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Arctic
05-25-2007, 10:15 PM
In here you can post ideas for new races and new units you would have liked to see in the demo. You can also come up with ideas for upgrading previously unabilitied units like the Goliath, Dropship, and Valkyrie. Post stats if you want.

Heres one of my many, many.

Terran Plow
[Ground attack aircraft]
Stats:
Unit Cost - 5
Mineral Cost - 275
Vespene Cost - 75
Ground Dmg: 22
Air Dmg: 3

Bumbaloe
05-25-2007, 10:29 PM
I would like all units to be able to jump over terrain like reapers. ;)

reject_666_6
05-25-2007, 10:29 PM
Well I won't name any stats because It probably wouldn't be balanced...

I'd like Goliaths to be able to walk up and down cliffs with jump-jets like Reapers through an upgrade.

I'd like the Battlecruiser to get the Valkrie's attack versus air units, like somebody mentioned in another thread.

I'd like it if they tripled the Ghost's attack damage.

I'd like it if Queens were like a Defiler mutation/upgrade and wouldn't get their own building.

I'd like it if they replaced Devourers with some other unit, I just don't like them.

I'd like it if Reapers would become the new Firebats: instead of dual pistols they'd get the flamethrower.

On the other hand, I'd like it if Medics get a sort of weak pistol attack or something so that they have some minimal damage potential. Maybe even give them grenades or something and make them like some sort of weak and cheap siege units. They could remove optical flare too, I never use it.

I'll think of more things later...

Arctic
05-25-2007, 10:31 PM
I would like all units to be able to jump over terrain like reapers. ;)


well, if that happened the zerg's motto would be 'All your base are belong to us' now wouldn't it? :P

ZerglingRUSH
05-26-2007, 01:30 AM
I think turrets should have wheels. Then we would only need to build a few and have them patrol the edges of base ;D ;D ;D

Alleluia
05-26-2007, 01:43 AM
They should make an upgrade for missle turret where u can change it into a mortar cannon which can hit ground units :-\

ZerglingRUSH
05-26-2007, 01:44 AM
They should make an upgrade for missle turret where u can change it into a mortar cannon which can hit ground units :-\

Oh yes, that would be very useful too. :P

mc2
05-26-2007, 01:48 AM
static defense for each race definitely needs improvement......the ability to further upgrade sunken colony and photon cannons would be appreciated.......and being able to put goliaths in bunkers...yep

i wish they do NOT replace carrier with mothership, carrier's attack style is unbeatable, mothership is too much like battlecruiser

they shouldn't change zerglings and hydralisks too much, they are good as it is........they SHOULD change mutalisks....i don't like them....way too weak.....their base damage point should be 12

TheDarkTemplar
05-31-2007, 04:50 PM
I love the idea of missile turrets on wheels! Maybe when it's moving it's firing rate is slowed down, and if you get it to root itself in the ground it's firing rate speeds up?

reject_666_6
05-31-2007, 04:53 PM
^ Maybe not on wheels. They might give the turret a liftoff ability, being unable to fire while up in the air.

WHAT!
05-31-2007, 05:32 PM
i would like to see a mutalisk be able to mutate into a
Zerg Destroyer
Strong vs infantry,buildings,aircraft
base damage 20 vs inf 40 vs buildings,30 vs air,15 vs mechanical ground
health 600
range 3/4 of what the guardians is.
food 7
looks like a lair upside down with the spikes potruding to the sides instead of up,with goey stuff leaking out,and the top will be a HUGE dome with eyes all over it.

Remy
05-31-2007, 05:45 PM
Here's my old ass idea since early Broodwar...

Zerg Geolisk (name doesn't really matter)

-Can tunnel underground (burrowed movement) but must unburrow to attack. Opposite of a lurker.
-Relatively high damage per hit, melee, attack cooldown is less of an issue, this is for hit and run disruption tactics.
-Relatively low HP and zero base armor for balance reasons.
-Tier 2 tech, so one more tech option at Lair for Zerg.

Gold
05-31-2007, 05:52 PM
i think the zerg queen should be a ground unit that looks like a giant crab.
then you upgrade it with some flying drones that cast spells, you can shoot the drones, but she jsut builds new ones (maybe for money)
and she can also build units.

WHAT!
05-31-2007, 06:58 PM
Terran Defender
Mechanized unit
Description: rugged unit with good range best when deployed.
physical description: Marine with what appears to be plates on all over his,when deployed he sets these shields up like a pillbox to block range attacks.Carrie's a high caliber heavy machine gun,great against light armored flying units and large swarms of weak ground units.will die easily against melee damage.
base damage will be 10 vs air and ground,4 vs any other unit type.
rate of fire is very fast
range is that of a marines with the range upgrade.
can attack while not deployed but will fire hmg in short burst.
can only be deployed to cover a 120 degree angle.

10-Neon
05-31-2007, 08:05 PM
Zerg Creep Colony
Same stats as the original Creep Colony

Upgradeable effect (researchable at the Lair or Evolution Chamber): Enhanced Creep.

When Enhanced Creep is researched all of the creep within the feeding radius of a Creep Colony changes color/texture, and any Zerg unit or structure within the area of effect regenerates HP and energy faster than normal. This effect would give the Creep Colony a role other than... producing creep... and anchoring the Sunken Colony and Spore Colony.

reject_666_6
06-01-2007, 03:07 AM
^About the Geolisk, it sounds like a Zerg version of a Dark Templar: stealthy while moving, big melee attack damage, etc...

Remy
06-01-2007, 10:07 AM
^ The difference is that you'd still need to unburrow(uncloak) to attack, where as DT had perma-cloak. It's to limit functionality down to hit and run tactics. You wouldn't be screwed even if you didn't have detection coverage over your whole base, unlike being hit by a successful DT rush.

Toss never had a true high mobility harass unit like vulture and muta, and Zerg never had a unit that could move under cloak. Didn't think they were big problems but always thought it'd be nice to have those. It seem Toss has finally gotten what they've been missing with stalkers though.

mc2
06-01-2007, 10:16 AM
The zerg have some new air units. muta is weak. guardian is slow. devourer has long cooldown. scourge die too easily.

Remy
06-01-2007, 10:42 AM
As a Zerg player I actually like our air units for the most part.

Mutas are one of the most useful air units in the whole game. They are awsome for harassment and is a big part of Zerg mid-game. Being the only small air unit(other than scourges I think), they're not as flimsy as they always appear to be. Against equal number of hydras, mutas will still win.

Devourer spore ability works beautifully with muta's glave wurm to jack up damage on multiple air units.

Guardians do what they're supposed to pretty well as tier 3 siege air units. But they do move pretty slow...

Scourges are nice for taking out key units like science vessels or shuttles, but they can come up with something better.

l2k
06-02-2007, 02:30 AM
No one has started this topic right?

My list:
Terran - Valkyrie
Zerg - Scourge, Ultralisk, Devourer
Protoss- Reaver, Archon

The main reason for this is because I rarely use them, and hopefully they will be replaced with something more devastating... ;D

mc2
06-02-2007, 02:32 AM
the protoss scouts need to be replaced, but the phoenix doesn't look that good....
corsairs too, they need a weapon that can target ground.
I still can't get over it, 1st they got rid of fenix, now they got rid of carriers!!

Terran vultures need to be replaced by something that can have unlimited mines :P

Zerg is quite perfect, the muta can be more powerful, the guardian can be faster, and devourer can have a shorter cooldown. scourges are useful against carriers.
oh yeah the zerg need one more ground unit that can attack air!!

reject_666_6
06-02-2007, 03:08 AM
Protoss: ... uh, I guess the damage is done already... :'(

Terran: Vulture, Valkyrie

Zerg: Broodling, Devourer, Guardian, Infested Terran, Queen

Those are my hopes and dreams.

10-Neon
06-02-2007, 03:24 AM
Protoss:
Reaver, Scout

Terran:
Firebat, Vulture, Valkyrie

Zerg:
Infested Terran

To me, these units are either not flexible enough, or not worth their price compared to the alternatives.

l2k
06-02-2007, 03:49 AM
Zerg is quite perfect, the muta can be more powerful, the guardian can be faster, and devourer can have a shorter cooldown. scourges are useful against carriers.
oh yeah the zerg need one more ground unit that can attack air!!


Zerg will be overpowered by then :P

I wonder why you guys dislike scouts, a dozen of them can mow down overlords, guardians, carriers etc in matter of seconds ! I enjoy using the scouts + corsairs combo back in the old days, some fast hit and run assault :P

mc2
06-02-2007, 03:55 AM
the main reason many people dislike scouts is because they are:
1. very very expensive for its abilities
2. victory=destory all structures. and it's horrible against ground.
But yeah scouts should never be sent out alone except if its to harrass.

l2k
06-02-2007, 04:11 AM
Very true, but at least but come with some groud firepower :D The new phoenix doesn't have ground attack at all (not very sure though) >:(

Remy
06-02-2007, 05:15 AM
Phoenix attacks ground.

Unit changes/improvements:

Protoss:
-Scout (with the addition of Phoenix and Stalker, this is a non-issue)
-Archon (limited all around usefulness other than recycling out-of-energy templars in a pinch)
-Dark Archon (great abilities but the tech and resource req is a pain)

Terran:
-Firebat (extremely limited usage, concussive damage runs out of usefulness really quickly)
-Valkyrie (least useful out of the three air superiority support units added in Broodwar)

Zerg:
-Queen (not useful enough in multiplayer, rarely see these)
-Ultralisk (this is a only-if-must unit, a painful choice for most Zerg players)

WHAT!
06-02-2007, 05:27 AM
toss- nothing really i liked their units
zerg-queen
terran-firebats....i hate them (their dirty eww)

Easley_of_the_North
06-03-2007, 02:33 AM
well

I would like to see a new morph for Hydralisks.

