spore(T1.5)
Descrip: Air-only ranged unit, that is attached to a colony, can have 3 spine, or spores attached to a single colony
HP: adds 100 to its colony, which 'shares' life with it (colony starts with 250 life)
Damage: 25 (average)
Abilitys:
- Independent Target: it has its own target, and is limited by its specific distance from the target (not the colonys)
Descrip: Air-only ranged unit, that is attached to a colony, can have 3 spine, or spores attached to a single colony
HP: adds 100 to its colony, which 'shares' life with it (colony starts with 250 life)
Damage: 25 (average)
Abilitys:
- Independent Target: it has its own target, and is limited by its specific distance from the target (not the colonys)
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QUEEN (T1.5) (requires lair, limit 1 per lair, or hive)
Descrip: Im not sure if im going to keep Restore/Transfusion on her, as that kinda leans more twards bringing your queen with you for the battle. As it currently is, you are choosing between missing a fertalize (to bolster your numbers quicker, and hormones (by bringing your queen with you to battle) forcing the player to choose offensive, or income
Hp 280
Dmg 15 (2 hits, ground normal), 35 (1 target. Air, normal)
Armor 1+1
Base evasion 15%
Movement speed: normal (evasion multiplyer 1.6)
Price:240 minerals, 2 food
Abilitys:
- FERTALIZE (increase the larvae of a target hatchery/lair/hive by 40%, for 90 seconds. Larvae amounts still cant pass that buildings maximum larvae count) (50 energy)
- Spawn Creeper: Drops a creeper (25 energy), if dropped off creep creates a creep tumor that starts generating creep from that point (same thing happens when creeper steps off creep)
- HORMONES - increase the attack rate, and movement speed of nearby units by 10% (yes this includes workers, and MAYBE there harvest rate)
- Discharge: drops a goop ball, which greatly slows any enemy who steps on it. Last 120 seconds. (50 energy)
Upgrades:
General ranged dmg
General melee dmg
General ground armor
General Burrow (Slow)
Descrip: Im not sure if im going to keep Restore/Transfusion on her, as that kinda leans more twards bringing your queen with you for the battle. As it currently is, you are choosing between missing a fertalize (to bolster your numbers quicker, and hormones (by bringing your queen with you to battle) forcing the player to choose offensive, or income
Hp 280
Dmg 15 (2 hits, ground normal), 35 (1 target. Air, normal)
Armor 1+1
Base evasion 15%
Movement speed: normal (evasion multiplyer 1.6)
Price:240 minerals, 2 food
Abilitys:
- FERTALIZE (increase the larvae of a target hatchery/lair/hive by 40%, for 90 seconds. Larvae amounts still cant pass that buildings maximum larvae count) (50 energy)
- Spawn Creeper: Drops a creeper (25 energy), if dropped off creep creates a creep tumor that starts generating creep from that point (same thing happens when creeper steps off creep)
- HORMONES - increase the attack rate, and movement speed of nearby units by 10% (yes this includes workers, and MAYBE there harvest rate)
- Discharge: drops a goop ball, which greatly slows any enemy who steps on it. Last 120 seconds. (50 energy)
Upgrades:
General ranged dmg
General melee dmg
General ground armor
General Burrow (Slow)
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Creeper (T2)
Descrip: slow unit, whos body is composed primarily of creep. when it sets foot on un-infested ground, it morphs into a creep tumor, over 4 seconds, then begins producing creep. Note; creep tumors can be built on now
HP: 80
DMG: 6 (1.5)
Armor: 0
Base evasion 15%
Movement Speed: Slow (Evasion Multiplyer 1.4)
Abilitys:
- Tumify: The creeper instantly turns into a creep generating tumor, when it sets foot on un-infested terrain
Upgrades:
None
Descrip: slow unit, whos body is composed primarily of creep. when it sets foot on un-infested ground, it morphs into a creep tumor, over 4 seconds, then begins producing creep. Note; creep tumors can be built on now
HP: 80
DMG: 6 (1.5)
Armor: 0
Base evasion 15%
Movement Speed: Slow (Evasion Multiplyer 1.4)
Abilitys:
- Tumify: The creeper instantly turns into a creep generating tumor, when it sets foot on un-infested terrain
Upgrades:
None
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Mutulisk (T2)
Descrip:All-purpose flying unit with bouncing attacks, and quick speed
- default 2 bounces, upgrade for a 3rd, and another to increase evasion and accelleration
DMG:9 (1.5)(bounces 2 times, each bounce attacks deal: 9+1, 7+1, 6+1; for first, second and third bounce respectivly)
Accelleration: 2
Base Evasion:20%
Movement Speed: Fast (Evas Multiplyer 1.8)
Upgrades:
Generic Air damage
Generic Air Armor
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Muscular Wings: Increases the mutulisk accelleration, allowing it to more easily dodge projectiles. (+2 accelleration, +7% Base evasion)
Enhanced Wurms: Increases the times the Glave Wurm bounces by 1.
Descrip:All-purpose flying unit with bouncing attacks, and quick speed
- default 2 bounces, upgrade for a 3rd, and another to increase evasion and accelleration
DMG:9 (1.5)(bounces 2 times, each bounce attacks deal: 9+1, 7+1, 6+1; for first, second and third bounce respectivly)
Accelleration: 2
Base Evasion:20%
Movement Speed: Fast (Evas Multiplyer 1.8)
Upgrades:
Generic Air damage
Generic Air Armor
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Muscular Wings: Increases the mutulisk accelleration, allowing it to more easily dodge projectiles. (+2 accelleration, +7% Base evasion)
Enhanced Wurms: Increases the times the Glave Wurm bounces by 1.
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Spitter (t2)
Descrip: anti-mass anti-bio, great at decimating clusters of marines, or other organic ground units. Spits Acidic Disease balls, that burn, then infect organic units with deadly bacteria specifically designed to kill the host, through damageing the pain center of the brain, essentially causing so much pain the victim has a heart attack
Hp 140
Dmg 8+1 (normal)(Splash, 150 wc3 aoe full, and 180@65%, 230@50%)
Armor 2+1
Base Evasion 10%
Movement Speed: Slow-average (evasion multiplyer 1.3)
Price: 200 minerals 100-150 gas, 3 food
Upgrades:
Generic ground armor
Generic ranged damage
burrow
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MoreHp: adds to their hp, as their less range than hlisk, they prolly need it
Corrosion: Each attack reduces the armor of attacked units by 1 (for 10 seconds) (stackable, but wont reduce below 0)
Descrip: anti-mass anti-bio, great at decimating clusters of marines, or other organic ground units. Spits Acidic Disease balls, that burn, then infect organic units with deadly bacteria specifically designed to kill the host, through damageing the pain center of the brain, essentially causing so much pain the victim has a heart attack
Hp 140
Dmg 8+1 (normal)(Splash, 150 wc3 aoe full, and 180@65%, 230@50%)
Armor 2+1
Base Evasion 10%
Movement Speed: Slow-average (evasion multiplyer 1.3)
Price: 200 minerals 100-150 gas, 3 food
Upgrades:
Generic ground armor
Generic ranged damage
burrow
--
MoreHp: adds to their hp, as their less range than hlisk, they prolly need it
Corrosion: Each attack reduces the armor of attacked units by 1 (for 10 seconds) (stackable, but wont reduce below 0)
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Nidus Wurm (t2)
Description: Can break out of the ground (if it has creep, and is currently visible)
Hp: 400
Armor: 2
Build time: 4 seconds
Description: Can break out of the ground (if it has creep, and is currently visible)
Hp: 400
Armor: 2
Build time: 4 seconds
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Scourgling (T2)
Descrip: Harrassment/Anti-Air, flying unit, who latches to a target, then explodes, causing damage to the imidiate area. Excelent at taking out workers, buildings, and dropships
Hp 25
Damage 80+5 (150 wc3, aoe, @ 50% splash dmg, 180@35%) Suicide on attack
Armor 0+1
base evasion: 20%
Movement speed: average (evasion mult 1.5)
Cost: 60 Minerals, 100 gas 1 food for 2
Build Mode: @ Digestion Pit, consecutive buildable(up-to 3 at a time), 20 second build time
Abilitys:
- attaches to target, then explodes after 3 seconds, dealing high damage, to a limited area
Upgrades
Generic Air Armor
Generic Air damage
Descrip: Harrassment/Anti-Air, flying unit, who latches to a target, then explodes, causing damage to the imidiate area. Excelent at taking out workers, buildings, and dropships
Hp 25
Damage 80+5 (150 wc3, aoe, @ 50% splash dmg, 180@35%) Suicide on attack
Armor 0+1
base evasion: 20%
Movement speed: average (evasion mult 1.5)
Cost: 60 Minerals, 100 gas 1 food for 2
Build Mode: @ Digestion Pit, consecutive buildable(up-to 3 at a time), 20 second build time
Abilitys:
- attaches to target, then explodes after 3 seconds, dealing high damage, to a limited area
Upgrades
Generic Air Armor
Generic Air damage
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Lurker (T2.5)
Descrip: Defensive unit, who burrows, and attacks from underground.
