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On March 23 2015 20:12 OtherWorld wrote:Show nested quote +On March 23 2015 20:11 royalroadweed wrote:On March 23 2015 20:04 TurboMaN wrote:This is what Blizzard needed to do! Get the community to help developing the game. Anyways can't wait to see what the outcome will be ![](/mirror/smilies/smile.gif) It would be if 75% of these weren't comedy suggestions. Well, tbh asking for the community to create a unit for a game we don't even know anything about the meta and how MU play out is pretty bad, so why not make hydraroach-like suggestions The new units are what decide how the metagame will play out, not the other way around. Otherwise blizzard would be pretty fucked because they don't know better either. It's rather that they want to dictate where the game goes, pretty understandable since its them who finance the development and the whole marketing process. (it's really not their job to please the existing community and if people want a community created game... then they should create one...)
The awesome part about that competition is that it showcases what people think Terran could need and what could be fun/awesome. I think blizzard could really use that sort of input, even if they come up with something different in the end this thread has the potential to help their development process greatly.
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On March 23 2015 21:11 Big J wrote:+ Show Spoiler +On March 23 2015 20:12 OtherWorld wrote:Show nested quote +On March 23 2015 20:11 royalroadweed wrote:On March 23 2015 20:04 TurboMaN wrote:This is what Blizzard needed to do! Get the community to help developing the game. Anyways can't wait to see what the outcome will be ![](/mirror/smilies/smile.gif) It would be if 75% of these weren't comedy suggestions. Well, tbh asking for the community to create a unit for a game we don't even know anything about the meta and how MU play out is pretty bad, so why not make hydraroach-like suggestions The new units are what decide how the metagame will play out, not the other way around. Otherwise blizzard would be pretty fucked because they don't know better either. It's rather that they want to dictate where the game goes, pretty understandable since its them who finance the development and the whole marketing process. (it's really not their job to please the existing community and if people want a community created game... then they should create one...)
Thors are now given the ability to pick up and carry Marines around on their backs.
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On March 23 2015 21:11 Big J wrote:Show nested quote +On March 23 2015 20:12 OtherWorld wrote:On March 23 2015 20:11 royalroadweed wrote:On March 23 2015 20:04 TurboMaN wrote:This is what Blizzard needed to do! Get the community to help developing the game. Anyways can't wait to see what the outcome will be ![](/mirror/smilies/smile.gif) It would be if 75% of these weren't comedy suggestions. Well, tbh asking for the community to create a unit for a game we don't even know anything about the meta and how MU play out is pretty bad, so why not make hydraroach-like suggestions The new units are what decide how the metagame will play out, not the other way around. Otherwise blizzard would be pretty fucked because they don't know better either. It's rather that they want to dictate where the game goes, pretty understandable since its them who finance the development and the whole marketing process. (it's really not their job to please the existing community and if people want a community created game... then they should create one...) Well, according to their own words : "we’ll see the interactions of various changes to the game, and try to locate something interesting and fun for this slot during the beta.", so yeah...
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On March 23 2015 21:13 Incognoto wrote:Show nested quote +On March 23 2015 21:11 Big J wrote:+ Show Spoiler +On March 23 2015 20:12 OtherWorld wrote:Show nested quote +On March 23 2015 20:11 royalroadweed wrote:On March 23 2015 20:04 TurboMaN wrote:This is what Blizzard needed to do! Get the community to help developing the game. Anyways can't wait to see what the outcome will be ![](/mirror/smilies/smile.gif) It would be if 75% of these weren't comedy suggestions. Well, tbh asking for the community to create a unit for a game we don't even know anything about the meta and how MU play out is pretty bad, so why not make hydraroach-like suggestions The new units are what decide how the metagame will play out, not the other way around. Otherwise blizzard would be pretty fucked because they don't know better either. It's rather that they want to dictate where the game goes, pretty understandable since its them who finance the development and the whole marketing process. (it's really not their job to please the existing community and if people want a community created game... then they should create one...) Thors are now given the ability to pick up and carry Marines around on their backs. Happy Birthday!
