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SCDV (Space Construction and Destruction Vehicle)
Built in the Planetary Fortress.
Costs 100/10
HP: 100
If loaded into a Planetary Fortress, Command Center or Bunker, can repair from the inside. If loaded into a Planetary Fortress, Planetary Fortress gets +3 attack per SCDV loaded. Can attack from the inside of the Bunker, while repairing (still melee range) Otherwise acts as an SCV.
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Rampart
Model: Bridgelayer vehicle on top of a walker or articulated tracks. Huge collision radius (Thor-sized). Hangs under medivacs.
Production: Factory with tech-lab requirement. 150 mineral, 25 gas, 4 supply.
Properties: Mechanical - Armored - Massive.
Stats: 250HP, 2 armor, 2.25 speed, same speed as marines/tanks.
Attacks: None.
Abilities: Cliff-walker. Can deploy on either side of a cliff to create an artificial ramp, passable only to allied units. If the unit is destroyed in either vehicle or ramp mode, it leaves behind a destructible hulk.
Upgrade: Emergency evacuation. Tech lab upgrade, requires armory. 75 mineral, 75 gas. The deployed ramp can be instantly picked up by a medivac if there is no allied unit on it. The unit is transformed back to vehicle form during the pick-up animation.
Destructible hulk mechanics: The hulk has 3 armor, 750/1000HP and can be repaired by SCV and mules. When the hulk is repaired to 1000HP, the unit becomes functional again. The vehicle hulk is a blocker, the ramp hulk is passable by everyone's units. If the unit is destroyed in the middle of transformation, the hulk is of the pre-transformation type. The player thus needs to make sure the transformation is finished so his units can get through/enemy units cannot get through. The hulk has the lowest target priority and provides 1 vision range so any enemy going through the hulk ramp will be seen. Also if there are no other allied units in range, an A-move command by the opponent through the hulk ramp will be stopped as the units try to attack the ramp. If the hulk ramp is destroyed, any unit standing on it is lost.
Example use cases: - Bypass a chokepoint with a mech army. - Block a chokepoint with the vehicle hulk. - Allow temporary mining across a cliff, for example mining the 3rd base from the main CC. - Set it up on a cliff behind your attack, so your units can retreat while the chasing units must destroy the ramp to pass through. With the Emergency evacuation upgrade you can do a hot pick-up of the ramp and close the path instantly. - Completely block a normal ramp with heavy buildings and deploy the unit as a safe ramp.
Factory with tech-lab means the player can swap add-ons to build one in an emergency if their tech opening is counter-busted, so build time needs some calibration. The unit is supposed to be resource efficient but supply inefficient so it cannot be massed as shield for siege tanks.
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Some of the troll suggestions made me laugh hard xD.
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Phantom Cruiser Starport Mechanical Spell Caster
The Unit is built from the starport and requires ghost academy and tech lab. The unit is attack less making it a complete support unit helping mech and bio the same.
Stats Health 150 Mana 50/200 can be upgraded to start with 75 Speed 2.5 The unit is Mechanical. Supply 2. Cost 100/100 Attack none. abilities Lock down. 125 The range of this lock down is (10) but you have still be aware of the chance of high templar feedback. This unit will allow terrans to rule out units they don't want to fight. For example they can make the colossus count manageable in late game TvP while opening up ghost tech for late game bio TvP.
Defensive Matrix 75 makes a unit gain 200 additional health for 60 seconds. The unit that is d-matrix'd can detect for the remainder of the spell. But the spell is disabled by (fungal, storm, hunter seeker missile, and yamato, roach corrosive bile. )
Hellfire Droid 50 onto a unit and it allows them to do full collateral damage for 3ish range.
Goal of the unit. The unit adds micro intensive excitement because the unit buffs single units which you will want to take care of (hellfire droid). Defensive Matrix will allow a player to defend a single unit that needs to be saved it can be a red health medivac or a single marine tanking lurker shots. Lock down will allow a terran to compete with protoss high tech pushes. While making players less hesitant getting the ghost academy.
Looks The unit features propellers much like the banshee's. It looks similar to a hellion in terms of the cock pit. It is about the size of a landed viking. It contains a few satellite dishes on top of the craft.