Hitpoints: 120~
Damage: 18+1 (up to 4 targets) (3~ secs per attack)
Armor 1+1
Base evasion 10%
movement speed: slow (evasion multiplyer 1.3)
Cost: 250 min, 150 gas 3 food
Build Mode: @ Lurking ground, consecutive buildable(up-to 1 at a time)
Abilitys:
- Burrow: burrows underground so it can attack, (burrow takes 3 seconds)
- Attack Underground: the lurker attacks 4 seperate targets underground
(?)- SinkHole: targets a mechanical unit or location, immobilizing and dealing upto 80 damage to all mechanical units in the area for 4 seconds (channeling)
Upgrades:
Generic ranged damage
Generic ground armor
--
Range upgrade: increases the lurkers range by 2
Enhanced legs: increases the lurkers movement speed, and reduces the time it takes to burrow by 40%
Descrip: Defensive unit, who burrows, and attacks from underground.
Hitpoints: 120~
Damage: 18+1 (up to 4 targets) (3~ secs per attack)
Armor 1+1
Base evasion 10%
movement speed: slow (evasion multiplyer 1.3)
Cost: 250 min, 150 gas 3 food
Build Mode: @ Lurking ground, consecutive buildable(up-to 1 at a time)
Abilitys:
- Burrow: burrows underground so it can attack, (burrow takes 3 seconds)
- Attack Underground: the lurker attacks 4 seperate targets underground
(?)- SinkHole: targets a mechanical unit or location, immobilizing and dealing upto 80 damage to all mechanical units in the area for 4 seconds (channeling)
Upgrades:
Generic ranged damage
Generic ground armor
--
Range upgrade: increases the lurkers range by 2
Enhanced legs: increases the lurkers movement speed, and reduces the time it takes to burrow by 40%
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Swarmer
Descrip: light flying unit, who 'protects' the hive
HP: N/A
Damage: 6+1
Movement speed: average
Cost: 25 Minerals 0 food
Duration 70 seconds, 70 second cooldown
Abilitys:
- Gourge: 40% damage done to organic units, is given to
Upgrades:
Generic melee damage
Descrip: light flying unit, who 'protects' the hive
HP: N/A
Damage: 6+1
Movement speed: average
Cost: 25 Minerals 0 food
Duration 70 seconds, 70 second cooldown
Abilitys:
- Gourge: 40% damage done to organic units, is given to
Upgrades:
Generic melee damage
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Guardian (t3)
Descrip: Long ranged flying with excelent sieging skills, deals bonus damage to structures, and mechanical units.
Hitpoints: 160
Dmg: 30+5 (very-slow)(900~ wc3 range)
Armor 1+1
Evasion Base: 10%
Movment speed: slow (evasion multiplyer 1.3)
Cost: 200 min, 150 Gas, 4 food, 60 seconds
Abilitys:
- Contaminate: Mechanical units/structures hit by this target cant, attack/build/move for 5 seconds. Buildings also take 30 bonus damage.
Upgrades:
Generic Air damage
Generic Air armor
--
Attack range bonus(+300)
Descrip: Long ranged flying with excelent sieging skills, deals bonus damage to structures, and mechanical units.
Hitpoints: 160
Dmg: 30+5 (very-slow)(900~ wc3 range)
Armor 1+1
Evasion Base: 10%
Movment speed: slow (evasion multiplyer 1.3)
Cost: 200 min, 150 Gas, 4 food, 60 seconds
Abilitys:
- Contaminate: Mechanical units/structures hit by this target cant, attack/build/move for 5 seconds. Buildings also take 30 bonus damage.
Upgrades:
Generic Air damage
Generic Air armor
--
Attack range bonus(+300)
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Corrupter (t3)
Description: Anti-Air flying unit with melee range. Latches to a target unit, causing damage, Once latched, the movement of the corrupter is entirely dependant on the unit it is attached to.
Hitpoints 220
Dmg: 10+1 (melee) (fast)
Movement speed: fast
Cost: 150 Minerals 100 Gas, 2 food, 45 seconds
Abilitys:
- Clamp: attaches itself to its attack-target, once attached, the corrupter no-longer has control of where it moves.. but is forced to go where the attached target moves.
- Spore Cloud: releases a spore cloud around the corrupter, this causes 15 damage a second, to all enemy air units in the cloud (cloud last 12 seconds, and cloud follows the corrupter, 45 second cooldown, spore damage doesnt stack with multiple corrupters)
Upgrades:
Generic Air damage
Generic Air armor
Description: Anti-Air flying unit with melee range. Latches to a target unit, causing damage, Once latched, the movement of the corrupter is entirely dependant on the unit it is attached to.
Hitpoints 220
Dmg: 10+1 (melee) (fast)
Movement speed: fast
Cost: 150 Minerals 100 Gas, 2 food, 45 seconds
Abilitys:
- Clamp: attaches itself to its attack-target, once attached, the corrupter no-longer has control of where it moves.. but is forced to go where the attached target moves.
- Spore Cloud: releases a spore cloud around the corrupter, this causes 15 damage a second, to all enemy air units in the cloud (cloud last 12 seconds, and cloud follows the corrupter, 45 second cooldown, spore damage doesnt stack with multiple corrupters)
Upgrades:
Generic Air damage
Generic Air armor
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ULTRALISK (T3)
Descrip: Powerful Behemoth, capable of walking over minor units and obsticles (maybe even up walls
HP 700 (was 600) (also regens 3 hps)
Dmg 25+2 (same as it currently is, and it will deal splash the same aswell) (no longer deals 'extra' building dmg)
Armor 2+1 (was 1+1)
Base Evasion 10%
Movement speed: normal (evasion multiplyer 1.7)
Price:
300 minerals 150 gas 6 food (was 200 gas)
Abilitys(non researchable):
- Step-Over(small/medium units, but only when there not 'moving')
- Cliff Climb: climb up/down 1 level cliffs
- Headbutt: has a 25% chance to slam the ultralisk thick skull on a target dealing 150 bonus damage to the target, and 25 damage to itself. will only work on units denoted as mechanical, large, or structure, and only if the units current health is greater than 100.