Only if they work like a bunker and marines come out split when the Thor dies.
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On March 23 2015 21:15 Big J wrote:Show nested quote +On March 23 2015 21:13 Incognoto wrote:On March 23 2015 21:11 Big J wrote:+ Show Spoiler +On March 23 2015 20:12 OtherWorld wrote:Show nested quote +On March 23 2015 20:11 royalroadweed wrote:On March 23 2015 20:04 TurboMaN wrote:This is what Blizzard needed to do! Get the community to help developing the game. Anyways can't wait to see what the outcome will be ![](/mirror/smilies/smile.gif) It would be if 75% of these weren't comedy suggestions. Well, tbh asking for the community to create a unit for a game we don't even know anything about the meta and how MU play out is pretty bad, so why not make hydraroach-like suggestions The new units are what decide how the metagame will play out, not the other way around. Otherwise blizzard would be pretty fucked because they don't know better either. It's rather that they want to dictate where the game goes, pretty understandable since its them who finance the development and the whole marketing process. (it's really not their job to please the existing community and if people want a community created game... then they should create one...) Thors are now given the ability to pick up and carry Marines around on their backs. Happy Birthday! Only if they work like a bunker and marines come out split when the Thor dies.
Thank you!
Actually in mind, Marines would then pick up spare Thor parts on the ground and start using those to shoot at things instead.
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MINOTAUR + Show Spoiler +Should not have rocket-launchers though.. maybe miniguns. ![[image loading]](http://fc01.deviantart.net/fs70/i/2012/339/f/e/dindrenzi_minotaur_walker_coloured_by_rancemeister-d5n4xmt.jpg)
Barracks unit, requires techlab 175 minerals, 75 gas; slightly longer build time than Marauder (cannot be reproduced as fast) Cost should be adjusted so the unit is more expensive than regular bio but can still be produced in moderate numbers.
Cannot use stim; cannot enter bunkers.
Large (slightly bigger than Marauder) armored ground infantry unit that has an ability to LEAP with built-in jet engines. LEAP has a defined range (8-ish) and causes an AOE damage on landing. LEAP is manualy cast and has a cooldown (8-10-ish). LEAP damage is canceled with blinding cloud, cast on impact location.
Unit has a single target ground only attack with a moderate range (5-ish). Unit is biological and armored, thus snipable by Ghost.
UPGRADE available at techlab + Show Spoiler +DEFENCE MATRIX is a shield that triggers automatically (is not a manual ability) when landing with LEAP. Lasts a few seconds (3-ish) and absorbs certain amount of damage OR temporary increases armor by a substantial amount. Upgrade cost: 150 minerals, 150 gas; build time comparable to combat shields
UNIT ROLE: + Show Spoiler +Unit can be used in TvT to break siege lines by leaping onto tanks, in TvP to force Protoss player to split his deathball to avoid leap impact damage and in TvZ to cope with deathball type of roach-hydra compositions with biological army. Leap impact itself can be cost-effective if army is very clumped but otherwise upgrade is needed to not waste the unit imediately as it lands in the middle of enemy units. With upgrade, its cost-effectiveness can be extended to later stages of the game but the main role stays the same, which is to force enemy to break the deathball composition – or else some very key units can be taken out.
Leap has a certain, but short, travel time and marks the ground where it will land – the mark is very light but visible to opponent so he can act accordingly.
Unit should be harder to kill than Marauder or Hellbat.
WAYS TO COUNTER THE UNIT: + Show Spoiler +All races: splitting the army and / or lifting own units to avoid the leap damage (possible with new medivac-siege tank lift). Specific racial counters encourage the use of spellcasters such as phoenix, ghost, viper and infestor. TvP: phoenix lift (enemy unit OR own units); TvT: snipe, sieged tank lift; TvZ: blinding cloud, neural parasite.
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New building - Dockyard
Requires an engineering bay before it can be built. This building can not fly like other Terran buildings.
New unit - Drekkar (name taken from a type of Viking longship)
Built from the dockyard.