Name: Berkirsk - it be similar to hydralisks but it will be much bigger, faster, and stronger. There will be one catch though. The player will no longer be able to control the unit. It will the berserk and kill any nearest unit/structure.(even each other)


also, it will be nice to see terren to have upgrade that allows their planes to land on the ground. it will allow them to escape air only attackers. Maybe even repair themselves.

mc2
06-03-2007, 02:42 AM
The Zerg needs a new ground unit that can attack air!
apparently their only ground unit that can do so is hydra..

reject_666_6
06-03-2007, 04:14 AM
It would be cool if you could load Banelings onto Ultralisks and have them thrown like Scarabs. That would essentially give Reavers to the Zerg.

TheDarkTemplar
06-03-2007, 01:27 PM
I'd say that'd be tres expensive though!

reject_666_6
06-03-2007, 06:02 PM
Yes, but probably worth it if the Blings' damage is extended to 125 splash like a Reaver's

overmind
06-08-2007, 07:50 AM
two words
Infested Protoss\
they said that the zerg infested the dragoon altar on Auir INFESTED so maybe the zergs use the empty shells to their own power or experiment on the mortally wounded Zealots that are used to control them?
ohh that would be cool get this :thumbup: infested Felix!
they need more ranged units full stop i would not be against a bangeling launcher.

coalescence
06-08-2007, 09:06 AM
Dude. If the overmind could have infested the Protoss he would probably did it a long time ago. It even took Duran a long time to crossbreed them into Hybrids.

zeratul11
06-09-2007, 01:03 AM
heres my idea.

1.) Goliath 2

instead of firing bullets the new goliath now has a gatling high powered laser gun. (for ground attack)

yah, same missile attacks from sc1, but now firing at a very fast rate. (air attacks)

new style of walking maybe slow but effective.. finally a sense of direction of walking by the goliaths ;D

more powerful and groundbreaking armored detailed goliath.

new look! that doesn't remind us that much of robocop's goliath enemy in robocop 1. :-X

2.) Reapers (my version)

they can swicth weapons to either pistols or flamethrowers to adapt in situations.

3.) Command Center (fortified defense add on)

command center will aqcuire powerful metal shields and gains air attack maybe a turret build on it.

4. The Chaos Templar

yey. bad name i know. but i was thinking of a new dark templars.

these guys are still invisible. they now move a lot faster than before and they can jump. yes! jump through cliffs.
a jedi like style of jumping. they have a passive skill (final justice) that allows them to move at lightning speed and slices (kill) their enemy(marines, scv, zergling, hydralisk, reapers..even goliath. not siege tanks tho) in one attack. ala omnislash or kenshin himura style. it has a very long cooldown tho (a minute maybe). but this guys are not for cheap trades, their cost are similar maybe to the carriers. heheh. 8)

:)il add more next time

wow. i hope aircrafts do land. so that scv repairing will look cool.

Zombine
06-09-2007, 03:09 AM
way over powered, in every way imaginable for everything but the command center. The idea of an added turret isn't necessarily bad, but it would also pose problems, and would be rather poor in the long run.

Also, Chaos templars would have to come from somewhere, which leads me to my suggestion,

An archon mix between the high and dark templars, creating a unity between the long split protoss. These units would utilize stealth, having the ability to cloak another unit for a limited time even if it is not near the unit, or be like a cloaked arbiter, with a energy consuming AOE. I think it should be cloaked itself, with an attack of less force than warp blades, 5-6 damage less.

And for terran

Sniper

I used to play around with the idea of using ghosts as main infantry late game. Unfortunately, the damage just wasn't enough to justify the gas cost, and i eventually scrapped the idea.

What i would like is a infantry unit, with higher expense, with a long cool down, and a far range. it would have high damage(40-50 w/ upgrades) and low health. It would be able to only attack ground.

SirBaron
06-10-2007, 12:32 AM
( ): Refers to when upgraded.

Zerg:
**Zerg Brood Queen**
Type: Heavy Air
Food: 6
Mineral Cost: High
Gas Cost: High
Base Damage: 4 ( 6 ) per projectile, may attack 7 ground targets simoultaneously.
Sight: 7
Range: 7 ( 9 )
Speed: Slow
Cooldown: 1
Base Health: 600
Base Energy: 300
Special Abilties:
Infestation: Normal attacks cause enemy units to become infected with stacking spores, that when killed produces an amount of Broodlings (only by organic units) equal to the number of spores on the unit. Units may only have 5 spores on them at any time. Mechanical units become slowed by the Spores instead of spawning Broodlings. (Cost: 1 Energy per projectile)
Description: The Brood Queen is a heavy air unit capable of turning enemy squadrons into swarms of Broodlings. While powerful, their ability to do this is limited, and they have no whatsoever defense against other air units.

Zerg Broodling:
Type: Very Light Melee Infantry
Food: None
Mineral Cost: None
Gas Cost: None
Base Damage: 1 ( 3 )
Sight: 4 ( 5 )
Range: Melee
Speed: Moderate
Cooldown: 10 ( 8 )
Base Health: 15
Description: Broodlings are light units spawned by Zerg Brood Queens. They are easily killed however, but compensate through huge numbers. Broodlings have an extremely short lifespan, only 15 seconds.

**Zerg Tyrant**:
Type: Heavy Ground Melee/Caster
Food: 4
Mineral Cost: Moderate
Gas Cost: High
Base Damage (Vs Ground): 15 ( 21 )
Base Damage (Vs Air): 20 ( 26 )
Sight: 7( 8 )
Range: Melee (Vs Ground) 4 (Vs Air)
Speed: Moderate
Cooldown: 20 (Vs Ground) 15 (Vs Air)
Base Health: 175
Base Energy: 200(250)
Special Abilities:
Chaos Spores: Frenzies all units within a medium area, causing them to attack any nearby unit, friend or foe. Lasts 10 seconds. (Cost: 75 energy)
Leeching Shield: The Tyrant links itself to an enemy unit with Energy, using the energy of the unit as a shield, absorbing damage done to itself. (Cost: 150 energy)
Infectious Presence: Activates a field around the Tyrant that rapidly drains life from enemies and heals friendly units. The field ignores Protoss shields. Lasts 8 seconds. (Cost: 200 energy)
Description: The Tyrant is a powerful agent of the Overmind (or Kerrigan/Cerebrate, whatever works for you :P) that warps the morale on battlefield around it. While being able to deal moderate damage to enemies, it has powerful abilities that throw the battlefield into chaos and oblivion, mostly in favor of the Brood.

**Zerg Walkers**:
Type: Ground Artillery
Food: 3
Mineral Cost: High
Gas Cost: High
Base Damage: 55 ( 65 ).
Sight: 7
Range: 10 (Min. 3)
Speed: Slow (Moderate)
Cooldown: 25
Base Health: 160
Special Abilities:
Corrosive Blast: Infects units damaged by the Walkers attacks with Spores that erodes armor on mechanical units. Against buildings, Corrosive Blast deals additional damage (20/32 per attack).
Description: Having adapted to the range of their Terran and Protoss adversaries, the Zerg have mutated their own, twisted counterpart of said factions artilleries. The Walker is a long range attacker that excels against stationary targets and masses of weaker units. It does, however, fire it's biological weapon at a slow rate, and cannot withstand swarms of lesser units without aid from other Zerg units.

Terran:
**Terran Legionnaire**:
Type: Heavy Infantry
Food: 2
Mineral Cost: Moderate
Gas Cost: Moderate
Base Damage: 20 ( 26 ).
Sight: 7
Range: Melee
Speed: Slow (Moderate)
Cooldown: 15
Base Health: 80
Special Abilities:
Hardened Armor: The Legionnaire has adapted to close combat, and can withstand enormous amount of melee damage by wielding a large metal shield together with their melee Hammer. While being able to fend of melee attacks easily, their shield does not benefit versus ranged attacks, and their heavy armor cripples their speed, furthering their weakness against ranged enemies.
Description: After having witnessed the power of the meleebased Zerg mutates, as well as the might of Protoss melee fighters, the Terran Dominion began training melee soldiers to compensate. Inspired by warriors of ancient cultures on Earth, these soldiers were named Legionnaires, and stood literally on the front lines to protect the vulnerable ranged troops behind them.

**Terran Annihilator**:
Type: Ground "Crowd Cleaner"
Food: 4
Mineral Cost: Moderate
Gas Cost: High
Base Damage: 10 ( 16 ) per projectile, may attack 8 ground targets at a time.
Sight: 7
Range: 7
Speed: Slow
Cooldown: 25
Base Health: 150
Special Abilities:
Barrage: The Annihilator triples it's targets per attack but doubles it's cooldown. (On/Off)
Description: After many years of facing near unending Zerg forces, the Terran Dominion began investing in "Crowd Cleaning" weaponry, weapons that literally tear the ground apart together with everything standing on top of it.

Protoss:
**Protoss Fanatic**:
Type: Heavy Ground
Food: 3
Mineral Cost: High
Gas Cost: Moderate
Base Damage: 20 ( 26 ).
Sight: 8
Range: Melee
Speed: Fast (Very Fast)
Cooldown: 12 ( 9 )
Base Health: 160
Base Shield: 100
Special Abilities:
Fanatiscm: The Fanatic enters a state of religious fury where he gain a huge boost to his attack speed (9/6 Speed) and movement (Very Fast/Ultra Fast) speed at the cost of his shield. Also, if killed during Fanatiscm, the Fanatic deals moderate (35) Psionic damage to all nearby enemies.
Description: After the forced exodus to Shakuras, many Protoss felt guilt over abandoning their homeworld. Some of these vowed to return to and reclaim Aiur, and rebuild their crushed civilisation as it once was. The Fanatics were born, religiously frenzied warriors with no regard of their own life, serving Aiur until death with honor.