- Kaiser Blades: this unit deals splash damage with each non-headbutt attack. (smaller area than the current blades, and for about 6 damage per attack, 9 after upgrade)
Upgrades:
Gerneral melee dmg
Gerneral ground armor
---
Armored Carpace +2
Blades: increases the cleave damage by 50%
Enhanced Legs: faster movement speed
Descrip: Powerful Behemoth, capable of walking over minor units and obsticles (maybe even up walls
HP 700 (was 600) (also regens 3 hps)
Dmg 25+2 (same as it currently is, and it will deal splash the same aswell) (no longer deals 'extra' building dmg)
Armor 2+1 (was 1+1)
Base Evasion 10%
Movement speed: normal (evasion multiplyer 1.7)
Price:
300 minerals 150 gas 6 food (was 200 gas)
Abilitys(non researchable):
- Step-Over(small/medium units, but only when there not 'moving')
- Cliff Climb: climb up/down 1 level cliffs
- Headbutt: has a 25% chance to slam the ultralisk thick skull on a target dealing 150 bonus damage to the target, and 25 damage to itself. will only work on units denoted as mechanical, large, or structure, and only if the units current health is greater than 100.
- Kaiser Blades: this unit deals splash damage with each non-headbutt attack. (smaller area than the current blades, and for about 6 damage per attack, 9 after upgrade)
Upgrades:
Gerneral melee dmg
Gerneral ground armor
---
Armored Carpace +2
Blades: increases the cleave damage by 50%
Enhanced Legs: faster movement speed
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Infestor (T3)
Descrip: Spellcaster and transport, great at harrassing enemy players.
Hp (110)
Armor 1+1
base evasion 15%
Movement speed: average (fast while burrow/moving)
Price: 100 gold, 150 minerals 2 food
Abilitys:
- Burrow (deep): the infestor can move while burrowed, go under structures, and takes 80% less damage.Note: it takes 3-4 seconds to burrow, and 2-3 to unburrow
- Infect: Infects a small-biological(scvs included) unit with a parasite, after 5 seconds the target is destroyed, and 3 parasites emerge, and attempt to infect other biological units, parasite has 10 hitpoints, and last 90 seconds outside of a host.
- Transport: carries upto 20 troops, can still move while burrowed..
Upgrades:
Melee dmg
Ground armor
--
Infestor HP bonus
Dark Swarm: Unleashes a horde of Insectoids that act as cover, which increases the chance that ranged attacks targeting units inside the cloud will miss by 30% (even structures).
Descrip: Spellcaster and transport, great at harrassing enemy players.
Hp (110)
Armor 1+1
base evasion 15%
Movement speed: average (fast while burrow/moving)
Price: 100 gold, 150 minerals 2 food
Abilitys:
- Burrow (deep): the infestor can move while burrowed, go under structures, and takes 80% less damage.Note: it takes 3-4 seconds to burrow, and 2-3 to unburrow
- Infect: Infects a small-biological(scvs included) unit with a parasite, after 5 seconds the target is destroyed, and 3 parasites emerge, and attempt to infect other biological units, parasite has 10 hitpoints, and last 90 seconds outside of a host.
- Transport: carries upto 20 troops, can still move while burrowed..
Upgrades:
Melee dmg
Ground armor
--
Infestor HP bonus
Dark Swarm: Unleashes a horde of Insectoids that act as cover, which increases the chance that ranged attacks targeting units inside the cloud will miss by 30% (even structures).
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Building Concepts
Hatchery(T0)
Descrip; Unlike in sc2, hatchery wont be able to make queen, not much else will likely be changed... as such this is the end..
Descrip; Unlike in sc2, hatchery wont be able to make queen, not much else will likely be changed... as such this is the end..
Evolution Chambers (T0.5)
Descrip; same function as in previous game, although a few upgrades may differ
Upgrades:
Melee - upgrades 'melee' damage, anything that doesnt leave the attackers body (drone, zerglings, creeper, Spine, Swarmer, Ultralisk, Lurker)
Projectiles - Upgrades ranged damage (Hydralisk, Spore, Spitter, Queen, Infestor
Carpace - Increases armor of ground units.(drone,zergling,hydralisk, queen, spitter, lurker, Ultralisk, Infestor
Descrip; same function as in previous game, although a few upgrades may differ
Upgrades:
Melee - upgrades 'melee' damage, anything that doesnt leave the attackers body (drone, zerglings, creeper, Spine, Swarmer, Ultralisk, Lurker)
Projectiles - Upgrades ranged damage (Hydralisk, Spore, Spitter, Queen, Infestor
Carpace - Increases armor of ground units.(drone,zergling,hydralisk, queen, spitter, lurker, Ultralisk, Infestor
Spawning Pool (T0.5)
Descrip; no change besides upgrades..., and maybe the model
Upgrades:
Attackspeed+30% (req hive) (zerglings)
Mutate Wings: Give lings wings, allowing them to glide down cliffs, as well as move 25% faster (lings)
Descrip; no change besides upgrades..., and maybe the model
Upgrades:
Attackspeed+30% (req hive) (zerglings)
Mutate Wings: Give lings wings, allowing them to glide down cliffs, as well as move 25% faster (lings)
Creep Colony (T.5)
Descrip; Defensive structure similar to the creep colony it does grow creep, it also can create 3 Spore or spines to help defend itself.
Abilitys:
Creep Expand; expands creep, about 6 squares in all directions from the building.
Spore/Spine Purchase: attaches a spine/spore to itself, at the cost of 50 gold, this attachment adds 100 hitpoints to the colony
Descrip; Defensive structure similar to the creep colony it does grow creep, it also can create 3 Spore or spines to help defend itself.
Abilitys:
Creep Expand; expands creep, about 6 squares in all directions from the building.
Spore/Spine Purchase: attaches a spine/spore to itself, at the cost of 50 gold, this attachment adds 100 hitpoints to the colony
Hydralisk Den (T1)
Descrip: no real changes..
Upgrades:
Toxic Spines - deals bonus damage to biological
Spiny Groves - increases Movement speed, and allows for movement while burrowed (at 50% the new speed)
Attack range - gives bonus to attack range
Descrip: no real changes..
Upgrades:
Toxic Spines - deals bonus damage to biological
Spiny Groves - increases Movement speed, and allows for movement while burrowed (at 50% the new speed)
Attack range - gives bonus to attack range
Lair(T1)
Descrip: main change will be Lair can make 1 queen (per lair/hive you own) and can support 4 larvae at a time, and spawns them slightly, if at all faster
Upgrades:
Burrow
Overlord Movement speed
Optical Sensors: increases sight range, and allows for detecton of invisible
Descrip: main change will be Lair can make 1 queen (per lair/hive you own) and can support 4 larvae at a time, and spawns them slightly, if at all faster
Upgrades:
Burrow
Overlord Movement speed
Optical Sensors: increases sight range, and allows for detecton of invisible
Spire (t1.5)
Descrip; no change... except upgrades
Upgrades:
Air Damage
Air Armor
Muscular Wings: Increases the acceleration of mutulisk , allowing them to more easily dodge projectiles. (+2 accelleration, +7% Base evasion)
Enhanced Wurms: Increases the times the Glave Wurm bounces by 1.
Descrip; no change... except upgrades
Upgrades:
Air Damage
Air Armor
Muscular Wings: Increases the acceleration of mutulisk , allowing them to more easily dodge projectiles. (+2 accelleration, +7% Base evasion)
Enhanced Wurms: Increases the times the Glave Wurm bounces by 1.
