Now how about we take a look at the least commonly used units used for each race: The scout, ghost + nukes, and queens + infested terrans. How can we make this unit viable without upsetting the natural balance of the game?
Taking a look at the scout, we can clearly see we have an ineffective unit that is overshadowed by its superior air friends the corsair and the carrier. How can we give the scout a purpose without overlapping roles between these 2 other units? Well firstly we can see that the unit is too expensive. 275 for minerals and 125 for gas. Lowering these amounts should be the first order of business. Also we have 2 useless upgrades, one for speed and one for vision, that no one would ever care to research. These upgrades should come by default with the unit.
Now the issue persists however: the unit doesn't really have a clearly defined useful role. Originally the scout was designed to battle capital ships. Well battlecruisers arent built in PvT. Carriers havent been popular in PvP in ages and devourers are basically only seen late game on island maps. Lets put attack roles aside and turn to support roles. Maybe an ability could be used to create a useful strategy for the scout? What if we gave stargate tech an option for detection? How could we do this without stepping on the lonely observer's toes?
My idea is to the give the scout a detection ability that uses energy similar to how the ghost and the wraith use energy. 25 to enable and its drains to 0. Now we have a dedicated detection role (the observer) and a support detection role with worse detecting abilities but more robust and it can attack. Some might say stats buffs such as decreased cost and built in upgrades plus added detection might be too much. There is certainly an argument there but I believe the scout is such a poorly designed unit that it truly needs that much help.
Moving on to the nukes, we have a tech path that suffers from one fatal flaw. Its just way too damn costly. Honestly I feel like ghosts are actually a well designed unit in the sense that it could essentially be used in all 3 match ups. 25 minerals and 75 gas is a fair cost for the actual unit in this regard. Then you have to research cloak. Then you have to get the nuclear silo add on. Now its time to finally build your nuke. Wait I forgot the covert ops. So much investment that its almost impossible to get your money's worth.
Reduce nuclear silo from 100/100 to 50/50. Reduce nuclear missile cost from 200/200 to 100/100. 8 supply is absolutely ridiculous. Could argue anywhere from 4 to 6 supply as a fair range. To make this unit viable you might have to go as far as giving the cloak by default. It's just such a huge commitment to go down this tech path that making it worthwhile takes quite a bit.
Finally we have the queen which actually scares me to talk about changing because this unit does see competitive play. Spawn broodling against a meching terran is certainly a fair strategy that's seen from time to time. Any changes to this unit would have to be subtle. What's underused about queens? Well ensare never really pays off. It takes too much apm that is usually better spent somewhere else. Infested terrans are even more rare to see.
Perhaps an energy reduction from 75 to 50 on ensare could increase its usage overall. If this proves to be too powerful of a buff then perhaps increasing the range of the ability would be more subtle? I would also consider both of these changes to the parasite ability too.
Situations where infested terrans arise are so rare that judging what to change becomes difficult. Id start with reducing the cost from 100/50 to 50/50. Next I would give them some sort of melee attack similar to how kerrigan attacks in the campaign. The suicide ability would have to be manually triggered so you have control of when it is used.
Im not a game designer nor am I an expert in the matter. I am however very passionate about this game. Starcraft is my baby that I will love forever and I want its legacy to live on until Im an old man with arthritis who can barely get above 50 apm. I want to hear opinions from everyone. If changing units in broodwar (even the mediocre ones) seems like a terrible idea to you, I want you to tell me. Should things like scouts and nukes live on as bad mannered novelty units or should we try to figure out a way to implement them into the game?
Poll: Should we consider fixing starcraft's unused units?
No, leave the game as it is. (161)
208 total votes
208 total votes
Your vote: Should we consider fixing starcraft's unused units?