**Protoss Marksman**:
Type: Ranged Infantry
Food: 2
Mineral Cost: Low
Gas Cost: Moderate
Base Damage: 15 ( 21 ) per projectile.
Sight: 9
Range: 6 ( 8 )
Speed: Moderate
Cooldown: 20
Base Health: 100
Base Shield: 80
Description: Inspired by the firepower of their Terran adversaries (and at times, allies), the Protoss began to develop ranged weapons suitable for infantry such as Zealots. While many Protoss shunned the thought of killing cowardly at range, some accepted the new technology and became Marksmen.

overmind
06-10-2007, 01:38 AM
:powerup:

Zerg:

**Zerg incubator**
type: heavy ground/spawner
food:20
mineral: medium
gas:extremely high
weapon:spores(low damage)
HP: high
spec abilities: bangeling throw; launches bangelings through convulsions
desription: large bloated slow creature that can spawn zerglings and carry soldiers across the battlefield perfect as a forward base
story: the zergs must attack with overwhelming force to crush their advanced enemies. the overmind relizing this adapted a strain in hives to be able to move across a battlefield to be him on the distant worlds.

more coming

zeratul11
06-10-2007, 01:51 AM
i see warcraft or DOTA type of heroes above with all the spells abilities cooldown. etc.

i dont like the idea of cooldown in starcraft except for passive skills like the new zealot charge ability. but for active skill i dont like cooldowns in starcraft, lets just keep with the original were everyabilities depend on energies. you can spam it, but if you dont have energy you cant :P cooldown now thats for warcraft, they have mana regen items int attributes etc. now it will be unfair if there has no cooldown in warcraft with all those high int and items that will give you mana and int. now in starcraft active skills should not have cooldown.

nah, i dont like new units to be more of a spellcaster. starcraft is not known for micromanagement but its all about massive numbers of units and an all around war.

so i like to see more new units with splash damage maybe. a missiles that do splash damage, why do terrans dont have them, its way better than using a single laser (BC) firing ground units. a siege tank with a secondary of missile attacks to both ground and air (splash damage but not that powerful ofcourse). or a new protoss reaver like unit that does splash damage. splash damage is important in real war tho. zerg? do guardian do splash damage?.. im not sure, but still it doesn't look cool if they do(splash damage. lurkers do splash damage. new units please. grenades or missiles for terrans, multiple laser or lightning fired at different directiosn for the protoss. new plague like caster for the zerg like the defiler. :)

sordid
06-10-2007, 04:30 AM
The idea of giving the reapers flamethrowers sounds excellent. Their main weakness was always getting close to the enemy; now they could ambush and run away. But while still looking super badass with flames and such.

SirBaron
06-10-2007, 05:42 PM
Holy S*** did you type that all up?? :powerup: just for the effort alone hehe

I quite like the idea of the zerg tyrant. I keep imagining zerg as a spellcaster type race.. being all organic and slimy and all...

Haha i would have kept on going if i hadn't been so tired. :P

Just thought about adding some more:

Zerg:
**Zerg Nydus Maggot**:
Type: Frontline Carrier
Food: 3
Mineral Cost: Moderate
Gas Cost: High
Base Damage: None
Sight: 8
Range: None
Speed: Slow
Cooldown: None
Base Health: 250
Special Abilities:
Hardened Carapace: The Nydus Maggot have adapted to the danger of Terran and Protoss firepower, resulting in the mutation of a thick carapace able to resist ranged attacks, both weak and powerful.
Brood Carrier: The Nydus Maggot, like it's grown counterpart, the Nydus Worm, have the ability to carry Zerg units inside itself to the frontlines. At max, 8 units can be stored inside the Maggot.
Worm Mutate: At any time, Nydus Maggots may mutate into a Nydus Worm, gaining the ability to burrow at the cost of it's Hardened Carapace.
Description: Nydus Maggots are the incomplete form of Nydus Worms and possess a powerful carapace that can withstand most firepower. However, melee is deadly against the Maggots, and without backup it is vulnerable to Protoss Zealots or Terran Legionnaires.

**Zerg Hunters**
Type: Ground Raider
Food: 2
Mineral Cost: Low
Gas Cost: Moderate
Base Damage: 15 ( 18 ) .
Sight: 7
Range: Melee
Speed: Very Fast (Ultra Fast)
Cooldown: 15
Base Health: 140
Special Abilties:
Agile Mutate: The Hunters are very agile Zerg mutates, and possess the ability to climb walls and cliffs.
Description: The Hunters were mutated when the Zerg realized sheer numbers could not always overcome the base defenses of Terran and Protoss armies. The agile Hunters can climb cliffs and walls and can easily find the weak spots of even the best defense.

Terran:
**Terran Dragon**
Type: Aerial "Crowd Cleaner"
Food: 2
Mineral Cost: Low
Gas Cost: Moderate
Base Damage: 12 ( 15 ) per projectile, hits all units on a line.
Sight: 7
Range: 5 ( 6 )
Speed: Fast (Very Fast)
Cooldown: None (Constant)
Base Health: 100
Special Abilities:
Flamethrowers: The Dragon is enfitted with powerful flamethrowers that ignores personal shields such as Protoss Shields or Defensive Matrixes.
Incinerate: Pushes the Dragon's flamethrowers to the max, doubling it's damage for 8 seconds. After the duration has expired, the Dragon is forced to let the flamethrowers cool down, and can only deal 50% of it's normal damage.
Description: Early on the Terrans realized the Zerg were weak to fire, and employed Firebats to deal with the problem. But the Firebats, although effective, had trouble to get in range to employ their flamethrowers. To answer for this, the Terrans developed the Dragon, inspired by the mythological creature of Earth that breathed fire. The Terran Dragon is a fast although frail aerial unit that can literally drown a battlefield in fire.

**Terran Vulture "NEW Version" **:
Type: Ground Support Vehicle
Food: 3
Mineral Cost: Moderate
Gas Cost: Moderate
Base Damage: 55 ( 65 ) per projectile, splash.
Sight: 7
Range: 7 ( 9 )
Speed: Moderate
Cooldown: 25
Base Health: 175
Special Abilities:
Spider Grenades: The Vulture tosses powerful grenades that explode when hitting and begin to chase their designated target when missing.
Spider Mine: The Vulture can leave modified versions of their grenades on the ground, that begin to chases and explodes when enemies come too near.
Description: After having seen the effectiveness of Spider Mines, the Terrans developed a form of grenade based on it's technology, that would explode upon impact with targets or employ fast "spiderlegs" to rush into vincinity of the enemy and explode when missing. The Vulture was also re-designed to become an artillery-like vehicle to compliment the powerful Siege Tanks.

Terran Spider Mine:
Type: Intelligent Explosive
Food: None
Mineral Cost: Low
Gas Cost: None
Base Damage: 145
Sight: 5
Range: 5 ( 6 )
Speed: Ultra Fast
Cooldown: None (Suicide)
Base Health: 25
Special Abilities:
Hunter-Seeker: Locks onto enemies that come too close, chases them and explodes in their vincinity, causing huge damage.
Description: Spider Mines are "intelligent explosives" that activate when enemies move near them. The Mine then employs "spiderlegs" to move rapidly into vincinity of the enemy and explode near them, killing or damaging them greatly.

Protoss:
**Protoss Mongoose**:
Type: Basic Air Fighter
Food: 2
Mineral Cost: Moderate
Gas Cost: Low
Base Damage: 12 ( 16 ).
Sight: 6
Range: 7 (8)
Speed: Very Fast (Ultra Fast)
Cooldown: 8 (6)
Base Health: 140
Base Shield: 100
Special Abilities:
Light Design: The Mongoose is enfitted with very light armor and enhancive systems that keep production costs low and allow for near-impossible maneuvers while in flight. Because of this, the Mongoose can easily evade ranged attacks made against it while moving. However, because of it's light armor, it goes down easy when repeatedly hit.

Gold
06-10-2007, 08:32 PM
Dude. If the overmind could have infested the Protoss he would probably did it a long time ago. It even took Duran a long time to crossbreed them into Hybrids.


maybe not "crossbread" but possibly jsut enslave, so although they would be hybrids technically, not in the same way as true hybrids were the zerg and toss parts are equall, the zerg part would be more dominant and over a few years the protoss bit would be completley eaten up.

mc2
06-11-2007, 12:15 AM
SirBaron your suggestions are top notch. Good work!! I like majority of them.

With the Queen and the Zerg Tyrant.The Queen becomes too much like the Protoss Carrier and the Tyrant is too much like the Protoss Scout and the Terran Wraith. This is what Blizzard is trying to avoid. Avoid too similar units between the races.

Fenix
06-11-2007, 12:23 AM
Ha, I can see it now....

"I woulda won, but I got Mongoose rushed!




Seriously though, I love your units. Freaking awesome.

Remy
06-11-2007, 06:23 AM
The guy's a great thinker. Got some real creativity for sure.

Zeratul
06-11-2007, 06:25 AM
I thought I posted big...

zeratul11
06-11-2007, 07:02 AM
siege tanks in which marrines can ride on it. only if siege tank is not in siege mode. you cant siege mode if there is a marine on it by the way.

SirBaron
06-11-2007, 10:11 AM
SirBaron your suggestions are top notch. Good work!! I like majority of them.

With the Queen and the Zerg Tyrant.The Queen becomes too much like the Protoss Carrier and the Tyrant is too much like the Protoss Scout and the Terran Wraith. This is what Blizzard is trying to avoid. Avoid too similar units between the races.

Yeah, it's not the easiest thing to think up units the factions really NEED while making them unique in their own way. But i try my best :P

EDIT: I know it'd be contradictory to the topic, but why not branch out into buildings as well? :P

EDIT2: I read Zeratul11' suggestion regarding Marines riding on top of a Siege Tank. Really jumped my inspiration.