Nydus Canal (T1.5)
Descrip: unlike in sc2, id like to make them use the canals similar to waygates (automatically, going in closest, and out closest to the target location), Requires creep and sight to place a nydus wyrm
Descrip: unlike in sc2, id like to make them use the canals similar to waygates (automatically, going in closest, and out closest to the target location), Requires creep and sight to place a nydus wyrm
Digestion Mound (T1.5)
Descripprobably based on spawning pool(or sunken colony if available), basically building can digest units for hp, aswell as building scourglings, and being a tech requirement for spitter
Abilities:
- Digestion: Sends tenticles (automatically) through the creep, which then pop out grabing any corpses within 1500 area. (maybe targetable on living allied units also, but not auto) the corpses will then be dragged back underground, and to the pit, where they are converted into energy
- Transfusion: targets a nearby organic ground unit. healing it over a short time(50HPS). (every 10 hitpoints cost 1 energy)
Upgrades:
MoreHp: adds to their hp, as their less range than hlisk, they prolly need it
Corrosion: Each attack reduces the armor of attacked units by 1 (for 10 seconds) (stackable, but wont reduce below 0)
Descripprobably based on spawning pool(or sunken colony if available), basically building can digest units for hp, aswell as building scourglings, and being a tech requirement for spitter
Abilities:
- Digestion: Sends tenticles (automatically) through the creep, which then pop out grabing any corpses within 1500 area. (maybe targetable on living allied units also, but not auto) the corpses will then be dragged back underground, and to the pit, where they are converted into energy
- Transfusion: targets a nearby organic ground unit. healing it over a short time(50HPS). (every 10 hitpoints cost 1 energy)
Upgrades:
MoreHp: adds to their hp, as their less range than hlisk, they prolly need it
Corrosion: Each attack reduces the armor of attacked units by 1 (for 10 seconds) (stackable, but wont reduce below 0)
Lurking Grounds (T2)
Descrip: lurkers are purchased here, and are nolonger made from hydralisk.
Upgrades:
Range upgrade: increases the lurkers range by 2
Enhanced legs: increases the lurkers movement speed, and reduces the time it takes to burrow by 40%
Descrip: lurkers are purchased here, and are nolonger made from hydralisk.
Upgrades:
Range upgrade: increases the lurkers range by 2
Enhanced legs: increases the lurkers movement speed, and reduces the time it takes to burrow by 40%
Net (T2)
Descrip: basically all this does is produce larvae for unit production...
Descrip: basically all this does is produce larvae for unit production...
Hive(T2)
Descrip: Can now unleash swarmers to protect itself (think wc3's locust swarm, likely without lifesteal)
Upgrades:
Neural Parasite: grants vision of target enemy.(30 sec cooldown)
Descrip: Can now unleash swarmers to protect itself (think wc3's locust swarm, likely without lifesteal)
Upgrades:
Neural Parasite: grants vision of target enemy.(30 sec cooldown)
Greater Spire (T2.5)
Descrip: other than a few upgrades no changes from sc1/2
Upgrades:
Air damage
Air armor
Muscular Wings: Increases the mutulisk accelleration, allowing it to more easily dodge projectiles. (+2 accelleration, +7% Base evasion)
Enhanced Wurms: Increases the times the Glave Wurm bounces by 1.
Attack range bonus(Guardians)
Hitpoint bonus (corrupters)
Descrip: other than a few upgrades no changes from sc1/2
Upgrades:
Air damage
Air armor
Muscular Wings: Increases the mutulisk accelleration, allowing it to more easily dodge projectiles. (+2 accelleration, +7% Base evasion)
Enhanced Wurms: Increases the times the Glave Wurm bounces by 1.
Attack range bonus(Guardians)
Hitpoint bonus (corrupters)
Ultralisk Caverns(T2.5)
Descrip: Ultralisk are now trained at the caverns.., making it harder to get a batch of ultralisk, without building multiple caverns.., upgrades and ultralisk build time likely decreased to compensate
Upgrades:
Armored Carpace +2
Blades: increases the cleave radius by 50%
Enhanced Legs: faster movement speed (increasing ram damage to up-to 600)
Descrip: Ultralisk are now trained at the caverns.., making it harder to get a batch of ultralisk, without building multiple caverns.., upgrades and ultralisk build time likely decreased to compensate
Upgrades:
Armored Carpace +2
Blades: increases the cleave radius by 50%
Enhanced Legs: faster movement speed (increasing ram damage to up-to 600)
Infestation Pit (T2.5)
Descrip: Research for infestor
Upgrades:
Infestors HP Bonus
Dark Swarm: Unleashes a horde of Insectoids that act as cover, which increases the chance that ranged attacks targeting units inside the cloud will miss by 30% (even structures)
Descrip: Research for infestor
Upgrades:
Infestors HP Bonus
Dark Swarm: Unleashes a horde of Insectoids that act as cover, which increases the chance that ranged attacks targeting units inside the cloud will miss by 30% (even structures)
Misc(ideas/concepts):
Creep:
- Slows non-zerg INSTEAD of speeding up zerg
- Damages non-Zerg Buildings
- Heals Zerg Units/structures (1-2 HPS)
- Automatically expands (automatically creates its own creep tumors at the edge of current creep. tumors are now visible, and can be built directly on, and wont hinder movement.
Un-Burrow: Auto-castable - causes the burrowed to pop up 1.5 seconds, after an enemy comes within 450 wc3 aoe of it.. when ordered to unborrow, all nearby burrowed units with autocast enabled would also unburrow
Burrow wouldnt be autocastable, and the auto-cast option would reset to no-autocast every time a unit is unburrowed
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SCV
Firebat (anti-organic/anti-small)
marine (general)
ghost (anti organic/strong/recon)
Reaper(gernade thrower) (anti-mech, can fly short distances with upgrade)
Medic (support)
hellion W machinegun(Harrass, Speedy support)
Siege tank (defensive/Siege)
Goliath Anti-Air, anti mech
Melee armored mech (siege, and Tanking)
Viking air only: Anti-air, anti mech (missles can only target mechanical, non-structures)
Mule- Dropship, speedy resources
BattleCruiser (General)
Wraith/banshee mix (anti ground, with medium air support)
SkyLab(misc)(Orbiter(flying scout))(Deploy Hovermine)
Firebat (anti-organic/anti-small)
marine (general)
ghost (anti organic/strong/recon)
Reaper(gernade thrower) (anti-mech, can fly short distances with upgrade)
Medic (support)
hellion W machinegun(Harrass, Speedy support)
Siege tank (defensive/Siege)
Goliath Anti-Air, anti mech
Melee armored mech (siege, and Tanking)
Viking air only: Anti-air, anti mech (missles can only target mechanical, non-structures)
Mule- Dropship, speedy resources
BattleCruiser (General)
Wraith/banshee mix (anti ground, with medium air support)
SkyLab(misc)(Orbiter(flying scout))(Deploy Hovermine)
Units Concepts/Balance:
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SCV 2.0 (T0)
Descrip: Basic worker, likely to replace the model with something that doesnt constantly fly (maybe wheels, maybe a marine/type armored unit). New Scvs will be capable of Salvaging almost any mechanical structure (friend or foe)
Cost 75 minerals 1 food
Hp: 50
Damage 5+1 (+10 to mechanical)
Abilitys:
Harvest: 10 minerals/gas at a time (twice as long to harvest, as its more resources, but time would be saved driving to/from the resource patch)
Repair: repairs a structure, or mechanical unit for aproximately 30% the cost per hitpoint for purchase of a new one.