Ground based transport unit Units being transported can fire from within. can heal or repair any unit that it is transporting Fast movement speed
'Fortification mode' - The Drekkar becomes immobile and creates an impassable wall It can not do this while transporting units. is target-able and can still be destroyed. Dockyard upgrades
New upgrade - The Drekkar gains an ability 'ramming speed' select a location, with a burst of speed the drekkar charges forward and knock-backs any units at the target location. The Drekkar is unstoppable during this ability, it will push aside/pass through units and can also break forcefields.
New upgrade - the Dockyard can now launch a drekkar along with any units it is transporting to target location (requires vision). limited range from the dockyard, sensor towers also allow for drops within their radius (still requires actual vision) The ghost gains a new ability to 'spot' for a drop. Works much the same way as the nuclear strike. If the ghost is killed in time it cancels the drop and the units are left at the dockyard. All numbers involved will of course require extensive testing. In particular the transport capacity, would a 'skateboarding Thor' be a bit to powerful? Of course tanks can not be in siege mode while being transported.
That aside, marauders rolling around unleashing broadsides on flanks or Hellbats ramming straight into banelings or breaking through forcefields. Several Drekkar can set up to fortify a perimeter, blocking movement. The 'launch' ability can be used for rapid deployment to reinforce or to assault.
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CEV (Combat Engineering Vehicle)
![[image loading]](http://www.warcabinet.net/wp-content/uploads/2014/08/Roco-769.jpg)
This is a unit produced from the factory. Can be produced two at a time with a reactor and has no other tech requirements other than the factory. It serves the role of a tanky melee support unit that constructs defensive fortifications to help support and buffer a mech terran army. The unit rewards players with a conservative playstyle and restores Terran's racial identity as the defensive, cost efficient race. It has 100 hp, no attributes other than mechanical, and is armed with powerful mechanical pincers that pack a decent melee punch. Furthermore it can construct a variety of advanced defensive structures that the SCV cannot.
HP: 100 Attributes: Mechanical Cost: 75 min / 25 gas Supply: 1 Armor: 1 (+1) Attack: 14 (+1) Cooldown: 1.5 Attack Range: 1 Repair Beam Range: 2 Speed: 2.75 Buildtime: 30 seconds
Upgrades:
Acetylene torch - 150 min / 150 gas / 110 sec Enables CEV to salvage buildings and mechanical units.
Special Abilities:
Fast Repair, Construction, and Salvage - CEVs are capable of repairing mechanical units with its repair beam, which has 2 range, at twice the rate of a SCV. Like SCVs, repair cost minerals/gas rather than energy.
Furthermore, it can also construct defensive structures (bunkers, missile turrets) at twice the speed of SCVs. The CEV cannot build any other structures that the SCV can construct, nor can it mine minerals/gas.
With the Acetylene torch upgrade, the CEV can salvage any building or mechanical unit for 75% of its mineral/gas cost. Salvaging takes half the build time and cannot be canceled. While being salvaged, the unit/building is inactive and cannot move/attack/use abilities/produce units/research upgrades.
Tank Bunker - 150 min / 20 sec The CEV can construct a special protective structure over a sieged up tank, turning it into a fortified emplacement. This structure has 400 hp / 1 armor and like a regular bunker, protects the siege tank from any damage and also grants the siege tank an extra 3 range (for total of 16 range). The siege tank cannot unsiege unless the tank bunker is salvaged or destroyed. This structure allows the Terran player to trade off between mobility and durability of a mech composition, thus increasing the depth and diversity of strategies.
Hardened, Electrified Wall - 50 min / 10 sec The CEV can construct a 2x2 sized portion of wall that serves to zone out enemy units from the Terran army. Multiple portions can be linked together. Each piece of wall has 500 hp and 4 armor (increased to 6 with building armor upgrade). Wall is electrified and any enemy unit which comes into direct contact with the wall takes 8 damage per second. The skillful player is encouraged to come up with creative wall shapes that are designed to trap and funnel enemy units into kill zones.