**Terran Fortress**
Type: Armored Personnel Carrier
Food: 3
Mineral Cost: Moderate
Gas Cost: High
Base Damage: None (Depends on Garrisoned Units)
Sight: 8
Range: None (Depends on Garrisoned Units)
Speed: Slow (Moderate)
Cooldown: None
Base Health: 250
Special Abilities:
Load: Loads infantry units, allowing them to fire their weapons from inside the Fortress whilst taking no damage (like a bunker).
Hardened Armor: Takes less damage from ranged attacks due to thicker armor, which also limits it's movement speed.
Description: After having seen the use of bunkers, the Terran Dominion sought to implement their function into vehicles. Eventually, the Fortress was born, which could carry any Terran Infantry on the battlefield, allowing them to fire their weapons through gunports while taking no enemy fire at all.

Whor
06-12-2007, 02:02 AM
I will like to see a spider for the zerg

1._It will be capable to while be underground do a web to trapher enemies
2._Move in underground
3._have 500 of healt and 50 of damege
4._being able to build bridges betewen two points of eart
5._retore their healt by eating her enemies

Heretic666)GC(
06-13-2007, 12:42 PM
I think the ultralisk should be changed a bit. I never use them in BW because a you can get 8 lings for the price of 1 ultra, and lings can kill stuff faster if they have attack speed upgraded. Ultras should be able to mutate into a more powerful unit that can attack air and has a long range so it can be used as a seige weapon. But it suffers from slower speed and cool down time. It could be called the gigalisk or something.

Im going to use the same descrpition type thingy as SirBaron, whose awsome posts have inspired me

Gigalisk (Mutates from Ultralisk)
Type: Seige Weapon
Food: 6
Mineral Cost: Moderate (Not including Ultralisk cost)
Gas Cost: Moderate (Not inluding Ultralisk cost)
Base Damage: Ground 60 (Splash), Air 15
Sight: 10
Range: Ground 10 (min 4), Air 4
Speed: Slow
Cooldown: Ground 5, Air 3
Base Health: 450
Special Abilities:
Trample - Although the Gigalisk is very slow, any unit that gets caught in its way will regret it. It can walk over small units (marines, reapers, ghosts, zealots....) dealing minor damage to them (7 per second). However, for each second a trampled enemy stays alive, the gigalisk's speed is cut in half.
Description: The zerg have lost many hive clusters do to the powerful attacks of Seige Tanks and Reavers. Now the zerg have evolved thier own seige weapon by mutating thier most powerful creatures. Although more mobile then Seige Tanks, they are weak to melee attacks and short range units.

SirBaron
06-13-2007, 02:26 PM
Very nice idea, Heretic, i always kind of resented the possibility to use Ultras too as the less costly units are better in the long run. Anyways, i just wanted to point out that the "Cooldown" factor of units is measured like this:
Cooldown: 20 (2 seconds)
Cooldown: 10 (1 second)
Cooldown: 8 (0,8 second)

Got some more units coming up as well:
Bold and Italic signifies a change done to the original unit concept.

Terran:
**Terran Spectre**
Type: Elite Infantry Specialist
Food: 2
Mineral Cost: High
Gas Cost: High
Base Damage: 38 ( 44 )
Sight: 10
Range: Melee
Speed: Moderate (Fast)
Cooldown: 15 (13)
Base Health: 200
Base Energy: 200 (250)
Special Abilities:
Grav-Sword: The Spectre is equipped with a Grav-Longsword, which produces an abnorm gravity thrust when clashed against objects, giving it the power to shatter steel. (Passive) *Formerly Psionic Sword*
Spectre Cloak: A special cloak that always is active. (i got to agree, this form was better in the long run. sure, it smells DT, but what the heck :P...)
Shroud: Creates a field of psionic darkness that allows cloaked units to ignore Detectors in a small area for a short time (10 seconds). (200 Energy)
Psionic Detonation: The Spectre overloads his Psi and literally explodes, causing double his base health in damage to all nearby units and buildings.
Description: (From Starcraft: Ghost) Mengsk and his new advisor, General Horace Warfield, began a secret project codenamed Shadow Blade, which uses covertly acquired Protoss technology. The program used the mind-enhancing terrazine gas to alter the genetic makeup of Terran Ghosts, amplifying their psychic potential. These Ghosts were transformed into Spectres - shadowy superhuman beings bent on executing the will of their true master.

**Terran Banshee**
Type: Ground Support Vehicle
Food: 2
Mineral Cost: Moderate
Gas Cost: High
Base Damage: 30 ( 36 )
Sight: 8 ( 11 )
Range: None
Speed: Very Fast (Ultra Fast)
Cooldown: 18 ( 15 )
Base Health: 125
Base Energy: 200 (250)
Special Abilities:
Cloaking Field: Renders the Banshee invisible at the cost of 25 energy plus 1 energy per second.
Description: The Banshees are powerful, fast vehicles equipped with a Personnel Cloaking Field. To have earned their powerful weaponry and immense speed, the Vehicle has been stripped of all but the most necessary systems and armor, making it very light and thus not very impervious to heavy fire.

Ghost
06-13-2007, 04:07 PM
SirBaron, nice ideas. I recon that terrans should have more cloaked units. The only problem with the spectre is (although I love the idea) the blades, that toss trademark =D.

I think that terrans should have a sniper unit, it cant cloak but it has a huge range like the siege tank (minimal range too) but deals normal dmg without splash.

I know that some peeps think that the ghost is a sniper but snipers are honestly a Damage Dealer and ghosts dmg sux.

SirBaron
06-13-2007, 04:20 PM
SirBaron, nice ideas. I recon that terrans should have more cloaked units. The only problem with the spectre is (although I love the idea) the blades, that toss trademark =D.

Hehe yeah, i wanted the Spectre to be a powerful melee unit but the thought of normal swords destroying Immortals, Siege Tanks and (possibly) Ultralisks was a bit weird.
EDIT: changed the weapon to something similiar to my Terran Legionnaire concept (a hammer which produces a gravity thrust strong enough to shatter steel - in the case of the Spectre, a sword)

Ghost
06-13-2007, 04:36 PM
Oooh, "much more better" as Jack Sparrow once said. What I really like about the spectre is the fact that its support spell, the "Shroud" helps launch nukes, and god i looooooooove "calling down the thunder".

The Psi Ravage (if blizz where to implement it) I think would have to kill the Spectre as well, both balance issues and to show that the terran psi potential is still unstable compared to that of the protoss. And the energyless cloak might aswell be passive.

SirBaron
06-13-2007, 04:40 PM
"calling down the thunder".
<3
The Psi Ravage (if blizz where to implement it) I think would have to kill the Spectre as well, both balance issues and to show that the terran psi potential is still unstable compared to that of the protoss.
Ah, like a last-resort suicide attack? I like that :)

Ghost
06-13-2007, 04:50 PM
Yea, exactly like that. Im at work right now so when I ge the chance I will write up the stats a Sniper would have.

Associate
06-13-2007, 05:30 PM
they should work on a new powerful terran ground unit thats effective in demolishing base defenses and ground units alike, this is very important since the classic siege tank strategy is expected to weaken with the introduction of new units which specializes on countering them

Ghost
06-13-2007, 05:42 PM
Maybe a vehicle mounted with a gatling gun of sorts that sprays over a large area therefore taking out a whole bunch of packed units. About the demolishing bit I was thinking not a ground unit but a bomber plane of sorts.

One that does both would just be massed in eveysingle game unless the cost was unreasonable high.

Associate
06-13-2007, 05:58 PM
that should be a good alternative as well, I think a powerful terran ground unit is reasonable though provided they have some weaknesses like inability to engage air units or slow movement speed

Zombine
06-13-2007, 10:27 PM
slow movement would be nice, or having a crappy damage type, like how explosive only does 25% damage to some units.

Even better, dont make it fireproof

AntiTossWeapon
06-13-2007, 10:47 PM
The idea with the bomber is very interresting. A aircraft that could do boming raides on probes or drones.it should not have atack or the ammo"The BOMBS" should be made as the old reaver ammo is made.

Ghost
06-13-2007, 10:51 PM
Yea, it would be very good for bomb raids on drones/SCV's/probes but the dmg would be explosive so reduced dmg to units but full to buildings.

AntiTossWeapon
06-13-2007, 11:06 PM
maybe make diffrent tipes of bombs, andti-personel, and explosives.Duno just an idea :)

Ghost
06-13-2007, 11:08 PM
Na, give them explosive dmg but so high that the % lost doesnt matter, it still kills workers in 1-2 drops.

PowerkickasS
06-14-2007, 04:03 PM
SELF-SUSTAINABLE TERRAN MECHA! WITH LIKE DOUBLE HELLFIRE (like really rapid-fire) 4X4PACKS, QUAD REVOLVER RAILGUNS AND HEAVY PLASMA CANNONS (your normal explosive cannon not the superhot blue stuff), CONCENTRATED BEAMS AND SHOCKERS, FLAMETHROWERS, SPIKE BOMBS, G-G FLAK CANNON, AND TO TOP IT OFF WIF A SELF-DESTRUCT PACKAGE!
j/k! (well, dreams are free =P)

Terran:
buildings with damn automated defences! like ork buildings in DoW! also:
a bomber! i mean, they're humans! and dey dont hav ne bombercrafts!? introducing a very slow bomber which either drops 1 large package or a trail (like total annihilation, and supreme commander) would make a nice change 2 sc's gameplay ^_^. should also have smart AI which could auto-format carpet-bombing formations if more than 1 bomber is to be used in 1 assault.

Protoss:
mobile shield generator. basically a defensiv matrix on a large scale, firepower cant get thru, but units can (like starwars) so melee vulnerable. shield points recharge faster within the presence of pylon power, so works nicely wif phase prisms, which gives me anoda idea that phase prisms should hav an energy stat which runs out the longer it stays in power-mode? infact should nearly all toss energies be affected by pylon-power?