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why are there so many factory units when they said they don't want one?
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General Concept: Ranged fire support. Lowish dmg long range harrass
Bombadier Slow movement, e.g. Ghost. Slightly smaller size to marauder. Health pool: reasonable low Sight range, just like other bio. Possible upgrades?!?: Stealth (autodecloaks to fire), maybe concusive shells too? Not sure whether dmg would scale with engi upgrades. Stim for burst fire?!? Combat shield?!? To fire, (autodecloaks if cloak) has setup time (1-2ish seconds, but instant "un"-setup so you can fire and move). All targeted area bombardments.
Ability 1: Mortar. 2sec cooldown ish (probably longer, may stim to reduce?). Fires a slow moving projectile that has mortar sound that sounds through FoW. Shadow of projectile (only visible if no FoW) goes in straight line towards targeted location. Shadow slows when getting close to target, slow enough for panic micro. Damage: I would say 3-4 shot workers (low enough to not break everything,), Would need a decent number of hits to take down a tank. Would outrange tanks by a couple yards, and fireable into FoW.
Ability 2: Tomahawk Missile. (same target range as mortar but launches a fast moving missile from Ghost Academy. When launched Missile appears on minimap (like a unit in a Sensor tower radius, but visible everywhere) Fast moving but targetable by anti air and is quite squishy. Similar to mortar but larger splash area and bonus vs armour (think tank dmg, maybe slightly more) Build like nuke in ghost academy (visable addition on building when built) Up to 3 buildable in addition to nuke. Costs a bit of gas, like 25-50 and some minerals. (Needs to be expensive enough that sniping units is only viable to force breakthrough with others, and expen
Ability 3: Smoke Bomb. Lauch a smoke bomb that creates a LoS blocker. Same cooldown as mortar. Damage: I would say 2-3 shot workers, Would need a decent number to take down a tank.
All abilities smart cast, sort of like spreading creep tumors to allow quick deployment.
Building swapsy: Have Ghost academy as building Ghosts and Bombadiers. Perhaps techlab/reactor option. Allows building of startport too.
Drop harass support fire (positions as a drop comes in/ zones defense). Add to complexity of splits etc. and maybe allow some timing attacks. Punish enemies with low vision. TvT: Should allow for harass on siege lines TvZ: Should allow slightly more controlled advancement. (rolling barrage idea) with "oh shit" missiles when zerg engages just before needing to split. TvP: A way of bombarding death balls. and zoning templar in vision.
All abilities do friendly fire (smoke bombs are LoS for everyone)
Final Thoughts Hope you like the idea. I have no real idea on damage numbers, i would hope that they would be added on in all matchups (possibly also for mech too). Numbers built would vary based on enemy strategy, turtle mech would be bombarded into the ground. Might need to add a small cost for mortar (like carrier intercetor) to avoid/limit constant spam (cooldown for this too) Maybe a bit too similar to the new roach evolve (Bombadier longer range, slower projectile)
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Hi, just copying my post from reddit! It includes a whole bunch of terran changes, aside from just a new unit! Hopefully thats not a problem :D Post on Reddit
DISCLAIMER: These are not really 100% new ideas, I've had similar ideas to many other people and I'm just putting them all together in once place, explaining why I think these all make sense as a whole to make Terran just more complete :D
New Terran Unit - The HERC/Engineer
So, this unit is very similar to the Engineer proposed by almost everyone else earlier, except I think it could be made to be more fun than just an SCV on steroids. the HERC (What its being called) would actually just be the HERC, as proposed by blizzard! It would have a grappling hook just as the HERC did, but with lower HP, damage, cost, and no splash damage. This unit would also be able to repair mechanical units and structures 2x as fast as an SCV (but same cost). I feel like the hook would be used mostly on the defensive, using it for example, to grapple to a nearby bunker that needs repair (So yes he can grapple to structures). Giving him 1 or 2 armor could allow it to still be a combat oriented unit as well.