Perdition Turret - 150 min / 17 sec This structure is identical to the one featured in the WoL campaign. It has 350 hit points / 1 armor and does 16(+4 light) splash damage with a cooldown of 1 and a range of 4. Its role is to counter light fast melee units such as zerglings and zealots and also to give Terran an effective supply free defensive structure against harassment of far away expansions.
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Some of these unit ideas are hilarious ![](/mirror/smilies/smile.gif)
This thread made my day quite a bit better <3
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Psi Operative
Concept: biological spellcaster/support only unit. no or little combat capabilities. high gas cost. (female ghost merged with medic)
Abilities: heal or dmg reduction. telekinetic displacement or other CC. call warhound: summons a warhound with timed life, that can just eat dmg.
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M.E.S (Mechanical Enhancement Suit)
Built from factory (no add-on required) 2 Supply Same movement speed as a siege tank (maybe slightly slower?) Requires Marauder to operate No attack, AOE passive field that enhances dmg of mechanical units Heavily armored, can scale cliffs like a reaper to give vision to tanks Gives siege tank shots a very minor concussive effect when concussive shells is upgraded
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New Terran Bio Unit - The Rioter
Right I'll open with a description then talk about justifications later. All names are placeholders.
The Unit
Firstly replace ghost academy with a new building, call it "Special Ops" or some shit.
Having a Special Ops building allows production of ghosts and Rioters from barracks. Probably needs tach lab.
Rioters are a micro intensive tier 2 bio support spellcaster, which can be used defensively or offensively. I'm thinking large (~queen sized), healthy, armored biological, and carry a fuck off riot shield. Most of the size of the unit would come from the size of the shield. Weak melee basic attack (think dps similar to a sentry). Cannot be stimmed, base move speed equal to marine/marauder. The raw strength of bio might have to be tuned down a little.
3 abilities - Knockback, Jump and Deploy.
Knockback - knock back (no way) units in a cone about the size of a hellbat attack in front of the Rioter for some shortish distance (5-6units), dealing small to no damage. You would need to specify the direction of the ability, I'm thinking it would be cast similar to blink. Imagine perfectly timed knock backs batting banelings away from clumps of marines. Forcing back the initial zealot charge. Getting hellbats out of range of your bio. Timing would be crucial; you cast at the wrong time and would whiff the ability into air. Counterplay could be things like delaying your zealot's charge and letting the terran whiff all his knock-backs thinking you will charge straight away. Probably cooldown based.
Jump - Jump to a friendly unit within 6 or so range. The Rioter engages its pneumatic legs in its suit or whatever to leap to a friendly unit. Think Rioters leaping to the front of the force to bear the brunt of an assualt. Rioters leaping to scvs in your mineral line in order to knock back enemy hellions. Jumping up/down cliffs? Idk.
Deploy - Similar to a siege tank. Would need to be researched. Rioter enters a 'wall' mode, becomes stationary and loses its jump and knock back abilities. Its shield increases in width by a fair amount, now wide enough to block a ramp. Used to create choke points in fights. The counterplay is focusing down the deployed Rioters before taking the engagement, or just baneling bust through them.
Cost
Something like 3 supply, 100 / 150. Light on minerals and heavy on gas. Reason for this is you have the spare gas when going bio to afford it, however mech players couldn't spam them, limiting tank / rioter compositions. With enough rioters to block all lines of attack to a mech army things could get really obnoxious. If they are gas heavy the mech player couldn't get as many / would have to skimp on tanks.
Justification
Right now, if you are playing a bio style, your endgame comp (MMM with stimpack and shields) is achieved 10 minutes into the game. This has two implications:
Bio stim timings are very strong - the amount of times I outright kill a Protoss with a fast stim timing push off standard macro (i.e not all-in) is daft. Bio starts feeling weaker late game when storms and ultras / infestors start entering the field.