Zerg:
THE BLOB! - self-explanatory. basically a mobile zerg "wall" lol. it absorbs attacks hardcore (i.e. reduced damage), is rather huge, regenerates like hell, and since the new firepower dynamics is physics-based (like supcom), it should be able to block any level-ground firepower from getting through and protects anything behind it. its mobility, not too sure of. include other ppl's idea about moving underground (realistically how? it dissolves itself into the ground and starts sliming its way along lol) so like it cant move when you position it to unburrow, making it very important 2 decide where 2 unburrow. or mayb could set it so dat only a specific kind of 'carrier' could push it along (maybe it could also pull, and pulling could allow it to move faster but carrier is obviously mor vulnerable due 2 being out front) so some micro-strats cud revolve around taking out da carrier. the existence of this 'blob' may lead to another dimension of strategy using the physics-engineered environment, angles! makes flanking more important than ever before =D and siegemode tanks! (since it makes a loop shot) and also the terran bomber!

special ability: should dark swarm have HP? because a dark swarm is basically a thick swarm of bugs that cushions and absorbs attacks. and shud it be able to move? should it have a plaguing effect on enemy units?

last thing to note: burrowed zergs. should dey receive reduced damage? shud their armor change to 'heavy armor' (i.e. only heavy explosive/armorpiercing shells do more damage)?

shiz typed too much o.O
P.S: lots of the ideas above were inspired by supreme commander! (i love it =D)

EDIT: i posted this b4 seeing the "bomber" idea that ghost suggested. oops? i didnt steal ur idea honest! even though it was chris taylor's idea th put it in such an rts style in the first place =P

Callex
06-14-2007, 04:08 PM
Zerg should have the ability to infest terran corpses or something, kinda like the 'raise dead' spell in warcraft III. It'd be cool having an army of mutant marines :D.

Nikzad
06-14-2007, 04:17 PM
SELF-SUSTAINABLE TERRAN MECHA! WITH LIKE DOUBLE HELLFIRE (like rly rapid-fire) 4X4PACKS, QUAD REVOLVER RAILGUNS AND HEAVY PLASMA CANNONS (ur normal explosive cannon not the superhot blue stuff), CONCENTRATED BEAMS AND SHOCKERS, FLAMETHROWERS, SPIKE BOMBS, G-G FLAK CANNON, AND TO TOP IT OFF WIF A SELF-DESTRUCT PACKAGE!
j/k! (well, dreams r free =P)

Terran:
buildings wif damn automated defences! like ork buildings in DoW! also:
a bomber! i mean, dey're humans! n dey dont hav ne bombercrafts! introducing a very slow bomber which either drops 1 large package or a trail (like total annihilation, and supreme commander) wud make a nice change 2 sc's gameplay ^_^. shud also hav smart AI which cud auto-format carpet-bombing formations if mor dan 1 bomber is to b used in 1 assault.

Protoss:
mobile shield generator. basically a defensiv matrix on a large scale, firepower cant get thru, but units can (like starwars) so melee vulnerable. shield points recharge faster within the presence of pylon power, so works nicely wif phase prisms, which gives me anoda idea dat phase prisms shud hav an nrg stat which runs out da longer it stays in power-mode? infact shud nearly all toss nrgs be affected by pylon-power?

Zerg:
THE BLOB! - self-explanatory. basically a mobile zerg "wall" lol. it absorbs atks hardcore (i.e. reduced damage), is rather huge, regenerates like hell, and since da new firepower dynamics is physics-based (lik supcom), it shud b able 2 block ne level-ground firepower from gettn thru n protects nethin behind it. its mobility, not too sure of. include other ppl's idea abt moving underground (realistically how? it dissolves itself into da ground and starts sliming its way along lol) so like it cant mov when u position it 2 unburrow, making it very important 2 decide where 2 unburrow. or mayb cud set it so dat only a specific kind of 'carrier' cud push it along (maybe it cud also pull, and pulling cud allow it 2 mov faster but carrier is obviously mor vulnerable due 2 being out front) so some micro-strats cud revolve around taking out da carrier. da existence of dis 'blob' may lead 2 anoda dimension of strategy using the physics-engineered environment, angles! makes flanking mor important dan eva b4 =D and siegemode tanks! (since it makes a loop shot) and also the terran bomber!

special ability: shud dark swarm hav HP? cuz a dark swarm is basically a thick swarm of bugs dat cushions and absorbs atks. and shud it b able 2 mov? shud it hav a plaguing effect on enemy units?

last thing 2 note: burrowed zergs. shud dey receive reduced damage? shud their armor change to 'heavy armor' (i.e. only heavy explosive/armorpiercing shells do more damage)?

shiz typed too much o.O
P.S: lots of the ideas above were inspired by supreme commander! (i love it =D)


Hey PowerkickasS, welcome to the forums, this is the first time I am seeing you post...

Without trying to sound critical and a jerk...it's REALLY annoying and puts me off peoples' posts when they use stuff like "anoda" instead of "another" or "shud" instead of "should" or "dat" instead of "that" or "hav" instead of "have"

It's one thing if you are not a native English speaker, and have trouble with spelling...I can understand that. But you seem to have a good grasp of the English language with the vocab and grammar you use. I frankly couldn't read past the second paragraph of your post, even though I am interested in your ideas and what you have to say ^_^

but that's just my personal opinion

oh and paragraphs of caps? necessary? ???

Love,
NIKZAD

NotDeadYet
06-14-2007, 05:28 PM
Protoss
Tassadar-class Warship

This Protoss ship is about the same size as a Tempest. Named after a Protoss hero who slew the Zerg Overmind, it is controlled by both High and Dark templar pilots, and is a remarkable fusion of technology and psionic energy. The ship is armed with a special cannon powered by the psionic energy of the pilots. The projectiles fired by this weapon explode when they hit, releasing a miniature Psionic Storm which lasts for a few seconds and damages any units that pass through. In addition to this attack, the Templar pilots can fuse their energies to consume the ship in a large blast of psionic energy. This destroys the ship and also inflicts damage on all nearby units, with enemies being more heavily damaged.

PowerkickasS
06-14-2007, 05:53 PM
Done! Hope you and others can read it nicely now =D
by the way, NIKZAD
"Without trying to sound critical and a jerk...it's REALLY annoying and..."
nice oxymoron xP (or paradox, whatever you call it, im so confused with those terms of contradictions)
just to letcha know, you dont have to be polite to me! i prefer honest opinions hehe
infact i dont think formality really exists online. there is the case of intelligence or stupidity to explain the purpose of specific ways of writing, but not formality, so go insult me however you like unless you'd like to keep your cool for other public viewers to recognise, you know.

k im starting to argue against myself/go OT -_-

Nikzad
06-14-2007, 06:00 PM
In most circumstances, I would ***** out people who type like you do, mostly because I find it really annoying, but also because I think it undermines the sophistication and credibility of your posts (i've been trying to read yours and they seem pretty good in essence). I would be a real jerk and be mean and swear profusely and say "die die die, die you dirty *&^%$, die die die"

But it is this great forum that has kept me from reacting that way. We have been lucky to have really good members on this forum, and everybody is nice and accepting of other peoples' ideas, regardless of how random or far-fetched they may seem, so I didn't want to rag on you or anybody else without giving you a heads-up.

I didn't want to put a negative into this whole big equation of positives.

My eyes are welling up...I LOVE YOU ALL SO MUCH

Pix
06-14-2007, 06:27 PM
...
*shuffles slowly away from Nikzad*...
O.o
~Pix~

Callex
06-14-2007, 08:48 PM
I LOVE YOU TOO!!!

Group hug, group hug!

NotDeadYet
06-14-2007, 08:49 PM
Pixie! Quick! Get the cactus armor!

Ghost
06-14-2007, 08:55 PM
Sorry, i dont play that team.... :P

Zombine
06-15-2007, 02:06 AM
Slight post derailment?

we went from a normal discussion to this blob of...hugging.

so yeah...BACK ON TOPIC

i want to see the zerg with a really really fast assault ground unit. one that would outrun zerglings. It would be like the vulture or soul hunters. Although, does anyone else think the zerg are slowing down? i know we haven't seen many of thier units, but the reapers, soul hunters (vultures if they return), stalkers and warp-in all seem to be geared to extreme quickness. If lings are slower, the zerg will just have slow shambling zombie masses in comparrison to the blitzkrieg assaults of the toss

assalt88
06-15-2007, 04:30 AM
I THINk the zerg needs more stuff to it like some more support ability like defiler and queens

zerg need more units and evoultions

Associate
06-15-2007, 05:47 AM
the idea of a high speed terran bomber would really be nice especially if they were able to carry nuke payloads. but should these units have a launchpad or will they be like flying reavers instead

Heretic666)GC(
06-15-2007, 01:55 PM
I know this is unrelated but i just won the lottery (3000 minerals!)

Anyway, for my post.

Zerg Terralisk
Type: Support Magic/Abilities
Food: 4
Mineral Cost: Low
Gas Cost: High
Base Damage: 3
Sight: 5
Range: 2
Speed: Slow
Cooldown: 15
Base Health: 210
Base Energy: 200
Special Abilities:
Terror - 75 energy, All enemies in a small area (about plague sized area) cower in fear, causing them to lose 3 armor (minimum 0 armor) and 5 damage (minimum 0 damage, 0 damage means it cant attack) and if its a ranged unit, it loses 2 range (minimum 1). Lasts 20 seconds. Only effects biological units.
Infection - 100 energy, A target unit becomes infected losing 2 health a second and reducing speed by half. When the unit dies, it come back to life under your control. It starts with half it's max health and restores health while on the creep. It still has all abilities it had before, except upgrades no longer apply to it.
Xenomorph - 250 energy, This creature changes into a new combat form. Once changed, it cannot change back. Use the below stats for the new form.

Zerg Horralisk
Type: Anti Psionic/Ability User
Food: 4
Mineral Cost: See above
Gas Cost: See above
Base Damage: 25
Sight: 8
Range: 6
Speed: Medium
Cooldown: 7
Base Health: 420
Special Abilities:
Psionic Guard - This powerful creature has developed it's psionic powers into a shield. It can no longer be effected by any enemy's abilities that require energy to use. It also gains minimal protection from regular attacks, giving it a +3 bonus to armor.
Psionic Burn - When this creature attacks and damages a unit with energy, that unit loses up to 10 energy and takes damage equal to the amount of damage delt.