This unit would be able to build a unique set of structures just like a normal SCV, but they build structures 2x as fast. The only structures it could build would be the Bunker (still 100 Mins), Auto-Turret (Which kinda means, get a new ability on Raven), and a potentially new structure called the Med-Station. This would be an alternative to Medivacs, while operating differently. It would simply heal all nearby biological units by a fixed (very low) amount, while also being a wall vs things like Banelings. I'm sure there are other structures it could build like an actual wall or the Missile Turret, but the idea is more important than getting down the specifics. ITS A HERC THAT CAN BUILD AND REPAIR :D
This unit would be THE perfect addition to Terran Bio, pretty much because it allows for a completely different type of game play with biological units. I feel like this would enable a more "slow/containey" style, or even a "surprise base-in-your-base" style that would be pretty awesome to watch. And you would still be able to do awesome Reaper-Grapple micro. (Reaper-Hook into Base-in-your-base!?!?!)
Other Barracks Changes? Ghost
I really would love to see the ghost, w/o EMP and much cheaper (Maybe 25 Mins 75 Gas? 1 Supply). I feel like giving him Lockdown in place of EMP is the way to go (IK so original), but maybe make it avoidable like Seeker Missile (Target unit can walk out of range within like 2 or 3 seconds). I also feel like making Lockdown cost like 125 energy so it can only be cast once per Ghost per battle would be pretty important for not making it OP. Ghosts in this form should have slightly faster movement speed (maybe like 2.95) and have a slightly longer attack range (maybe 7) to make him more of a sneaky unit rather than a main army unit. Snipe should also potentially be nerfed to be like 100 Energy if these kinds of changes were made.
I see the Ghost being more of a, solo - behind enemy lines - type of unit and a little movement speed and range would help in that regard. Being a cheap/spammable unit is also a hallmark of Bio in general, and I feel like Ghosts should definitely be cheap and spammable as well. This will them to be much less costly in the early game, and allow for split Ghost micro in the late game that's not just, Blanket EMP the Protoss & GG. (SNIPE ALREADY KILLS TEMPLAR). Also, I feel that Snipe, Lockdown, and Nuke, all fit a "sniper" type role much more than EMP does.
Reaper Give the Reaper a new ability upgrade called "Seismic Charge". This ability is similar to the G8? (was that the name?), well the throwable grenades Reapers had way back when. The Reaper would throw these grenades (maybe at some lurkers!?!?!) and they would take a few seconds to dig in and detonate, dealing 20 damage to all units in the area, but +60 to Structures, Burrowed units (Including Widow mines), and Sieged Tanks. 80 dmg means 2 shotting Tanks (and potentially lurkers) as long as they can get in range, almost 1 shotting Widow Mines, and 5 shotting supply depots and pylons. They could still do decent damage to weak units like zerglings and workers, but would primarily be destroying fortified positions.
Another cool thing for Reapers would be, make them explode when they die!??!! I think that would make them a much more interesting unit. NOW they would not be used like Banelings, because they cost more gas that just wouldnt be worth it. But it would be great defense vs Zerglings, Zealots, and Banelings. Im sure people would still use their explosion if they were going to die, and it would make it a tactical decision. Do I jump the cliff and attempt to escape, or suicide in and do more damage :D
Oh and they need Nitropacks back in the late game :D
What about the Cyclone? Merge it with the Ground Viking
I'm gonna be honest, Terran doesn't NEED the cyclone. It seems like an odd addition to the Terran army. NEW IDEA: make the Vikings ground form a "Goliath 2.0" type unit with the Lock-On ability from the cyclone. No need for a new unit, just potentially a new model and new name for the Ground Mode Viking, and how bout letting it be built from the Factory when you have an armory (for symmetry with Hellion/Hellbat relationship) SEEMS TOO PERFECT TO NOT TRY :D
Starport Changes??? Raven (Maybe)
Give Ravens EMP, and move Auto-Turret to HERC/Engineer thing?!?!?! Reasons: EMP is Less spammable on Raven than it is on Ghost (With or without proposed stat changes) because they cost more.
