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This could potentially be both cool and gamebreaking.
I assume the Schrodinger reference is because of the "not sure if dead or alive" status that the ending unit will end up in .
Also: Duplicate is prolly a better word since entangle sounds like it roots units in place like fungal
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No, entangle is the right word - quantum entanglement
Anyway, as a particle physicist, I approve your suggestion but I think it is too contrived to be considered viable by Blizzard.
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Wow. That's pretty freaking cool, to be honest. I'm pretty sure nobody has ever based any gameplay principles on quantum phenomena before (take that, LoL! ). I'd love to see it
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Hahaha when I read Schrodinger's Oracle I was like hmmm then I read the description and was like lol, fucking awesome. So now, let's add in weak measurement as well ;D
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Isn't this like hallucination?
Edit - nevermind, saw you claimed as much at the end.
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On October 23 2012 22:12 opisska wrote:No, entangle is the right word - quantum entanglementAnyway, as a particle physicist, I approve your suggestion but I think it is too contrived to be considered viable by Blizzard.
First: I have no knowledge of quantum physics
Second: I have a hunch that a larger percentile of the Starcraft playing base haven't got this knowledge either
However, I am know going to educate myself on this subject, but my point still stands, entangle does sound like something that roots shit in the ground :-P
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It doesn't have much to do with quantum entanglement, as that process allows for the synchronization of quantum states between two existing particles.
The spell described is an example of the indeterminancy of the wave function, just like the Schrodinger's Cat thought experiment. Units affected exist as the superposition of two states and their final state is determined when an enemy comes within sightrange of the unit, drawing a parallel with the collapse of the wave function upon making an observation.
I quite like the concept of it. You would push out with your main army, use the spell on a small group, which you would park at the usual drop-location in your main. If you encounter the enemy army mid-map, the drop-defending units disappear and if you are dropped before you reach the enemy, the units disappear from the army and the drop-defense is still there.
It has a nice Protossy feel to it, but I fear it would be very hard to balance. The cost to use it is easily too high, as a single scan, burrowed unit or enemy unit at a watchtower can break the effect. But if you make the cost too low, Protoss can have units setup almost everywhere without weakening their main force until it's actually needed.
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That, or something very like it, would be really cool.
Question though, why not simplify the spell to be broken whenever one of the entangled units performed an 'action' or was 'acted' upon rather than this iffy-sounding manual/when seen by an enemy version described? I.e. if one of the units attacks, is attacked, harvests, repairs, builds, loads, is loaded, etc. then that member of the 'entangled' pair is the 'real' one and the other poofs. The seen by an enemy part in particular seems too limiting while the manual deactivation provides a level of control over the effect that might lend to overpowered strategies.
Very protoss and it also seems like something a good player could really shine with. In the right hands it might be a license to be in two places at once for enough intents and purposes to be overpowered though, but damn it'd be cool.
Should be called indeterminate or something like that rather than what sounds more like a snare debuff.
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This is really cool!
However it's not that effective in the general scheme of things. As you say under counters: send one unit to collapse their troops to the wrong place. It's a huge liability if you're depending on it. For the cost of an oracle you could have a couple stalkers to block a medivac or another sentry to commit to holding a certain chokepoint.
How could it be expanded to have a clear role that is always effective while maintaining this very interesting behavior?
For example: Void Journey -- Small AoE. Splits units into two entangled copies that collapse when observed. (So far the exactly the same.) The double units each replenish energy and shield at the normal rate, combining them additively when collapsed. They can be "overcharged" and surpass the normal maximum, at which point they lose shield and energy at the normal rates inverted until they reach the normal maximum.
This way the spell is always something useful, it has the potential to be hugely beneficial, and it can be used in multiple ways.
Overcharged archons!!!! XD
[edit] Above suggestion good idea, make it "attacks or is attacked" -- this is a lot more interactive than just vision, and is a lot more solid to play with / see it happen.
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On October 23 2012 22:24 Grovbolle wrote:Show nested quote +On October 23 2012 22:12 opisska wrote:No, entangle is the right word - quantum entanglementAnyway, as a particle physicist, I approve your suggestion but I think it is too contrived to be considered viable by Blizzard. First: I have no knowledge of quantum physics Second: I have a hunch that a larger percentile of the Starcraft playing base haven't got this knowledge either However, I am know going to educate myself on this subject, but my point still stands, entangle does sound like something that roots shit in the ground :-P
I get it and I'm not a particle physicist.
Well it would be a lot more fun than saying "wave spell".
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This sounds like a C & C type upgrade. (which means I approve )
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