Salvage: salvages a targeted Mechanical unit or structure, returning 100% (minus damages) of its build cost, at a new cost of 150% of its build time.
While salvaging, the unit/structure takes damage, until it is destroyed, at which time the resources acumulated are returned to the command center. Note: that if salvage is canceled, before a unit dies, there is no cash given, and the unit remains with whatever hitpoints it has.
Upgrades:
Laser/Fire Weaponry
Light Plate Armor
Generic Vehicle Speed
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Fusion Cutters: Decreases the time required to repair and salvage by 30%
Mechanic Boosters: Increases the movement speed by 20%
Descrip: Basic worker, likely to replace the model with something that doesnt constantly fly (maybe wheels, maybe a marine/type armored unit). New Scvs will be capable of Salvaging almost any mechanical structure (friend or foe)
Cost 75 minerals 1 food
Hp: 50
Damage 5+1 (+10 to mechanical)
Abilitys:
Harvest: 10 minerals/gas at a time (twice as long to harvest, as its more resources, but time would be saved driving to/from the resource patch)
Repair: repairs a structure, or mechanical unit for aproximately 30% the cost per hitpoint for purchase of a new one.
Salvage: salvages a targeted Mechanical unit or structure, returning 100% (minus damages) of its build cost, at a new cost of 150% of its build time.
While salvaging, the unit/structure takes damage, until it is destroyed, at which time the resources acumulated are returned to the command center. Note: that if salvage is canceled, before a unit dies, there is no cash given, and the unit remains with whatever hitpoints it has.
Upgrades:
Laser/Fire Weaponry
Light Plate Armor
Generic Vehicle Speed
--
Fusion Cutters: Decreases the time required to repair and salvage by 30%
Mechanic Boosters: Increases the movement speed by 20%
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Marine (T1)
Descrip: General Marine, likely a little less damage, with more attack speed than in sc2 (making them weaker vs armored)
Hp: 40
Abilitys:
Upgrades:
Bullet Weaponry
Infantry Armor
--
Stimpack: Increases the attack-rate, and movement speed of the marine by 100% for 20 seconds. Also permanently reduces the marines max Hitpoints by 5.
Enhanced Range: increases the marines attack range
Combat Shields: Increases marines max life by 10
Descrip: General Marine, likely a little less damage, with more attack speed than in sc2 (making them weaker vs armored)
Hp: 40
Abilitys:
Upgrades:
Bullet Weaponry
Infantry Armor
--
Stimpack: Increases the attack-rate, and movement speed of the marine by 100% for 20 seconds. Also permanently reduces the marines max Hitpoints by 5.
Enhanced Range: increases the marines attack range
Combat Shields: Increases marines max life by 10
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Firebat (T 1.5)
Descrip: Like the firebats in Sc2s campaign (high hp/armor)
Hp 80
Dmg 5+1 (aoe/line dmg)
Armor 1+1
6+1 (+10 to organic)
Cost 75 Minerals 50 gas
Abilitys:
- Combust: When the firebat dies, he explodes, dealing 10 damage to all nearby units (allied to?)
Upgrades
Laser/Fire Weaponry
Infantry Armor
--
Stimpack:Increases the attack-rate, and movement speed of the Firebat by 80% for 20 seconds. Also permanently reduces the fire max Hitpoints by 5.
NeoSteel Plating(@Research center): Increases armor by 2
Descrip: Like the firebats in Sc2s campaign (high hp/armor)
Hp 80
Dmg 5+1 (aoe/line dmg)
Armor 1+1
6+1 (+10 to organic)
Cost 75 Minerals 50 gas
Abilitys:
- Combust: When the firebat dies, he explodes, dealing 10 damage to all nearby units (allied to?)
Upgrades
Laser/Fire Weaponry
Infantry Armor
--
Stimpack:Increases the attack-rate, and movement speed of the Firebat by 80% for 20 seconds. Also permanently reduces the fire max Hitpoints by 5.
NeoSteel Plating(@Research center): Increases armor by 2
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Medic (T1.5)
Descrip: Basic Healer, will heal alot slower than in sc1, heals multi targets at a time, and healing stack though
Hp 50
Armor 0+1
Abilitys:
- First Aid(10 mana): Autocast, heals a unit for 20 hitpoints, over 5 seconds.
- Para-dart: stuns a single biological unit for 7 seconds. (50 mana)
Upgrades:
Infantry Armor
--
Retreat Flare: (1 time use, 150 mana): Reduces nearby enemys sight range to 0 for 5 seconds (they can still attack if your attacking them, because attackers are revealed through fog)
Restore: Heals an organic unit for 80 hitpoints(instantly), and removes any negative buffs (50 mana)
Descrip: Basic Healer, will heal alot slower than in sc1, heals multi targets at a time, and healing stack though
Hp 50
Armor 0+1
Abilitys:
- First Aid(10 mana): Autocast, heals a unit for 20 hitpoints, over 5 seconds.
- Para-dart: stuns a single biological unit for 7 seconds. (50 mana)
Upgrades:
Infantry Armor
--
Retreat Flare: (1 time use, 150 mana): Reduces nearby enemys sight range to 0 for 5 seconds (they can still attack if your attacking them, because attackers are revealed through fog)
Restore: Heals an organic unit for 80 hitpoints(instantly), and removes any negative buffs (50 mana)
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Gun Buggy (t1.5)
Descrip: Fast vehicle, able to attack while it drives, good at harrassment or taking out melee.
HP 90
Dmg 5+1(ground only)(slightly faster than marine at attacking, and slightly less range)
Armor 0+1
Gold Cost: 100 min, 50 gas
Abilitys:
- Gun Turret: attacks while moving, if its ordered to attack a target, then ordered to move, it will maintain that as the prefered attack target if in range
- Bullet Spray: the 'intended' target doesnt necessarily get hit, but 10 'bullets' are fired at a random nearby location
Upgrades:
Light Plating
Bullet Weaponry
Vehicle Speed Bonus
--
Chemo Rounds: Reduces attacked units movement speed and attack rate by 35% for 2 seconds
Descrip: Fast vehicle, able to attack while it drives, good at harrassment or taking out melee.
HP 90
Dmg 5+1(ground only)(slightly faster than marine at attacking, and slightly less range)
Armor 0+1
Gold Cost: 100 min, 50 gas
Abilitys:
- Gun Turret: attacks while moving, if its ordered to attack a target, then ordered to move, it will maintain that as the prefered attack target if in range
- Bullet Spray: the 'intended' target doesnt necessarily get hit, but 10 'bullets' are fired at a random nearby location
Upgrades:
Light Plating
Bullet Weaponry
Vehicle Speed Bonus
--
Chemo Rounds: Reduces attacked units movement speed and attack rate by 35% for 2 seconds
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Siege Tank (t2)
Descrip: not much will change, siege tanks will still be primarily Defensive
Hp (maybe a little more than in sc1
Damage: Siege mode - 45 splash huge range, Tank mode-30(+10 mech/structure) med range
Armor 2+1
Abilitys:
- Turret: while in tank form it can shoot and run
- Scatter Shot: while in siege mode attacks deal aoe damage, (35 to organic, 20 to mechanical, 50 to structures)
Upgrades
Heavy Plating
Missle Weaponry
Vehicle Speed Bonus
--
Siege mode: goes siege stops movement gives more dmg/range/splash
Advanced Plating: Increases hitpoints by 40.