Banshee I feel like replacing the Wraith with the Banshee was a weird move on Blizzards part. I love both units but I just feel like the Wraith was a cooler concept. Cloaking AND being able to shoot both ground and air was AWESOME (ex: observer sniping in SC1). So... I propose, change the Banshee to have a "Carpet Bomb" ability upgrade in place of cloak. Basically upon activation, you drop 3 "Napalm Bombs" 1 by 1 directly underneath the Banshee (you can still control movement), each dealing minor damage (ex 8 Impact damage) and then lighting the ground on fire in a small/medium area dealing low damage over a moderately long duration (ex 6 damage per sec for 12 seconds). This would add a much different type of Micro to the game, and would be pretty strong for harassment or in a main battle, as multiple Banshees could cut off a retreat path, zone off an area, or even just drop bombs on the main army.
New Air Unit? This also opens up the doors for a REAL new unit (Sorry cyclone ) from the Starport. NOW I'm not saying it should be a Wraith, but idk what else would fill the new void by taking away cloak from the Banshee. I think the unit should be fast (Same speed as Muta), should cloak, should do AOE damage to air units, and maybe attack both air and ground. So in my head it sounds, kinda like a Wraith with Splash. I don't really believe we should/shouldn't include just because they're old units. I'd prefer a new unit, but with my current, completely imagined model of how SC2 should be in my head, a Wraith-like unit fits perfect :D And I could potentially see the current Banshee (With Cloak) with a Wraith like unit with amazing synergy, allowing for a fast paced air style for Terran.
Just a note, Airplay IMO feels incomplete as a whole in SC2. In SC1 Terran had the Wraith (Air/Ground fighter), the Valkirie (Air Superiority / Splash) and the Banshee would have been the perfect addition to complete that concept of completeness (Ground Bomber). As I see it, they removed the Wraith and its role completely from the Terran army. The Viking really replaces the Valkirie, NOT the Wraith. There is no "Fast" or "Air/Ground" air unit anymore. Each race kind of has a similar problem where the roles are kind of weird (ex both Void-Ray and Tempest both shoot ground and air? And yes IK its changing) For design purposes, I believe each race should have around 1 air superiority unit, 1 general air unit (Air/Ground) and 1 ground bomber, and potentially 1 of them has splash damage. This is not counting the Capital Ships or casters of course. The Air Balance model from SC compendium kind of says what I mean, but not exactly
THE THOR (Last one :D ) Transforming with the Thor definitely seems like it could be cool, but maybe it just wasn't done properly? The Thor should have 3 modes, Each can be toggled but you can only have 1 active at a time. Air Attack Mode (current explosive payload), Haywire Missiles mode (YES BRING BACK THE WARHOUND), and Radar Mode (Exactly what you think).
So if you choose to activate Haywire Missiles, you cannot use your main air attack, but you deal consistent damage to nearby ground units (Maybe any nearby units? Mech only?). It shouldn't be a TON of damage, but it should be attacking pretty quickly. And it shouldn't count as ability damage, allowing this attack to be mitigated somewhat by high armor targets. This would essentially be a turret that attacks the nearest valid target, allowing Thors to move and attack :D Radar mode is exactly what you think, a Movable Radar tower. PERFECT FOR MECH. Allows Mech to be a little more mobile, and really, it's buffing Siege Tanks! (Never get caught un-sieged). The only downside would be u reveal your location, and potentially lose out on your Air Attack or Haywire Missiles attack.
This will make you able to utilize Thors in multiple situations, even when there are no Mutas :D Also, moving while attacking would be cool, and regardless of what type of unit it targets. I could see Thors starting in Radar mode to detect an incoming attack. Then switching to AA mode and being micro'd in Medivacs vs Mutas, then switching modes again when the Mutas are dead to Haywire Missiles, to damage incoming Roaches and Zerglings as you retreat from battle. It sounds awesome in my head :D
Conclusion So those are my ideas. Let me know what you guys think. I really like to imagine how these changes interact with current units, and allow NEW types of micro. I also feel like these changes really make more defined roles for some existing units. I do have ideas for the other two races but ill see what you guys think of these first.