By adding a mid-tier unit like the Rioter, bio's power could more continuously ramp up over the game rather than just spiking at 9-10 minutes. It also adds some counterplay to banelings and zealots other than godlike splitting / endless kiting. Losing the game because you didn't split like a pro sucks. As does having to constantly monitor any fight vs zealots because if you don't continuously kite zealots trade incredibly well. Having another option would be cool, "hey look at that sick Rioter micro!". Also playing bio all game just gets kinda stale.
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I will go for a new unit AND a new building! So I present you
The Hovercraft Facility
- requirements: Barracks
- produces: Hovercrafts (surprise
)
Hovercraft
- cost: 25/25
- time: 15
- hitpoints: 25
- light, mechanical
- speed: very fast
- attack: none
- abilities: load/unload, "hovering" (passive; cliff jumping)
The Hovercraft is a light and fast unit, that basically can't do anything by itself. It needs to load an unit (all Barrack-Units are possible, only one at a time) for more abilities.
All units loaded into an Hovercraft gain the basic attributes of the Hovercraft: light, mechanical (upgrades are still only applied for bio-weapons/armor), very fast and "hovering". The units get and lose specific abilities while in a Hovercraft:
- Marine: now 50 hitpoints, range increased by 1, stim will not damage unit (no speed change), but now on 30s cooldown timer, can't be healed by Medivacs (needs SCV), Combat Shield not available
- Marauder: now 130 hitpoints, range increased by 1, stim will not damage unit (no speed change), but now on 30s cooldown timer, can't be healed by Medivacs (needs SCV), Concussive Shells not available
- Ghost: now 110 hitpoints, range increased by 1, can't be healed by Medivacs (needs SCV), no EMP or Sniper Round available
- Reaper: now 70 hitpoints, range increased by 1, can't be healed by Medivacs (needs SCV), even faster than basic Hovercraft
It gets interesting after you put a Techlab at the Hovercraft Facility and research Hovercraft Connection Upgrade
After the research is done all units gain more abilities (back):
- Marine: Combat Shield will add hitpoints (now 70)
- Marauder: Concussive Shells are back and the slow is now 2s long, now a "heavy" unit
- Ghost: EMP and Sniper Round available, unit can move around while calling a Tactical Nuke (not possible to combine with cloak; call is stopped if range is to exceeded)
- Reaper: new ability: Hoverboost: Get yourself airborn for 5 sec. During that time you can target air and ground. Cooldown: 20s
More: If a unit is unloaded from a Hovercraft, it has the same hitpoints according to the hitpoints of the hovercraft. And if a damaged unit is loaded in a full-hitpoint Hovercraft, the Hovercraft gets "damaged" accordingly. and vice versa. When a Hovercraft is destroyed, there is a 25% chance (50% with Connection Upgrade), that the loaded unit will survive with 50% hitpoints and a 1s "stun". If an EMP hits a Hovercraft it shields it's occupant from the energy loss (only for Ghosts; but Cloak is broken) and the Hovercraft will be stunned for 1s.
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Unit: The Boomerang The First Ever Mech Unit able to be constructed from both the Barracks and the Factory.
Built In: Factory and/or Barracks Cost: This is the first ever SC2 unit to have a different build cost depending on which structure it is produced from. Cost When Produced from Factory*: 100 minerals / 50 vespene gas / 2 supply Cost When Produced from Barracks*: 50 minerals / 100 vespene gas / 2 supply Life: 130 hp Build Time: 30 (same as the hellion) Build Requirements: Factory + Armory or Barracks + Ghost Academy Important Note: Boomerangs can be produced from reactored Barracks/Factories Movement Speed: Very Fast (same as the hellion/reaper)
Boomerang attack and armor are associated with the armory (not the engineering bay). It is a mech unit.
Range: 6 (same as marauder iirc?) Unit Size: Same as a reaper Unit Style: I imagine it the size of a bio unit, a gundam wing fighter zooming around the battlefield.
Note*: Please keep in mind unit stats are easily changed, aka range, health, dmg, etc.
A fast mobile fighter in a mech suit that punishes opponent's for tightly clumping their army. The Boomerang has auto attacks that ricochet to adjacent targets that do additional damage.