Descrip: not much will change, siege tanks will still be primarily Defensive
Hp (maybe a little more than in sc1
Damage: Siege mode - 45 splash huge range, Tank mode-30(+10 mech/structure) med range
Armor 2+1
Abilitys:
- Turret: while in tank form it can shoot and run
- Scatter Shot: while in siege mode attacks deal aoe damage, (35 to organic, 20 to mechanical, 50 to structures)
Upgrades
Heavy Plating
Missle Weaponry
Vehicle Speed Bonus
--
Siege mode: goes siege stops movement gives more dmg/range/splash
Advanced Plating: Increases hitpoints by 40.
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Wraith (t2)
Descrip:Same as regular wraith, probably a little stronger vs ground, and weaker vs air, possibly faster
Attack rate: .45
Damage: 8+1
Abilitys:
- Reap: The first attack within a 3 second cooldown deals 50 bonus damage.
Upgrades:
Light Plating
Laser/Fire Weaponry
--
OverBurn: Temporarily Increases the wraiths Accelleration, and movement speed, at the cost of energy
Descrip:Same as regular wraith, probably a little stronger vs ground, and weaker vs air, possibly faster
Attack rate: .45
Damage: 8+1
Abilitys:
- Reap: The first attack within a 3 second cooldown deals 50 bonus damage.
Upgrades:
Light Plating
Laser/Fire Weaponry
--
OverBurn: Temporarily Increases the wraiths Accelleration, and movement speed, at the cost of energy
_________________
Transport (t2)
Descrip: Unlike traditional dropships this one is required to land before loading/unloading, and will land automatically if unload/load is requested. It can also travel as a ground unit at which point it can load/unload freely, and has a gun turret
Abilitys:
- Load/Unload: holds 16 units (or 4 tanks)
- Land/Fly: Transforms between a ground unit and a flyer
- Dig In: Converts the dropship into a tiny fortress, that can train SCV's (after researched), return minerals, and Defend itself (with a small turret on top). Converting is free but takes 15 seconds both ways.
Upgrades:
Structure Armor (when in structure mode)
Heavy vehicle armor (when in vehicle/ship mode)
Bullet Weaponry (when in structure mode)
Vehicle Speed Bonus (when in vehicle mode)
--
Speedy Harvest: Allows the training of SCV's at the building, as well as decreasing the conversion time between modes
Descrip: Unlike traditional dropships this one is required to land before loading/unloading, and will land automatically if unload/load is requested. It can also travel as a ground unit at which point it can load/unload freely, and has a gun turret
Abilitys:
- Load/Unload: holds 16 units (or 4 tanks)
- Land/Fly: Transforms between a ground unit and a flyer
- Dig In: Converts the dropship into a tiny fortress, that can train SCV's (after researched), return minerals, and Defend itself (with a small turret on top). Converting is free but takes 15 seconds both ways.
Upgrades:
Structure Armor (when in structure mode)
Heavy vehicle armor (when in vehicle/ship mode)
Bullet Weaponry (when in structure mode)
Vehicle Speed Bonus (when in vehicle mode)
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Speedy Harvest: Allows the training of SCV's at the building, as well as decreasing the conversion time between modes
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Goliath (t2.5)
Descrip: Good anti-air, anti-mech support unit with Heavy Guns, and Missles for air.
Attack rate: (2, average) (2 sec vs air), Simultanius fire (both ground and air can be shot at same time)
Damage: 10+15 to mechanical, 25 Anti-Air missle
Abilitys:
- Cannon Rounds: Deals 15 extra dmg to mechanical units/structures
- Anti-Air Missle Volly: Stores up to 6 missles(gains 1 missle every 2 seconds), which are then fired automatically when air get in range dealing 25 damage, and 5 explosive damage to a small area, with a max of 20 bonus damage
Upgrades:
Bullet Weaponry
Missle Weaponry
Light Plating
Generic Vehicle Speed
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AutoLoader: Decreases the reload time per missle by 50% (to 1 second per missle)
Enhanced Targeting System: Increases the attack range for missles, and bullets
Descrip: Good anti-air, anti-mech support unit with Heavy Guns, and Missles for air.
Attack rate: (2, average) (2 sec vs air), Simultanius fire (both ground and air can be shot at same time)
Damage: 10+15 to mechanical, 25 Anti-Air missle
Abilitys:
- Cannon Rounds: Deals 15 extra dmg to mechanical units/structures
- Anti-Air Missle Volly: Stores up to 6 missles(gains 1 missle every 2 seconds), which are then fired automatically when air get in range dealing 25 damage, and 5 explosive damage to a small area, with a max of 20 bonus damage
Upgrades:
Bullet Weaponry
Missle Weaponry
Light Plating
Generic Vehicle Speed
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AutoLoader: Decreases the reload time per missle by 50% (to 1 second per missle)
Enhanced Targeting System: Increases the attack range for missles, and bullets
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Reaper (t2.5)
Descrip: anti mech good at taking down structures/mechanical units. Unlike the other reapers, these ones dont develop jetpacks until later on.
Hp: 50
Dmg 8+1 (+5 vs mech, and structure)
Armor 0+1
Gold Cost: 100 min 100 gas
Abilitys:
- EMP Rounds: each attack fired, disrupts electrical signals, slowing attack rate and movement, and production, of the target (if its mechanical) by 50% for 2 seconds
Upgrades:
Missle Weaponry
Infantry Armor
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JetPacks: Allows the reaper to fly for 15 seconds (45 second cooldown). After the time the reaper will auto-land, and if there is no nearby landing ground it will fall on whatever, and explode (or in water just sink?)
Spider Mines(3 charges): Places a mine which will home and detonate on enemys that wander to close (mines also have a 400 wc3 aoe sight range)
Descrip: anti mech good at taking down structures/mechanical units. Unlike the other reapers, these ones dont develop jetpacks until later on.
Hp: 50
Dmg 8+1 (+5 vs mech, and structure)
Armor 0+1
Gold Cost: 100 min 100 gas
Abilitys:
- EMP Rounds: each attack fired, disrupts electrical signals, slowing attack rate and movement, and production, of the target (if its mechanical) by 50% for 2 seconds
Upgrades:
Missle Weaponry
Infantry Armor
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JetPacks: Allows the reaper to fly for 15 seconds (45 second cooldown). After the time the reaper will auto-land, and if there is no nearby landing ground it will fall on whatever, and explode (or in water just sink?)
Spider Mines(3 charges): Places a mine which will home and detonate on enemys that wander to close (mines also have a 400 wc3 aoe sight range)
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Viking (t2.5)
Descrip:Similar to Vikings of past, unlike their ancestors they have developed Heat Seeking weaponry
Abilitys:
- SkyJacks: drops a hover Jack that homes in on any enemy air that get to close and explodes dealing area damage)
- Motion Missles(Primary weaponry): Fires 6 missles in a fan, they then seek the nearest target(enemy air units/mechanical units (1.5 second after launch target is aquired, and if no target they go for another 1 second, and if still no target explode) and explode. (deals 40 damage, and 15 aoe dmg to a very small area)
Upgrades:
Heavy Plating
Missle Weaponry
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OverBurn: Temporarily Increases the wraiths Accelleration, and movement speed, at the cost of energy
Rocket Thrusters: Allows the viking to fire while en-pursuite (not at targets behind him)
Descrip:Similar to Vikings of past, unlike their ancestors they have developed Heat Seeking weaponry
Abilitys:
- SkyJacks: drops a hover Jack that homes in on any enemy air that get to close and explodes dealing area damage)
- Motion Missles(Primary weaponry): Fires 6 missles in a fan, they then seek the nearest target(enemy air units/mechanical units (1.5 second after launch target is aquired, and if no target they go for another 1 second, and if still no target explode) and explode. (deals 40 damage, and 15 aoe dmg to a very small area)
Upgrades:
Heavy Plating
Missle Weaponry
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OverBurn: Temporarily Increases the wraiths Accelleration, and movement speed, at the cost of energy
Rocket Thrusters: Allows the viking to fire while en-pursuite (not at targets behind him)
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Skylab (t3)
Descrip: Similar to Science Vessle (in many many ways). Skills to decide apon: Iradiate, EMP, Defense Matrix, Flares, Nano-bot field (heals mech, and maybe even organic), Cloaking Generator (attaches a cloaking device to a target unit, which last 60 seconds (stays cloaked even when it attacks), Chemo-Daze (decreases enemy organic units within x ranges attack rate and movement speed)
Abilitys:
- Detector: See invisible..