TLDR: Add HERC/Engineer. Cheaper Ghosts with Lockdown (Avoidable Projectile). Reaper explodes on death and has a new mine ability! Move EMP to Raven, Move Auto-Turret to new HERC/Engineer. Merge Cyclone and Viking ground form. Replace Banshee cloak with Carpet Bomb, new Cloaked Air Unit Air design feels wierd. Thor has 3 modes (Air/Haywire Missiles/Radar)
TLDR is still kinda long :/
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your Country52797 Posts
The deadline has been changed since the submissions period was much longer than necessary. The new deadline is now Monday, Mar 30 2:00am GMT (GMT+00:00).
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Adjutant Structure support unit
This unit is built from the CC (Orbital or PF) and requires Ebay + ghost academy. Atm there are no real support units that do not involve fighting/harass. This unit is ideal for a improving base utility and more towards a defensive support unit. The adjutant does not have a physical form in the battlefield and is "within a terran structure" and can move by hoping to each terran building at the cost of energy. The adjutant dies if the structure it inhabits get destroyed. The adjutant can provide an extension of additional stats/abilities to whichever structure it is wired to. Can only build 2 adjutant at one instance.
Abilities: -Data migration: Has a 60 second cooldown, it allows the adjutant to relocate to another terran structure you select.
NOTE: THESE ARE EXAMPLES OF THE ABILITIES THE ADJUTANT CAN DO. IT DOESNT HAVE TO USE ALL OF THE ABILITIES. IT JUST NEEDS TO PROVIDE ADDITIONAL BASE UTILITY AND SUPPORT WITHOUT ADDING EXTRA FIREPOWER OFFENSIVELY
-Hi-Sec Field Tracking: Any Missile Turrets, Auto-Turrets, Point Defense Drones, and Planetary Fortresses within 5 range of the adjutant recieves a additional +1 range. Must research hi-sec auto tracking from ebay to use. Can also increase the range of sensor towers by 1. Passive.
-Rally Extension: passive ability. If the adjutant inhabits a terran production structure (barracks/factory/starport), this will apply to all of the same structure type it inhabits (Meaning if it is wired to a barracks, all barracks will be applied). If a unit is produced out of the structure, it will instead "drop pod" the unit (kind of like the mule) approximately 9 distance closer to wherever the structure rally goes. This will allow a "shorter rally point by a few seconds" and allow some unit diversity by allowing the rallied unit to go over certain terrans (So no more retarded rallies and can involve some nice cheese).
-Data Backup: passive. If the adjutant inhabits a tech structure gets destroyed that is researching a ability/tech, it will "save the research point". So in the future when researching that same lost tech, it resumes from where it last started.
-Cyber Hacking: Active ability. Can be wired into a enemy structure (Must have initial vision) that can research tech that isnt organic (for versing protoss and terran), and delay it by up to 50% (Basically enough to cancel out chrono boost) and see what tech it is currently researching in its queue. It will maintain a active small vision around the hacked structure as well. Can only habit for 1 minute before going back to its last original structure inhabited.
Your imagination can go wild. It can have actives to boost base abilities, any passive that rewards terran sim city more, allows futuristic planning, and provides any additional utility the terran needs.
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I know we're only supposed to post one serious unit, but I felt really enthused about this idea, so I'm posting it anyway.
Luna Moth Starport unit, requiring tech lab. Intended for map control and direct support for bio forces. Thematically speaking, it lies somewhere between a Raven, an Oracle, and a Banshee. The Luna Moth is a permanently cloaked mechanical air unit that flits above the battlefield, giving support to Terran forces. It's a drone. Think what current predator drones would look like if they were designed by a butterfly-loving hippie who happened to work for Blizzard.
HP: 205 (will always survive 1 feedback) Minerals: 100 Gas: 125 Supply: 1 Attack: none Speed: 2.25 Energy: 125/200 (spawns ready to lay a Martyr Drone) Sight: 11
Spells Auto-salvage Not exactly a spell, but as an activated ability, the Luna Moth can be salvaged from the field within 5 seconds for 75% of its cost. This costs no energy.