Another possible idea for main auto attack of this unit would be that when it attacks the projectile that it sends out damages anything within it's path while then returning back to the Boomerang. Might make for epic micro moments and make positioning matter as well to maximize damage for the Terran, and allowing the opponent to micro to mitigate the damage.
This unit has two modes that the player must decide to transform between. One is anti-ground only, the other is anti-air only.
Design Goal of the Unit: Mech has issues in WOL/HOTS in that there is no cheap and mobile anti-air unit available from the factory that can deal with mass mutalisks/phoenixes or mass capital ships from opposing players. Vikings are an issue because it forces stalemates/turtling since after battles the vikings are very poor versus ground, meaning mech Terrans have difficulty attacking and trading units with the opponent because they know if they have no more AA or not enough anti-ground they lose the game.
The Boomerang will allow for more aggressive Mech play across the map since Mech will finally have a form of anti-air available from the factory that is mobile and fun to play with. Trades can finally occur between the players rather than "he went carriers, i have 20 tanks, i cannot attack my opponent until i have enough vikings to fight...etc..."
When produced from the factory, the Boomerang costs 100 minerals / 50 vespene gas / 2 supply. This is to once again to allow Meching Terran players the ability to afford this unit since mech is always starved of vespene gas. But not be so expensive to the point that a Mech Terran loses the game if he decides to trade these units away or fight with them.
2nd Design Goal of the Unit: Bio has issues as well in WOL/HOTS. The longer the game goes versus Protoss or Zerg...the worse position the bio player is in because all bio units are single target and do not scale well into late game. There are simply no units as a bio Terran that you can transition to. Protoss/Zerg have high tech units such as infestors, collosus, and high templar. Bio Terran has none of those splash damage options.
The Boomerang will finally allow bio Terrans a unit to transition to in later stages of the game that scales well into late game due to having splash damage from the Boomerangs attacks that ricochet to adjacent targets. Of course, bio Terran will not receive a free ride to this late game since the Boomerang upgrades are associated with the armory, and not the engineering bay.
When produced from the Barracks, the Boomerang costs 50 minerals / 100 vespene gas / 2 supply. This is to allow a Bio Terran a unit that scales into late game, since a lot of the time bio Terrans have an excess of vespene gas to spend, but no where to spend it. This is also convenient balance-wise because it makes the unit quite expensive gas-wise to produce from the barracks early on in the game.
Meaning a player opting for bio cannot just simply spam Boomerangs from their 5+ barracks because they cost more gas from the barracks. Whereas a player opting for mech can more easily spam Boomerangs to easily get access to mobile anti-air (as is the intention).
Of course keep in mind, even just getting Mech infrastructure up is more expensive than bio infrastructure because factories cost vespene gas, as do armories, whereas Bio infrastructure is all mineral based in the form of barracks and ebays.
To give this unit a weakness and allow players to demonstrate skill as well as give it that mech/transformer flavor, the boomerang is only capable of firing at ground or air, depending on the mode that it is switched to. Players will have to decide - do i keep all of my Boomerangs in anti-air mode? Do i only transform half of them for this battle?
A battle in game can be won or lost if a player does not keep track of which mode it is more beneficial for their boomerangs to be in.
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Wallaby Infantry Carrier
This is an advanced factory unit (buildable with tech lab addon), designed to carry infantry into battle, much like modern IFVs. It is a fast moving, heavy infantry carrier which has six slots and can hold any bio unit that the bunker can hold. Like the bunker, any infantry in the unit gain 1 extra range, are immune to damage, and can load/unload instantly; however they cannot fire while the Wallaby is moving. All abilities such as stim can be used inside the Wallaby. When the Wallaby is destroyed, all units within it take 50% damage. The Wallaby also has an upgrade, defensive auto turret, which for 150 min / 150 gas / 110 sec, equips the unit with an auto turret with 6 range that deals 10 dps.
