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Alright lets get straight into it:
Protoss: 1) Warp-in and Obelisk - So far Blizzard has given the Protoss the warp-in mechanic to basically allow what is meant to be a small yet powerful army instantly teleport to anywhere there is pylon power....which I personally feel is an awesome mechanic and great for micro-oriented Protoss play. Then there is the obelisk, which is currently in limbo as a gimmicky macro mechanic. I am going to suggest that the warp-in mechanic change to rely on obelisk usage through the following: a) Warp-in can only be done through power generated by obelisks b) Obelisks do not increase supply In this way, players are forced to make decisions on when they will need pylons, when they will need obelisks and more importantly WHERE will they place the obelisks. I feel that micro Protoss players would be aggressive with their obelisk placement, ensuring that they can warp-in right directly into their opponents face. On the other hand, macro strategies are accomplished by the Protoss by emphasizing the natural durability of their units to keep them alive as long as possible for maximum damage output. Therefore, I suggest that the Obelisk retain the Shield Regeneration. Macro protoss players will want to capitalize on this ability and place their obelisks for the greatest positional advantage as they engage their opponent. Basically, my mechanic suggests that obelisk placement, since they would be key to both warp in and shield lasting power, become the center of Protoss decision making throughout the course of the game.
2) Mothership - this has got to be the most disgustingly broken unit designed by Blizzard thus far, but no one can deny it has great potential. Along with that ability that allows it to teleport among Protoss buildings... I suggest it get these two: a) Fake abilities - how about an ability that allows the mothership itself to cast fake spells like storm or force field that wont have any affect at all. This could be the ultimate disruption ability. What makes this ability interesting is that the opposing player will probably react differently to the different fake spells you cast. In that sense, you can control how a battle will occur. b) Argus Linkish ability - To compete with Hallucination, you give the mothership an ability that restores mana. This is a super aggressive alternative that allows for an endless amount of storms, phase shifts and force fields. Again keep in mind that this ability really only benefits the most important Protoss casters, making them an even bigger target for opposing units geared for caster sniping.
Basically with the Protoss I tried to make very flexible and dynamic mechanics based on their abilities. In that way, Protoss player style is defined by which abilities that player chooses to capitalize on. Thanks for the read - Itachi
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I like this a lot, Hope blizzard does this.
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@stormtemplar haha thanks....i made a little edit on the first mothership ability...but thanks for the support. My terran ideas will come soon.
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About motherships restoring mana to units - you'd only get the mothership in lategame, but isn't that the time of the game when you lack mana the least anyway? Lategame armies are usually big enough that the problem a player has is when to cast all the spells they have mana for, not where to get the mana from. Mana restore in midgame would make more sense in my opinion.
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I'm not sure making warp-in's only in obilisk power would really make a big difference. Granted, if you want to "proxy pylon" it will increase your food count - making the decision easier (you would have to make a pylon anyway - why not make it close the the enemy base)
But I'm just not sure that only warp in on obilisk power would have any great effect on the macro / micro play styles.
As it stands, I would suspect that macro people would just build pylons in their base and micro people would "proxy pylon". This seems to give a sufficient difference in play style. Plus that little flying unit that creates a power source which again adds to micro.
Currently, what does the obilisk do?
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Obelisks neither give supply nor pylon power - they changed that when renaming the Dark Pylon.
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so what do they do? nothing?
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@doctorsaul Actually last time I checked the mothership requires a Stargate and twilight council....both of which can be built as early as the midgame. Also, the ability would be nice if the opponent is able to steadily snipe off your high templars during the midgame so you have a shortage for the late game. The ability would allow you to make the most of the remaining high templar should you choose to use it.
If warp-in can only be executed in obelisk power, then Protoss have to place them strategically across the map. Aggressive micro players would place them up close and personal to warp-in units for harassment like DTs or for reinforcing all-ins easily. They would also be able to regenerate shields which makes wherever u decide to place them an advantageous location to be fighting the enemy, which is ideal for a macro minded player looking to preserve his army. However, since they dont provide food you would still need to know when to spend the money on regular pylons and when to buy obelisks.
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they are a part of Protoss macro mechanics - Proton Charge casters this, and some insignificant side abilities
by the way, making warp-in work only with obelisk power is not that good idea imho. it will severely cut current flexibility (ability to warp-in to loterally any base, to any proxy pylon you could spread around the map earlier, warp-in inside the Warp Prism power area)
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Well doesnt the warp prism also transport units like the shuttle does? I personally didnt like the idea that the Warp Prism can transform into something that allowed warp-in....when it itself is a transport unit. Also, I suppose if you wanted to warp-in units directly to your main all you would need to do is build a single obelisk in your base....and you would probably want to anyways for the shield recharge ability. I basically feel the current warp-in is too flexible and needs to be more decision oriented based on the players style.
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Wouldn't you say "placing proxy pylons is not decision making"?
Anyway - warp-in is not something like Arbiter recall. It's not THAT flexible even now.
As for the warp prism - I assume you just don't like it. Luckily, you're not the one responsible for the Warp Prism mechanics
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