Upgrades:
Light Plating
Descrip: Similar to Science Vessle (in many many ways). Skills to decide apon: Iradiate, EMP, Defense Matrix, Flares, Nano-bot field (heals mech, and maybe even organic), Cloaking Generator (attaches a cloaking device to a target unit, which last 60 seconds (stays cloaked even when it attacks), Chemo-Daze (decreases enemy organic units within x ranges attack rate and movement speed)
Abilitys:
- Detector: See invisible..
Upgrades:
Light Plating
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Ghost (t3)
Descrip:similar to sc1...
Attack rate: (slow, 1.5 sec)
Damage: 20+5(+20) to organic
Abilitys:
- KillShot: any round that kills its target has a 25% chance to pierce hitting the next target in a line (great vs organics like lings/marines)
- Call Nuke: If ya got a nuke.. lets ya drop it.. also nukes will be more like starcraft 1, and be more destructive to buildings
Upgrades:
Bullet Weaponry
Infantry armor
EMP: Allows you to toss an(1) EMP, stunning mechanical units in an medium area for 5 seconds
Personal Cloaking Generator: allows you to cloak.. at the cost of mana
Psysonic Training: Increases mana, and mana regen
Descrip:similar to sc1...
Attack rate: (slow, 1.5 sec)
Damage: 20+5(+20) to organic
Abilitys:
- KillShot: any round that kills its target has a 25% chance to pierce hitting the next target in a line (great vs organics like lings/marines)
- Call Nuke: If ya got a nuke.. lets ya drop it.. also nukes will be more like starcraft 1, and be more destructive to buildings
Upgrades:
Bullet Weaponry
Infantry armor
EMP: Allows you to toss an(1) EMP, stunning mechanical units in an medium area for 5 seconds
Personal Cloaking Generator: allows you to cloak.. at the cost of mana
Psysonic Training: Increases mana, and mana regen
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BattleCruiser (t3)
Descrip: Probably about the same as in sc2 (with a fairly rapid fire rate, and average damage)
Attack Speed (1.25 seconds X 6 lasers)
Damage: 6+1 (Mounted Lasers)
Abilitys:
- Focus Cannon: Stops the Auxillery weaponry (the minor lasers on the bottom/top that fire at everything) with a 1 second cast time, then channels a beam for up to 5 seconds, dealing 100 damage a second(to a single target, afterwhich a 1 second cooldown before the auxillery weaponry kicks back in
- Multi-fire, fires 6 lasers at a time, at upto 6 different targets, dealing about 60 damage a second
Upgrades:
Heavy Plating
Laser/Flame Weaponry
Advanced Plating: +2 armor
Warp Jump: Cross map blink with 3 second channel, and 2 second 'slow' time afterwards (cant fire during slow/channel)
Descrip: Probably about the same as in sc2 (with a fairly rapid fire rate, and average damage)
Attack Speed (1.25 seconds X 6 lasers)
Damage: 6+1 (Mounted Lasers)
Abilitys:
- Focus Cannon: Stops the Auxillery weaponry (the minor lasers on the bottom/top that fire at everything) with a 1 second cast time, then channels a beam for up to 5 seconds, dealing 100 damage a second(to a single target, afterwhich a 1 second cooldown before the auxillery weaponry kicks back in
- Multi-fire, fires 6 lasers at a time, at upto 6 different targets, dealing about 60 damage a second
Upgrades:
Heavy Plating
Laser/Flame Weaponry
Advanced Plating: +2 armor
Warp Jump: Cross map blink with 3 second channel, and 2 second 'slow' time afterwards (cant fire during slow/channel)
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Armored mech (t3): Powerful Siege Walker, similar to thor in appearance, likely has a giant hammer, or heavy tank cannons, with a primary function of destroying buildings/large mech units. likely has short range.. and doubles as a damage absorber for infantry.
Abilitys:
- Terrorize: Enemy units deal 1 less damage when within a medium range of this unit
- Heavy Cannons: Deals 50 more damage to mechanical units and structures
Abilitys:
- Terrorize: Enemy units deal 1 less damage when within a medium range of this unit
- Heavy Cannons: Deals 50 more damage to mechanical units and structures
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Advanced Building Concepts:
_________________
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Command Center
Descrip: its loosing silo and scanner sweep, but i MAY add Psy disrupter to it (with req of research center, and maybe something else not sure... because its sort of less needed with the transport being able to become makeshift, it may also loose fly.. but for now ill list it
Function: Main Tech-building, resource gathering
Abilitys:
- Pack: Similar to fly.. except without the flying.. probably slightly smaller size so it can fit down ramps in packed mode.. (packed mode might be a semi truck, and then for unpack id just play birth anim again but over 20 seconds (the unpack time)
- Return Resources: lets you return stuff to this building..
- hold cargo (16): holds 16 scvs..
Descrip: its loosing silo and scanner sweep, but i MAY add Psy disrupter to it (with req of research center, and maybe something else not sure... because its sort of less needed with the transport being able to become makeshift, it may also loose fly.. but for now ill list it
Function: Main Tech-building, resource gathering
Abilitys:
- Pack: Similar to fly.. except without the flying.. probably slightly smaller size so it can fit down ramps in packed mode.. (packed mode might be a semi truck, and then for unpack id just play birth anim again but over 20 seconds (the unpack time)
- Return Resources: lets you return stuff to this building..
- hold cargo (16): holds 16 scvs..
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Supply Depot
Descrip: probably removing ability to drop them, but perdition turret probably will keep that ability
Function: Food, Blockade
Descrip: probably removing ability to drop them, but perdition turret probably will keep that ability
Function: Food, Blockade
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Refinery
Descrip: no changes besides resource harvest amount?, and Maybe an automated refinery upgrade (so you can get gas without a nearby Drop point or workers)
Function: Harvesting Gas
Upgrades to:
Auto-Refinery?: basically a refinery.. but without the need for workers/drop
Descrip: no changes besides resource harvest amount?, and Maybe an automated refinery upgrade (so you can get gas without a nearby Drop point or workers)
Function: Harvesting Gas
Upgrades to:
Auto-Refinery?: basically a refinery.. but without the need for workers/drop
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Barracks
Descrip: Infantry producing unit, if any buildings lift off, this will definently be one of the few that do.
Function: Rush, Infantry
Addon(s):
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Academy
Descrip: Req for quite a few units, also has researches...
Research Available:
Stimpack (Marines,Firebats,Reapers,Ghost,Medic?)
Combat Shields (Marines,Reapers?)
Retreat Flare (Medic)
Restore (medic)
JetPacks(Reapers)
Descrip: Infantry producing unit, if any buildings lift off, this will definently be one of the few that do.
Function: Rush, Infantry
Addon(s):
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Academy
Descrip: Req for quite a few units, also has researches...