HP: 240 Attributes: Mechanical, Armored Cost: 150 min / 50 gas Supply: 2 Armor: 1 (+1) Attack: 8 (+1) (with upgrade) Cooldown: 0.8 Attack Range: 6 Speed: 3.00 Build Time: 45 seconds
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Name: Ranger
Unit Type: Light, Biological Production Facility: Barracks Requirement: Ghost Accademy Cost: 200 Minerals & 100 Gas Build Time: 40 seconds Supply Cost: 3 Ground Attack: 8 (+2) Splash (like Archon) Air Attack: 8 (+2) Splash (like Archon) Range: 6 Cooldown: 1.5 (-0.5) DPS: 5.3 (+1.3) 8 (+2) (Stimpack) Health: 235 Armor: 1 (+1) Sight: 10 Movement Speed: 2.25 (+1.125) Cargo Size: 2
Aesthetic description A Ranger looks like a big Marauder with a jetpack and a rifle that shoots shrapnel shells.
Abilities Stimpack Increases the movement speed and firing rate by 50% at the cost of 65 HP. Jump Range: 7 Cooldown: 20 Teleports the Ranger to a nearby target location that is not obscured by Fog of War with a 0.5 seconds delay. Concussive Grenade Reserched at: Ghost Accademy Reserch Time: 110 seconds Upgrade Cost: 200 Minerals & 200 Gas Cast Range: 3 Radius: 1.5 Projectile Speed: Slow Cooldown: 40 seconds The Ranger launches a grenade in a target area, slowing the attack speed of enemy units by 30% for 3 seconds. The Ranger must be under the effect of stimpack to use this ability.
Strong against: - Colossus - Baneling - Siege Tank Weak Against: - Stalker - Zergling - Marine
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On March 23 2015 10:26 The_Templar wrote: Don't copy other people's ideas. We reserve the right to disqualify anyone we catch stealing unit concepts.
Don't think intellectual property will help you get better suggestions here. I'd allow people to build upon each others ideas and then share credit if the winning suggestion is a joint effort. Frankly, I find the idea of not being allowed to refine someone else's idea a bit repulsive... NO TEAM WORK GUYZZ OK DON'T BE COMMIES LULZ ONE HERO PL0X!!! >_>
Anyway, I don't think any of the units we have today were designed by a single person, but they are all efforts of a team of designers, and we are even more here. The power of TL is the large number of people, so let the crowd sourcing do the polishing of the rough gems that no doubt will end up here, and I think we'll get a much better suggestion in the end!
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On March 23 2015 21:46 avilo wrote: Unit: The Boomerang The First Ever Mech Unit able to be constructed from both the Barracks and the Factory.
Built In: Factory and/or Barracks Cost: This is the first ever SC2 unit to have a different build cost depending on which structure it is produced from. Cost When Produced from Factory*: 100 minerals / 25 vespene gas / 2 supply Cost When Produced from Barracks*: 25 minerals / 100 vespene gas / 2 supply Life: 130 hp Build Time: 30 (same as the hellion) Build Requirements: Factory + Armory or Barracks + Ghost Academy Important Note: Boomerangs can be produced from reactored Barracks/Factories Movement Speed: Very Fast (same as the hellion/reaper)
Boomerang attack and armor are associated with the armory (not the engineering bay). It is a mech unit.
Range: 6 (same as marauder iirc?) Unit Size: Same as a reaper
A fast mobile fighter in a mech suit that punishes opponent's for tightly clumping their army. The Boomerang has auto attacks that ricochet to adjacent targets that do additional damage.
This unit has two modes that the player must decide to transform between. One is anti-ground, the other is anti-air.
Design Goal of the Unit: Mech has issues in WOL/HOTS in that there is no cheap and mobile anti-air unit available from the factory that can deal with mass mutalisks/phoenixes or mass capital ships from opposing players. Vikings are an issue because it forces stalemates/turtling since after battles the vikings are very poor versus ground, meaning mech Terrans have difficulty attacking and trading units with the opponent because they know if they have no more AA or not enough anti-ground they lose the game.