EDIT: assalt88, you should like this post (I hope)
EDIT 2: I forgot a description!

Terralisk Description: After witnessing (and experiencing) the power of Protoss Psionic attacks, the zerg has evolved a new creature that mimics thier power. The Terralisk combines powers used for assaults and the power to control enemies in a leathal way.
Horralisk Description: Archons have long been one of the powerful protoss units around. The Zerg noticed the power of combining two Psionic parts to create a powerful new whole. They mimiced this (sort of) by mutating thier own powerful Psionic creatures and getting deadly results. The Horralisk, although weaker then archons, is the perfect anti-psionic unit. Is focuses it's old psionic energy not only on attack, but on protection as well.

coalescence
06-15-2007, 02:00 PM
Man, why do people put 'lisk' or 'ling' after every zerg they think off, there are enough zergs without any of them; larva, drone, scourge, guardian, devourer, overlord, defiler, queen, etc. So why not give them original names.

Btw, the idea of the last one isn't gonna work. Zerg are weak vs psionics because the breeds can't use them, to counter psionics you would need to have psionics yourself.. not gonna work.

Heretic666)GC(
06-15-2007, 02:08 PM
Man, why do people put 'lisk' or 'ling' after every zerg they think off, there are enough zergs without any of them; larva, drone, scourge, guardian, devourer, overlord, defiler, queen, etc. So why not give them original names.

Btw, the idea of the last one isn't gonna work. Zerg are weak vs psionics because the breeds can't use them, to counter psionics you would need to have psionics yourself.. not gonna work.


The Zerg evolved the new creature because they are weak to psionics. And if you dont count defilers, queens and my terralisk as using psionics, but some other form of energy, then just change all the words from Psionic to Zerg Energy Thing That We Can't Call Psionics Because "Someone" Has To Be To Precise.

EDIT: And about the name thing, im just to tired right now to be original.

coalescence
06-15-2007, 03:27 PM
And if you dont count defilers, queens and my terralisk as using psionics, but some other form of energy, then just change all the words from Psionic to Zerg Energy Thing That We Can't Call Psionics Because "Someone" Has To Be To Precise.


Your reaction bored me to death... Now I'm tired.

Zombine
06-15-2007, 04:39 PM
maybe the zerg could develop a unit that would act like a lightning rod to psi-storms, storing the energy itself. instead of it wiping out a whole mass of units, the psi storm would hit only it, and it would take no damage from it. instead it would convert that energy into a super powerful and focused attack.

Heretic666)GC(
06-15-2007, 07:32 PM
Man, why do people put 'lisk' or 'ling' after every zerg they think off, there are enough zergs without any of them; larva, drone, scourge, guardian, devourer, overlord, defiler, queen, etc. So why not give them original names.

Btw, the idea of the last one isn't gonna work. Zerg are weak vs psionics because the breeds can't use them, to counter psionics you would need to have psionics yourself.. not gonna work.


The Zerg evolved the new creature because they are weak to psionics. And if you dont count defilers, queens and my terralisk as using psionics, but some other form of energy, then just change all the words from Psionic to Zerg Energy Thing That We Can't Call Psionics Because "Someone" Has To Be To Precise.

EDIT: And about the name thing, im just to tired right now to be original.

Sorry about my reaction there colescene. I was tired and grumpy from studying for my finals all night.

Anyway, for my unit

Terran Posiden
Type: Hit and Run/Harassment Vehicle
Food: 3
Mineral Cost: Moderate
Gas Cost: Moderate
Base Damage: 30 (1/4 damage to heavy armored units)
Sight: 7
Range: 5
Speed: Fast
Cooldown: 9
Base Health: 240
Special Abilities:
Hover - This unit uses a downward thrust to lift it slightly off the ground, allowing it to hover just above the ground. It can move over cliffs, water and empty space like an air unit, but is targeted as ground.
Description: This modified vulture was developed recently by terran scientists to be used to travel over difficult terrain to strike at weak points in an enemies defense. Although it costs more then a regular vulture and move a bit slower, it can very usefull for attacking flanks and water areas usually only guarded by anti-air units/buildings.

LoserInLosing
06-17-2007, 02:43 AM
Omg... so many ideas of zerg having powerful units. Zerg suppose have weak units which make up in numbers. Even i think guardians and ultralisks are too strong, and too time consuming and too... TERRAN LIKE. We dont want zerg to become the nxet terran. I think units should be less of a cost, less time consuming, and more units should be spawned two instead of one (mutalisks should become two, but no strong upgrade should be there). Get rid of guardians, ultralisks. Defilers are the ideal support. Queens are also supportive. Zerg is quantity, not quality

mc2
06-17-2007, 02:54 AM
Guardians and Ultralisks are not too powerful for a zerg if you analyse it.

Guardians have a damage of 20+6, that is the same as a dragoon and vulture! The guardian is zerg's most powerful air unit. They have 120 HP, which can almost be brought down with one psionic storm. Plus BC has 500HP while Carriers have 450HP. So as you can see Guardian is not too Terran-like.

Ultralisks, again only have an attack damage of 20+9, and they are melee, so not that powerful in an attack scene. We use them as an "meat-shield" to prevent damage to other units, while the hydralisks and zerglings do the real thing :)

PowerkickasS
06-17-2007, 06:20 AM
yeah in most cases guardians suck. their advantage is like carriers, surprise. if you don't agree then you should explore some creative ideas on how to kill them efficiently for each race. there are plenty

Hellbringer
06-17-2007, 08:19 AM
I would like to see Battlecruiser increased in size by a large margin, then give them wraiths - similar role as the Protoss Carrier. Then give the Battlecruiser a bunch of laser turrets with independant targeteting.

I would also like to see the Terran Orbital Platforms - construct them and build on them or just have them floating above the map, so you need to get a dropship and SCV or lift off a building and land on it.

Also give the Zerg a function that increases their attack, regen and armor while fighting on their creep.

Heretic666)GC(
06-18-2007, 06:45 PM
Zerg Phantom
Type: Scout/Hit and Run Melee Unit
Food: 2
Mineral Cost: Low
Gas Cost: Moderate
Base Damage: 20
Sight: 8
Range: Melee
Speed: Fast
Cooldown: 8
Base Health: 120
Special Abilities:
Chemeleon Skin - This creature can blend into its surroundings, making it almost invisible. When it's not moving or fighting, it becomes invisible. This unit is never turely visible. When it's moving, fighting, or in range of a detector, any ranged attacks targeting it have a 50% chance to miss. Melee attacks still hit normally.
Suprise Attack - If a Phantom is using it's Chemeleon Skin ability when it attacks (so when an enemy walks into it's melee range) it deals and extra 20 damage to that unit (40 damage without upgrades).
Description: The ever evolving zerg race has long been at the mercy of invisible enemies. So to adapt to this threat, new beasts have been evolved to make thier enemies suffer in the same way. Although not truly invisible, the Phantom is a sleathy troop that can be used for scouting and suprising enemy forces.

Zerg Hivelord
Type: Ultimate Unit
Food: 10 (Only 1 can be owned at a time)
Mineral Cost: High
Gas Cost: High
Base Damage: 35 (Splash)
Sight: 10
Range: 5
Speed: Moderate
Cooldown: 12
Base Health: 750
Base Energy: 200
Special Abilities:
Corrosive Venom - The Hivelord's powerful ranged attack does more then just the basic damage. Any unit hit by the attack (including splash damage) becomes covered in a corrosive venom. This deals 3 damage per second for 40 seconds, and effects any unit, not just biological ones.
Psychic Scream - 75 energy, Enemey units in range run from the Hivelord until out of range. If they enter range again, they imediatly flee again. Units cannot be given orders by thier owners while they are fleeing. Biological Units only. Lasts 30 seconds. Range 12 (centered on Hivelord).
Infest Corpse - 100 energy, By infesting dead bodies with a powerful zerg gene, the bodies come to life to serve thier new leader. All corpses in a small area comes back to life with full health under the control of the Hivelord's owner. They regain health like regular zerg units, but use the base stats of the regular unit. Range 4 (centered on Hivelord).
Description: This powerful beast is the Overlord in pure destructive form. It was created using assimilated protoss DNA and combining it with the Young Overmind. The Hivelord shows the true power of combining both races made by the Xel'Naga into one form of unstopable power.

Zerg Gargoyle
Type: Swarm Air Unit
Food: 1 (spawns 2)
Mineral Cost: None
Gas Cost: Low
Base Damage: 5
Sight: 6
Range: 3
Speed: Fast
Cooldown: 7
Base Health: 20
Special Abilities: None
Description: Fashioned after Zerglings, the Gargoyle is a weak air unit best used in numbers. It's low cost and simple genetic code make it easy to spawn early into an invasion. It acts as a fast attack air unit that hits enemies before they can react.