Martyr Drone The main purpose of building a Luna Moth in the first place, the Martyr Drone acts much like a cross between BW Spider Mines and the Widow Mine in early HotS beta. It is a cloaked, non player controllable, buried unit auto-acquires all non-levitating ground units, cloaked or uncloaked, and attaches to them for 5 seconds, detonating with 120 + 40 armored primary target damage, 75 (+4 per air attack upgrade) splash damage within a short range of .25, 50 (+3 per air attack upgrade) within a range of .75, and 30 (+2 per air attack upgrade) within a range of 1.25. Notably, it deals non-spell damage, so upgrades can have a very important effect on it, especially against a few key units. It has no time limit to its lifespan, but it detonates instantly when its parent Luna Moth is auto-salvaged, though notably not when killed. Grants 7 sight. 125 energy to cast.
Flashbang Missile Slightly more pointed and less splashy than the name would suggest, this is a unit-targeted projectile (not a skillshot) with a range of 8, that stuns all biological units within its radius, rendering them incapable of attacking, moving, or providing player vision for 5 seconds. The splash radius is tentatively 1 cell, but an argument could be made that it should be .75 - I just don't want to make it completely worthless against Protoss. This is primarily intended to allow it to stun an Overseer flying with Mutas, so that the Luna Moth can be auto-salvaged. An extremely cheap 25 energy spell, but it has two important drawbacks. 1. All units within a radius of 9 from the flashbang explosion are inflicted with the Frenzy passive ability for 10 seconds. I am rationalizing this by them having heard the explosion and then being prepared for it, and steeling themselves to not flinch again. 2. The cooldown for using this spell is a hefty 30 seconds, discouraging excessive use. On the other hand, it's so useful that you should expect to use it once during every single engagement, barring need to conserve all energy for...
EMP Jammer This is the main bio support spell, and will see use it nearly every game that involves High Templar or Infestor play. This is a small device, similar to the PDD, but located on the ground, so that more units are capable of attacking it. Think something like 60hp and a timed life of 20 seconds. It casts an aura at a range of 2 around itself that prevents all units, friendly or foe, from taking any damage from all spell-based attacks. This includes WM, Yamato, and Hunter-Seeker, so be careful of blocking your own shot. Grants 7 sight. 100 energy to use; the same as the thematically-similar Blinding Cloud. Its range could potentially be nerfed in exchange for a longer lifespan.
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The Screaming Demon Starport Light Mechanical
This unit is a transformation of the Banshee that is researched at the Tech Lab, research requires an Armory. The Banshee's rotors rotate from horizontal to vertical and function as wheels, making it a ground unit. The Screaming Demon gains movement speed and DPS over the Banshee.
The additional DPS is another two missiles - like the two the Banshee fires for each attack, however these missiles DO NOT hit the targeted unit, instead they hit a random (ground) unit to the right and the left of the Banshee's target up to a range of 8. If there are no suitable targets then the missiles explode at max range around (about two units behind and two units to the right and left respectively) the target. These explosions have the potential to damage units (including cloaked / burrowed) in a small (smaller than baneling) aoe.
The Screaming Demon can trasform back into a Banshee, it can cloak (if Banshee cloak has been researched), and it is also a cliffhopper, it can hop DOWN from higher terrain to lower but it cannot hop UP cliffs.
Stats: Light: Mechanical Health: 140 Energy: 50 / 200 Speed: 4.25 (1.5 faster than Banshee) Supply: 3 Ground Attack: 12(+1) (x4) (2 at target, 2 wild) Range: 6 (8 for wild)
Abilites: Transform: Banshee Cloak Cliffhopper
Screaming Demon Upgrade Researched at Starport Techlab (Reqs: Armory): Cost 100/100
Goals: To extend the versatility of the Banshee as a swift raiding unit. To offer a high DPS backup unit for the Hellion. To allow Banshees to escape from Phoenix / Mutas. Perhaps even a massable unit in some situations.
Looks: Like a Banshee. But on the ground with the rotors turned to be wheels.
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Convict Labor
upgrade: SCVs may abandon their work tools at Command Center/Orbital/Planetery. In exchange, they gain viking/biker helmets, a weaponized mining tool(melee), and a possibly small decorative shields.
SCVs may return to a command center to get their work tools back
effect: -SCVs now benefit fully from combat shield, stim, and engineering bay upgrades -SCV voices change to reflect that their workforce is less savoury than before -SCV attacks do bonus damage vs armored/structures
Cost:
just enough to make it worthwhile only if you're planning to allin. Gas heavy, to use the gas you won't be spending on upgrades.