The Boomerang will allow for more aggressive Mech play across the map since Mech will finally have a form of anti-air available from the factory that is mobile and fun to play with. Trades can finally occur between the players rather than "he went carriers, i have 20 tanks, i cannot attack my opponent until i have enough vikings to fight...etc..."
When produced from the factory, the Boomerang costs 100 minerals / 50 vespene gas / 2 supply. This is to once again to allow Meching Terran players the ability to afford this unit since mech is always starved of vespene gas. But not be so expensive to the point that a Mech Terran loses the game if he decides to trade these units away or fight with them.
2nd Design Goal of the Unit: Bio has issues as well in WOL/HOTS. The longer the game goes versus Protoss or Zerg...the worse position the bio player is in because all bio units are single target and do not scale well into late game. There are simply not units as a bio Terran that you can transition to. Protoss/Zerg have high tech units such as infestors, collosus, and high templar. Bio Terran has none of those splash damage options.
The Boomerang will finally allow bio Terrans a unit to transition to in later stages of the game that scales well into late game due to having splash damage from the Boomerangs attacks that ricochet to adjacent targets. Of course, bio Terran will not receive a free ride to this late game since the Boomerang upgrades are associated with the armory, and not the engineering bay.
When produced from the Barracks, the Boomerang costs 50 minerals / 100 vespene gas / 2 supply. This is to allow a Bio Terran a unit that scales into late game, since a lot of the time bio Terrans have an excess of vespene gas to spend, but no where to spend it. This is also convenient balance-wise because it makes the unit quite expensive gas-wise to produce from the barracks early on in the game.
Meaning a player opting for bio cannot just simply spam Boomerangs from their 5+ barracks because they cost more gas from the barracks. Whereas a player opting for mech can more easily spam Boomerangs to easily get access to mobile anti-air.
Of course keep in mind, even just getting Mech infrastructure up is more expensive than bio infrastructure because factories cost vespene gas, as do armories, whereas Bio infrastructure is all mineral based in the form of barracks and ebays.
To give this unit a weakness and allow players to demonstrate skill as well as give it that mech/transformer flavor, the boomerang is only capable of firing at ground or air, depending on the mode that it is switched to. Players will have to decide - do i keep all of my Boomerangs in anti-air mode? Do i only transform half of them for this battle?
A battle in game can be won or lost if a player does not keep track of which mode it is more beneficial for their boomerangs to be in.
This actully sounds like a cool unit that serves a purpose with both bio and mech, great idea!
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Northern Ireland461 Posts
Blizzard also mentioned they would think about buildings, I have two main ideas I will try and post;
Idea 1
New building
Terran Academy
Provides augments to existing Terran biological units, to further their use, or change their theme to suit different matchups.
Reaper Augment
-Enables the use of grenades and increases the sight range of the Reaper. Role changed from early game scout to hit and run surprise attack unit lategame.
Marauder Augment
-Replaces Concussive shells with EMP shells, which gives the attack a small AoE vs mechanical units.
Ghost Augment
-Decreases the time taken for Nukes to fall, and leaves nuclear fallout at the scene which slows all enemy units movement by x% if walked through for y seconds.
-Increases the radius of EMP, but increases the cost.
-Changes EMP to Neural Shutdown, paralyzes biological unit for x seconds.
-Snipe now pierces, cost increased.
Idea 2
New unit:
Spectre
Biological unit created from tech labbed barracks.
Mid-Melee range fighter, specializing in psionic attacks to incapacitate and damage the enemy.
(perhaps the Neural Shutdown ability would be better used here?)
-Psionic lash: After 3 seconds, a burst of psionic energy is released to damage all units in a cone radius in front of the spectre.
-Permanent cloak
-Proximity Mine: Spectre places a mine on targeted enemy unit, after a period of x seconds, the mine can be activated to deal damage/stun enemys in a radius. Possibly a small visual indicator on enemy unit, or countdown so with micro the effect can be lessened?
EDIT: I'm not proposing all these changes or anything like that, just throwing out ideas
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