PowerkickasS
06-18-2007, 06:53 PM
hey.....early tech air unit :O

[LightMare]
06-18-2007, 07:02 PM
that the other 2 races should have one as well. wait. who knows it's early tech. it could be like a scourge. it's unfair to have an air early tech unit

PowerkickasS
06-18-2007, 07:06 PM
that the other 2 races should have one as well. wait. who knows it's early tech. it could be like a scourge. it's unfair to have an air early tech unit

you cant say that :P
make the game more interesting ^_^

[LightMare]
06-18-2007, 07:11 PM
well then terran should have a
Terran Fighter
Type: Swarm Air Unit
Food: 1
Mineral cost: 50
Gas cost: none
Base damage: 8
Sight: 5
Range: 500
Speed: Fast
Cooldown: 2
Base health: 45

btw heretic, phantom is way too much of a protoss name

PowerkickasS
06-18-2007, 07:23 PM
nah terrans have marines and turrets :P and they too dumb to make cheap aerials
protoss however:

The Lone Interceptor
Story: without the tempest it's abit dumb, so it can barely aim and takes ages to reload
Description: fast scout/harass

or

Protoss Yuto <--- just came outta my head
Description: Protoss's new beta testing of gravity usage. These cost-efficient tiny bots can fly using virtually no energy, and just pure gravity-wielded power. System still under construction, and the technology could only carry small objects at very slow speeds. However any unit directly under it could slowly feel disorientation, radiation, which could result to injury or even death if left in the gravity-field long enough.
Description (gameplay): Early-tech weak slow low damage large vision no range air-to-ground air unit

didnt that sound nerdy! :P

Arachanox
06-18-2007, 07:44 PM
Protoss Imperialist
Type: Powerful Ground Attacker
Mineral Cost: 500
Gas Cost: 0
Base Damage: 40
Sight: 6
Speed: Fast
Base Health: 300
Base Shields: 400
Description: The Imperialist is a powerful version of the zealot. A zealot, when close to a nearby Mothership, will have the option of transforming into an Imperialist at a cost of 500 minerals. The process is both expensive and lengthy, but two or three Imperialists can easily turn the tide in a battle. Being able to take on large amounts of ground foes at once, it can also fire a beam of Psionic energy straight up at air units. The enemy air units must be directly above the Imperialist, however.

PowerkickasS
06-18-2007, 07:54 PM
Protoss Imperialist
Being able to take on large amounts of ground foes at once, it can also fire a beam of Psionic energy straight up at air units. The enemy air units must be directly above the Imperialist, however.

eye beam? give it wings and we could call it devil jin :D
so like, a gigantic zealot?

wolfblood
06-18-2007, 08:25 PM
Combat SCV:s, these SCVs build buildings 50% faster and can help the production of a building by 25%.

You are only able to hold 3 CSCVs at a time.

wolfblood
06-18-2007, 08:27 PM
Or, Bunker uppgrades, first time you uppgrade it holds 5units instead of 4 and 2nd uppgrade makes 6slotted bunker.

PowerkickasS
06-18-2007, 08:28 PM
Combat SCV:s, these SCVs build buildings 50% faster and can help the production of a building by 25%.
You are only able to hold 3 CSCVs at a time.

yes! z0mg (zombies are gonna rape them)
yeah blizzard needs to put that wc idea into use for terrans

PowerkickasS
06-18-2007, 08:28 PM
Or, Bunker uppgrades, first time you uppgrade it holds 5units instead of 4 and 2nd uppgrade makes 6slotted bunker.

that's just stealing dawn of war's listening post idea lol

Heretic666)GC(
06-18-2007, 10:57 PM
Protoss Avatar
Type: Heavy Melee Walker
Food: 5
Mineral Cost: High
Gas Cost: Moderate
Base Damage: 30
Sight: 10
Range: Melee
Speed: Moderate
Cooldown: 10
Base Health: 350
Base Shields: 300
Special Abilities:
Inspire - The avatar is fashioned to look like a Protoss God. The mere sight of it is enough to inspore all the troops around it to fight for thier gods and reclaim Auir. All troops within the range of the Avatar deal +4 damage and gain +3 armor. Range 6 (centered on Avatar)
Dispare - When an avatar is brought down by enemy forces, protoss feel a loss, as if thier god has died. They feel powerless, as though no matter how hard they fight, they will be brought down. All troops in range of an Avatar when it dies deal -4 damage and loses 3 armor. If they have less then 3 armor, then they loss ot all (Armor cannot go negetive). Range 6 (centered on avater)

Heretic666)GC(
06-18-2007, 11:01 PM
btw heretic, phantom is way too much of a protoss name



Ya i realized it sounded like a protoss name. But I can't think of anything else for a stealthy troop that is almost ghostly (because ghost, wraith and stalker are taken)

Heretic666)GC(
06-19-2007, 02:46 AM
I realize that giving the Zerg an early tech air unit would unbalance the game, so I came up with a terran and protoss unit to balance it out.

Protoss Skybot
Type: Flying Anti Air
Food: 1
Mineral Cost: Low
Gas Cost: None
Base Damage: 11 (Air Only)
Sight: 7
Range: 4
Speed: Moderate
Cooldown: 12
Base Health: 40
Base Shields: 30
Special Abilities:
Prototype - The skybot was a quick and easy way to strike fast from the air. Not yet fully developed, it still has a few problems to fix. There is a 1% chance when it attacks that it's weapon system will overload and cause the skybot to self destruct. This deals 50 damage to all nearby units (enemy and ally).
Description: The protoss have long been rulers of the air, using powerful carriers and scouts to wipe out zerg and terran opposition. Trying to utilise this powerful mode of attacking for new and undeveloped bases, they created skybots, a slightly modified probe that can fly, extend it's particle beam to attack, but can no longer carry supplies. However, it is still in the developmental stages, and may malfunction when forced to fight.

Terran Banshee
Type: Anti-Infantry/Light Anti-Aircraft Gun
Food: 1
Mineral Cost: Low
Gas Cost: Low
Base Damage: 15
Sight: 10
Range: 5
Speed: Slow
Cooldown: 15
Base Health: 50
Special Abilities: None

Nikzad
06-19-2007, 02:49 AM
btw heretic, phantom is way too much of a protoss name



Ya i realized it sounded like a protoss name. But I can't think of anything else for a stealthy troop that is almost ghostly (because ghost, wraith and stalker are taken)


how about phantasm?

PrivateJoker
06-19-2007, 02:58 AM
I think the name "Mega-*****-Robot" would work well. It really helps too convey the modern qualities of the game. This would also eliminate all speculation as to what Protoss units should be called.

Other names to consider;

"Anti-Battlecruiser defamation network robo-prototype assistant"

and

"Robo-Dildo-Psionic-Beacon troops"

PowerkickasS
06-19-2007, 03:04 AM
and out of that garbage bag on a monday morning a not-bad name was discovered
Panbot
actually it was beer but meh

Heretic666)GC(
06-19-2007, 04:38 PM
btw heretic, phantom is way too much of a protoss name



Ya i realized it sounded like a protoss name. But I can't think of anything else for a stealthy troop that is almost ghostly (because ghost, wraith and stalker are taken)


how about phantasm?


Well then, Phantasm it is

Steve22x
06-19-2007, 11:43 PM
I had the idea of a "Terran Officer" a while back which could be like a walking sci vessel. Give him some energy and a few minor abilities available at the academy. Maybe groups of inf around him get a slight bonus to attk or def...

Fenix
06-20-2007, 01:08 AM
Bah, the Terrans should just make some Transformers. Imagine what would happen if Optimus Prime was let loose on a 'ling army.

surr
06-20-2007, 01:25 AM
Heretic u have the most awsome posts lol.. love reading them but dont you think you are putting a bit too much wc3 abilitys in to starcraft? their are real similaritys Inspire - The avatar is fashioned to look like a Protoss God. The mere sight of it is enough to inspore all the troops around it to fight for thier gods and reclaim Auir. All troops within the range of the Avatar deal +4 damage and gain +3 armor. Range 6 (centered on Avatar) a bit like the aura eh
and besides,, 30 interceptors +4 damage and more range.. that would be godly
But keep em coming they are great ideas,, thought of sending some to blizzard?? ;)

Heretic666)GC(
06-20-2007, 02:16 AM
Heretic u have the most awsome posts lol.. love reading them but dont you think you are putting a bit too much wc3 abilitys in to starcraft? their are real similaritys Inspire - The avatar is fashioned to look like a Protoss God. The mere sight of it is enough to inspore all the troops around it to fight for thier gods and reclaim Auir. All troops within the range of the Avatar deal +4 damage and gain +3 armor. Range 6 (centered on Avatar) a bit like the aura eh
and besides,, 30 interceptors +4 damage and more range.. that would be godly
But keep em coming they are great ideas,, thought of sending some to blizzard?? ;)


Well, there wont be interceptors in SC2, but I know what you mean. And as for the WC3 part, I haven't played that before.

Heretic666)GC(
06-20-2007, 11:01 PM
Heretic u have the most awsome posts lol.. love reading them but dont you think you are putting a bit too much wc3 abilitys in to starcraft? their are real similaritys Inspire - The avatar is fashioned to look like a Protoss God. The mere sight of it is enough to inspore all the troops around it to fight for thier gods and reclaim Auir. All troops within the range of the Avatar deal +4 damage and gain +3 armor. Range 6 (centered on Avatar) a bit like the aura eh
and besides,, 30 interceptors +4 damage and more range.. that would be godly
But keep em coming they are great ideas,, thought of sending some to blizzard?? ;)


Well, there wont be interceptors in SC2, but I know what you mean. And as for the WC3 part, I haven't played that before.


I bought WC3 earlier today, and you are right surr. Inspire does seem alot like an aura. I'll try to stay away from abilities that are like the ones in WC.

surr
06-21-2007, 01:55 AM
but keep the units coming through those are great.. :powerup:

Lord David
06-21-2007, 02:15 AM
Why not have a unit that was supposedly to be in Starcraft Ghost?