Concept:
The SCV pull is such a large part of the game, yet it feels cheesy and dumb. This is a slightly funny way to make it official, inspired by call to arms in Warcraft 3. SC2 may officially embrace one of the most used strategies ever.
It also provides a visible upgrade, to give protoss a clue that it's coming if scouted.
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Annoying Civilian
40 hp non-combatant 0.5 supply 25 minerals 10 second training time
Built from the supply depot.
Passive Ability: Highest attack target priority in the game, so they take all auto aggro.
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On March 24 2015 08:11 Plexa wrote:Show nested quote +On March 24 2015 06:26 Xamo wrote: OMG this thread is awesome, so many cool ideas. Could we have a "community winner" decided through a poll? No price, just pride. We'll choose the entries we think are the best and have the community vote for a winner.
Do you plan on going over and reading the ideas again before making a decision? I made several edits since I posted mine, and others certainly have as well.
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On March 24 2015 12:15 purakushi wrote:Annoying Civilian40 hp non-combatant 0 supply no cost 1 second training time Built from the supply depot. Passive Ability: Highest attack target priority in the game, so they take all aggro. Thats insanely broken
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Reanimated Zergling Gentlemen; we can rebuild them, we have the technology. Terrans began collecting the corpses and scattered remains of dead zerglings and began to reconstruct them with mechanical parts. Built from the factory and requires no tech lab (which obviously means they can be reactored). HP: 75 Armour: 2 Attack: 10 Attack speed: 0.7 Attributes: Armored, mechanical, biological 75 minerals to train no gas cost
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On March 24 2015 11:22 Qntc.YuMe wrote:Adjutant+ Show Spoiler +Structure support unitThis unit is built from the CC (Orbital or PF) and requires Ebay + ghost academy. Atm there are no real support units that do not involve fighting/harass. This unit is ideal for a improving base utility and more towards a defensive support unit. The adjutant does not have a physical form in the battlefield and is "within a terran structure" and can move by hoping to each terran building at the cost of energy. The adjutant dies if the structure it inhabits get destroyed. The adjutant can provide an extension of additional stats/abilities to whichever structure it is wired to. Can only build 2 adjutant at one instance. Abilities:- Data migration: Has a 60 second cooldown, it allows the adjutant to relocate to another terran structure you select. NOTE: THESE ARE EXAMPLES OF THE ABILITIES THE ADJUTANT CAN DO. IT DOESNT HAVE TO USE ALL OF THE ABILITIES. IT JUST NEEDS TO PROVIDE ADDITIONAL BASE UTILITY AND SUPPORT WITHOUT ADDING EXTRA FIREPOWER OFFENSIVELY- Hi-Sec Field Tracking: Any Missile Turrets, Auto-Turrets, Point Defense Drones, and Planetary Fortresses within 5 range of the adjutant recieves a additional +1 range. Must research hi-sec auto tracking from ebay to use. Can also increase the range of sensor towers by 1. Passive. - Rally Extension: passive ability. If the adjutant inhabits a terran production structure (barracks/factory/starport), this will apply to all of the same structure type it inhabits (Meaning if it is wired to a barracks, all barracks will be applied). If a unit is produced out of the structure, it will instead "drop pod" the unit (kind of like the mule) approximately 9 distance closer to wherever the structure rally goes. This will allow a "shorter rally point by a few seconds" and allow some unit diversity by allowing the rallied unit to go over certain terrans (So no more retarded rallies and can involve some nice cheese). - Data Backup: passive. If the adjutant inhabits a tech structure gets destroyed that is researching a ability/tech, it will "save the research point". So in the future when researching that same lost tech, it resumes from where it last started. - Cyber Hacking: Active ability. Can be wired into a enemy structure (Must have initial vision) that can research tech that isnt organic (for versing protoss and terran), and delay it by up to 50% (Basically enough to cancel out chrono boost) and see what tech it is currently researching in its queue. It will maintain a active small vision around the hacked structure as well. Can only habit for 1 minute before going back to its last original structure inhabited. Your imagination can go wild. It can have actives to boost base abilities, any passive that rewards terran sim city more, allows futuristic planning, and provides any additional utility the terran needs.