Research Available:
Stimpack (Marines,Firebats,Reapers,Ghost,Medic?)
Combat Shields (Marines,Reapers?)
Retreat Flare (Medic)
Restore (medic)
JetPacks(Reapers)
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Armory
Descrip: The Armory, and the engine bay have joined forces under 1 roof!, this being the case, upgrades may be a little quicker to research to counterbalance the time required.(tech lab MAY speed up research time)
Function: Tech Requirement, Upgrades
Research Available:
Explosives/missles
Bullets
Lasers/Fire
Infantry Armor
Light Shilding
Heavy Shielding
Addon(s):
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Tech lab:
Descrip: has a few researches of its own, as well as being required for goliaths, may also speed up Armorys research rate if attached
Research Available
building Armor
Fusion Cutters(scv)
Advanced Gears(vehicle)
Chemo Rounds?(gunbuggy),
Increased range (marines, reapers?, ghost)
Descrip: The Armory, and the engine bay have joined forces under 1 roof!, this being the case, upgrades may be a little quicker to research to counterbalance the time required.(tech lab MAY speed up research time)
Function: Tech Requirement, Upgrades
Research Available:
Explosives/missles
Bullets
Lasers/Fire
Infantry Armor
Light Shilding
Heavy Shielding
Addon(s):
-----
Tech lab:
Descrip: has a few researches of its own, as well as being required for goliaths, may also speed up Armorys research rate if attached
Research Available
building Armor
Fusion Cutters(scv)
Advanced Gears(vehicle)
Chemo Rounds?(gunbuggy),
Increased range (marines, reapers?, ghost)
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Note: heres what i have sofar for protoss not organized, or even all that perfected
Protoss
Pylon:
- powers structures, and adds food
- each overlaping pylons increase the construction rate of buildings and units by 25, 20, 15, 10% respectivly
Field Generator:
- recharges energy/shields (units and buildings)
- powers structures, and adds food
- reduces enemy damage in an area
warp prism:
-recalls injured troops/single troops or all units in an area
- acts as pylon (powers stuff and allows for warp in), but no food
units Roles:
probe - worker
zealot - tank, melee, rush
dragoon - AA, good vs high hp,
sentry&/Templar supportive, aa?
dark templars stealth, offensive, harrass
high templars anti-mass, support
phoenix/scout - anti-air, light ground attacks
Observer - scouting, anti-invis
Warp Prism -transport, support?
Archon - tank, anti-mass
Dark Archon - anti-mage
Twilight Archon - caster/tank
Carrier general - anti-ground
Interceptors
Reaver siege, anti-mass
scarabs
Immortal defensive, anti-power
Mothership - support
IDEAS:
colsous; walk cliffs, beam attacks?
corsar?
reavers!!
dark temp invis, and archon warp? should darks/highs be able to mix? should they yield the same archons either way?
high templar, feedback, archon warp, psy storm
warp prism (recalls troops in, and can power stuff?)
immortals hardened shields?
mothership/arbiter: recall, vortex/stasisfield mass cloaking?
observer(still invis/detect?)
blink?
void rays (currently gain dmg longer there on a target, i think maybe it should be longer they fire, with -1 dmg every 2-3 secs they havnt fired, maybe with energy cost to fire?
zlot charge?
phonix gravitron beam?
sentry,s force field, halucination, and guardian shield
Time warp: the unit retraces its steps backwards at fast speed
Glimpse: the nearest x enemy units (in a range?) are revealed (giving you there vision) for 4, seconds), this includes invisibles, and detection or views a random enemy unit on the map, maybe hurting it in the process? or Aestral Projection (creates an untargetable 'spirit' that can wander the map (channeling, and if caster dies projection does....
HyperShield: stops all damage for 5 seconds to this unit (its still attacked)
shield battery for pylons?, works on buildings?
transports: phase warp, targets a point, then moves roughly 1200 wc3 speed twards that point, after warp shields are down fully, and the ship is unable to drop for 3 seconds?, warp takes 2 seconds to cast)
Void Laser, fires a beam in 1 direction, roughly 3k wc3 distance, dealing X damage to all units in the path...?
archons would have chainlightning(bouncing and likely a bit longer range than them)? that drains shield? energy nova (archons explode on death)
Psyonic Theft; drains all the energy from units in an area.. converting it to energy for the archons
Void Portal, similar to waygates... (yes the enemy can use to) opens a portal between position of your unit, and anywhere on the map (units can go into the portal (to your unit) but not out.. so essentially its a 1way escape plan that the enemy can follow... (rift remains open 5 seconds after you stop casting..
Energize, increases the shield regen of nearby ally protoss...
Protoss
Pylon:
- powers structures, and adds food
- each overlaping pylons increase the construction rate of buildings and units by 25, 20, 15, 10% respectivly
Field Generator:
- recharges energy/shields (units and buildings)
- powers structures, and adds food
- reduces enemy damage in an area
warp prism:
-recalls injured troops/single troops or all units in an area
- acts as pylon (powers stuff and allows for warp in), but no food
units Roles:
probe - worker
zealot - tank, melee, rush
dragoon - AA, good vs high hp,
sentry&/Templar supportive, aa?
dark templars stealth, offensive, harrass
high templars anti-mass, support
phoenix/scout - anti-air, light ground attacks
Observer - scouting, anti-invis
Warp Prism -transport, support?
Archon - tank, anti-mass
Dark Archon - anti-mage
Twilight Archon - caster/tank
Carrier general - anti-ground
Interceptors
Reaver siege, anti-mass
scarabs
Immortal defensive, anti-power
Mothership - support
IDEAS:
colsous; walk cliffs, beam attacks?
corsar?
reavers!!
dark temp invis, and archon warp? should darks/highs be able to mix? should they yield the same archons either way?
high templar, feedback, archon warp, psy storm
warp prism (recalls troops in, and can power stuff?)
immortals hardened shields?
mothership/arbiter: recall, vortex/stasisfield mass cloaking?
observer(still invis/detect?)
blink?
void rays (currently gain dmg longer there on a target, i think maybe it should be longer they fire, with -1 dmg every 2-3 secs they havnt fired, maybe with energy cost to fire?
zlot charge?
phonix gravitron beam?
sentry,s force field, halucination, and guardian shield
Time warp: the unit retraces its steps backwards at fast speed
Glimpse: the nearest x enemy units (in a range?) are revealed (giving you there vision) for 4, seconds), this includes invisibles, and detection or views a random enemy unit on the map, maybe hurting it in the process? or Aestral Projection (creates an untargetable 'spirit' that can wander the map (channeling, and if caster dies projection does....
HyperShield: stops all damage for 5 seconds to this unit (its still attacked)
shield battery for pylons?, works on buildings?
transports: phase warp, targets a point, then moves roughly 1200 wc3 speed twards that point, after warp shields are down fully, and the ship is unable to drop for 3 seconds?, warp takes 2 seconds to cast)
Void Laser, fires a beam in 1 direction, roughly 3k wc3 distance, dealing X damage to all units in the path...?
archons would have chainlightning(bouncing and likely a bit longer range than them)? that drains shield? energy nova (archons explode on death)
Psyonic Theft; drains all the energy from units in an area.. converting it to energy for the archons
Void Portal, similar to waygates... (yes the enemy can use to) opens a portal between position of your unit, and anywhere on the map (units can go into the portal (to your unit) but not out.. so essentially its a 1way escape plan that the enemy can follow... (rift remains open 5 seconds after you stop casting..
Energize, increases the shield regen of nearby ally protoss...
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