Hmm.. I really like this idea... fits in with the lore too. There are many possible passive 'boosts' one could think of to help terran production/scouting/detection/subterfuge. Nice thinking!
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On March 24 2015 13:32 Cricketer12 wrote:Show nested quote +On March 24 2015 12:15 purakushi wrote:Annoying Civilian40 hp non-combatant 0 supply no cost 1 second training time Built from the supply depot. Passive Ability: Highest attack target priority in the game, so they take all aggro. Thats insanely broken Add some Divine Shield and you'd have something interesting going
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So was mine deemed not original enough? Noticed it wasn't added to the OP. If so that's fine I didn't read nearly all of the other ideas.
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DISCLAIMER: All mineral/gas costs, ability costs, cooldowns, cast times, and any other variable are subject to change. These are just base numbers, that can be tinkered with in balance testing.
Objective: To create a unit that is a pure support spell caster, that compliments the units around it, and assists in taking ground as Terran, while rewarding active play. In my 5 years as Terran player, I've been very disillusioned by Mech. It's played very slowly, and methodically, and is in my opinion, not fun to play, or to watch. I wanted to create a unit that promotes active Mech play, rewards it, and raises the skill cap of a Mech player.
Introducing: The S.A.B.A.R. (Semi AirBourne Altercation Reinforcement)
What does it do? The S.A.B.A.R. is a pure spell casting support hover-craft, that comes from the Starport. I originally had it coming from the Factory, but with all the additional units in LoTV that are coming from the Factory, and I think considering it does fly PART of the time, it being a Starport unit is acceptable.
Cost: 75 minteral, 125 gas. 100 Energy (Starts with 25) 120 Health, 0 Armor
Abilities:
Warm Up: Warm Up is a passive ability, that is activated after 5 seconds of executed inputted actions. If it's sent in a straight line across the map, and it's traveling for 5 seconds, Warm Up is activated. If you shift queue a S.A.B.A.R back and forth, and it's moving for 5 seconds, Warm Up is activated. However, if the S.A.B.A.R is stationary for 5 seconds, Warm Up deactivates. When Warm Up is activated, it decreases the cast time of abilities, and increases the S.A.B.A.R movement speed, to be slightly slower than an Hellion. As the S.A.B.A.R is a hover craft, it can not be attacked by Melee units. Although, it still qualifies as a ground unit (Roaches and Marauders, which do not have a Ground to Air attack, can attack the S.A.B.A.R, but a Zergling, or Zealot can not). Also, I thought it would be a cool idea if Caduceus reactor increased its energy regen.
Smoke Grenade: After a 3 seconds cast time, a smoke grenade is launched at a targeted area, covering a 2 hex radius. Any ground unit that is inside of that radius, or enters, that radius, may not use active abilities for 10 seconds. (60 Energy, Cast time is decreased to 1 second if S.A.B.A.R is Warmed Up).
Field Fortifications: Deploys a destructible barricade (200 health, 0 armor, gains +1 armor if Durable Materials is researched). Deploys instantly, but takes 10 second channel to construct. If either the barricade or the S.A.B.A.R are attacked during the channel, construction is canceled, and the energy used to cast the channel is lost. Can be placed on Creep, but not on ramps. Fortification decays after 30 seconds.(25 energy. 4.5 second channel if S.A.B.A.R is Warmed Up. If Warm Up deactivates during channel, adds and additional 4 seconds to channel).
Satalite Array: Every S.A.B.A.R comes equip with a Satellite Array. The S.A.B.A.R deploys a miniture Sensor tower, that covers less area, but grants vision through FoW. Every S.A.B.A.R may only deploy 1 Satellite Array. Satelitte Arrays may be picked up and moved by any S.A.B.A.R between, but if a S.A.B.A.R loses it's Satelitte Array, it's gone forever. It takes a 10 seconds Channel to deploy and pick up a Satellite Array. (35 Energy to place, Free to pick up. Channel is decresed to 5 seconds if Warmed up)
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