Terran Grizzly Bomber
Type: Air Bomber/Light Transport
Food: 2
Mineral Cost: say 200
Gas Cost: say 150
Base Damage: 45 per single bomb - with splash area of 2 - 3 (Essentially has a slow cooldown rate and drops 1 or 2 bombs at a time, no air attack as supposedly in SC Ghost)
Armor: 2
Sight: 8
Range: 2 (Bombs are dropped undereath)
Speed: Slow - Fast (see below)
Cooldown: I don't know (but slowish)
Base Health: 150
Special Abilities:
Transport - Can Transport like a Dropship, but only small infantry type units. (more than the 3 stated in SC Ghost, I'd say 4 - 6)
Bombing Run - Can create a bombing run (utilizing a timer for it's cooldown of course), where it will strafe a line towards a target (flying a fast speed to get to the target, then flying back to original position (Effective in "dodging" ground or air defenses, though some damage to the Grizzly(ies) will occur)), a smart player can use this to create the initial bombing run with several Grizzlies, then stop them around the enemy target/base and drop some units to create a ground attack.
_________________________________________________
Terran Buggy
Type: Fast Ground Unit/Light Transport
Food: 1
Mineral Cost: say 75
Gas Cost: say 10
Base Damage: None (though "garrisoning" a Marine/Reaper/Ghost will produce damage (same as unit's - only 1 allowed)
Armor: 0
Sight: 6
Range: (Based on unit attached)
Speed: Fast
Cooldown: (Based on unit)
Base Health: 70
Special Abilities:
Transport - Can Transport like a Dropship, but only small infantry type units. (1 Barrack infantry for attack, 1 in passenger seat, 2 total) Basically 1 infantry type unit will be at the rear, providing attack (and gaining the advantages of the Buggy's HP defense (like bunker), other is a passenger. When Buggy dies, 2 "garrisoned" units survive.

Darktemplar_L
06-21-2007, 07:25 PM
interesting ideas everyone

NotDeadYet
06-21-2007, 07:36 PM
[b]Terran Bastion
Taking advantage of their alliance with the Protoss, engineers under the command of Jim Raynor have designed several interesting weapons and vehicles combining both Terran and Protoss technology. One of these vehicles is the Terran Bastion. It has four legs (Think AT-AT, but with shorter legs) and heavy armor. Though it has no weapons, it carries a shield generator device on its "back". This device generates a large shield which blankets the area. Any friendly units inside the shield cannot take damage; any attacks which target them will instead hit the shield. Enemy units also move and attack more slowly while inside the shield. Of course, the shield can be depleted by enough attacks, and EMP blasts will destroy it instantly. To activate the shield, the Bastion must deploy. This works like the Siege Tank's deployment in that the Bastion is incapable of moving while deployed. When not deployed, the Bastion can move, albeit slowly.

Nikzad
06-21-2007, 08:19 PM
yo that is freaking sick....set it up near the entrance to your enemies base...then have your zerg teammate run through for protection against the siege tanks!!

you'll be able to let the zerg masses get a lot closer without suffering so many casualties from siege tanks while running into range

NotDeadYet
06-21-2007, 11:04 PM
Well, the Bastion would probably get fried by the Siege Tanks before it could deploy...

Then again, you could use two Bastions and leapfrog them into the enemy base, using one's shield to protect the other, so that they would always be protected against enemy attacks.

Becka1988
06-21-2007, 11:05 PM
i think the zegling is funny. i hope they are in the one, because i laugh when i hear them make noises.

lol

SirBaron
06-21-2007, 11:10 PM
Zerg:
**Zerg Leviathan**
Type: Hydralisk Evolution
Food: (Same as Hydralisk)
Mineral Cost: Low (In Addition to Hydralisk Cost)
Gas Cost: Moderate (In addition to Hydralisk Cost)
Base Damage: 26, wide 180 degree front.
Sight: 8 ( 9 )
Range: Melee
Speed: Very Fast (Ultra Fast)
Cooldown: 20 (15)
Base Health: 145
Special Abilities:
Kaiser Blades (Passive): The Leviathan sub-form of the Hydralisk have been enfitted with powerful Kaiser blades that does full damage to all enemy units in front of the Leviathan.
Description: During the invasion of Aiur, and the subsequent Brood Wars, Kerrigan deemed the Ultralisk strain unworthy amongst the Zerg after seeing it's lack of proper effectiveness in battle in comparison with it's cost. This led to her eventually cutting off the Ultralisk strain from the genepool and replacing it with the Leviathan hydralisk-strain. The Leviathan, like the Ultralisk, is enfitted with long, powerful Kaiser blades that rip enemy front-lines apart, but does not have the cumbersome carapace of it's predecessor. This allows the Leviathan not only to move at greater speeds than the Ultralisk, but also allows it to burrow, hiding from enemy fire.

**Zerg Battlehive**
Type: Heavy Ground Support Caster
Food: 6
Mineral Cost: High
Gas Cost: High
Base Damage: None
Sight: 10
Range: None
Speed: Slow
Cooldown: None
Base Health: 450
Base Energy: 250 (300)
Special Abilities:
Hive Control: Provides all nearby units and buildings with a 25/15/10% HP increase for a small/medium/large amount, respectively. (does not stack). The Battlehive is also a Detector.
Sustenance: An ability that reuses the nutricious blood of dead Zerg to spray over nearby live Zerg units, rapidly regenerating their health (15% per second). (Cost: 50 energy per second)
Ensnare: Ensnares all units within a wide area in sticky secrete that greatly limits their movement speed (Cost: 100 Energy)
Description: After the Brood Wars, Kerrigan decided to discard the untrustful Cerebrates in favor of her new creation, the Battlehives. While they hold no direct control over Zerg units like Cerebrates, they do influence their sustenance on the battlefield.

Terran:
**Terran Mjolnir Ship**
Type: Air Specialist
Food: 2
Mineral Cost: Moderate
Gas Cost: High
Base Damage: 34 ( 43 ) Huge 360 degree splash.
Sight: 8
Range: 10
Speed: Fast
Cooldown: 15
Base Health: 100
Base Energy: 200 (250)
Special Abilities:
Mjolnir Shockwave Cannon: The Mjolnir ships are enfitted with special shockwave cannons called "Hammers", which produce a wide shockwave motion in the air that ripples across the battlefield and damages enemy units, similiar to that produced by a Nuclear Bomb.
Deploy: Deploys the Mjolnir into a Mjolnir Cannon.
Description: The Mjolnir ships were developed when Emperor Mengsks scientists invented the "Hammer" shockwave cannons, derived from the shockwaves generated by Nuclear Bombs. Essentially, it produces an extremely powerful shockwave that ripples across the battlefield, tearing skin, steel and even energy shields, apart. However, adding standard protective plating plus the huge "Hammer" cannon would make the ships too heavy for flight, and thus it has barely no defense against attacks.
The Mjolnir are driven by Ghost pilots.

Terran Mjolnir Cannon:
Type: Ground Specialist Artillery
Food: (Same as Mjolnir Ship)
Mineral Cost: None
Gas Cost: None
Base Damage: None
Sight: 8
Range: None
Speed: Immobile
Cooldown: None
Base Health: 100
Base Energy: 200 (250)
Special Abilities:
Apocalypse Shockwave: Redirects all power inside the ship to the "Hammer" cannon and fires an extremely powerful shockwave called the "Apocalypse" on the ground that deals immense damage to nearby units and buildings (250). The Mjolnir Cannon then shuts down for a time to recharge it's power (5 sec in-game). (Cost: 150 Energy)
Undeploy: Undeploys the Mjolnir Cannon into a Mjolnir ship.

Itsmyship
06-21-2007, 11:42 PM
Terran:
**Terran Praetorian**
Type: Assualt Helicopter
Food: 2
Mineral Cost: 100
Gas Cost: 150
Base Damage: 12 (ground) 5 (air)
Sight: 9
Range: 8 (ground) 3 (air)
Speed: Med to Fast
Cooldown:
Base Health: 100 (subject to higher)
Base Energy: 100
Special Abilities:
Smasher Missle: The Praetorian is able to shoot a powerful missle at enemy ground troops, resulting in numerous casualties with a large radius of the impact, due mainly to sharpnel
Description: After intense study of past battles, the Terran have been looking for a new form of aircraft that provides air to ground support when the need arises. The result of these experiments is the Praetorian. By installing small rockets on the propellers, the Praetorian is able to travel through interplanetary space or be able to fight in atmospheric environments without using said rockets. Armed with repeating phase disruptors, these choppers provide life-saving air support to the infantry fighting on the ground. Due to its design, this aircraft is not as suitable to fighting enemy fighter planes, due to its slowness compared to other fighters.


As you can see...the main insipation to this is the Apache Helicopter...if not a complete knock off =P

surr
06-22-2007, 01:12 AM
Terran Mjolnir Cannon:
Type: Ground Specialist Artillery
Food: (Same as Mjolnir Ship)
Mineral Cost: None
Gas Cost: None
Base Damage: None
Sight: 8
Range: None
Speed: Immobile
Cooldown: None
Base Health: 100
Base Energy: 200 (250)
Special Abilities:
Apocalypse Shockwave: Redirects all power inside the ship to the "Hammer" cannon and fires an extremely powerful shockwave called the "Apocalypse" on the ground that deals immense damage to nearby units and buildings (250). The Mjolnir Cannon then shuts down for a time to recharge it's power (5 sec in-game). (Cost: 150 Energy)
Undeploy: Undeploys the Mjolnir Cannon into a Mjolnir ship

if that happened.. by nuke we will miss you :(

SirBaron
06-22-2007, 04:06 AM
The Mjolnir Cannon does half the damage of a nuke, needs to be inside a group of units to do damage, only hits ground and is also subject to damage or lockdowns. It's primary use is together with Science Vessels casting Defensive Matrix on it to allow rapid destruction of large amounts of units or buildings.

paragon
06-22-2007, 06:12 AM
That Terran thing that fired the rockets at the Dragoon in that one cinematic cutscene in StarCraft.

Zerg Abattoir
Spider-like unit that burrows in the ground and then impales units in a large area around itself by pushing its eight spiny legs out of the ground. The legs then slice down to the center of the circle trapping and cutting any unit inside.
Deploy some of those behind your retreating army or in choke points.

Lord David
06-22-2007, 01:00 PM
--- Existing Units With New Abilities ---
Zerg Zergling
Special Abilities:
Leap - Can leap from higher ground to lower ground and not vice versa. (Maybe be possible to "jump" from one high ground to another (of similar type), provided that the proximity is close (the cliffs are not too far apart))

Zerg Ultralisk
Special Abilities:
Stomp - Lasts around 40 seconds, will cause trample damage to nearby small units, for each 2 HP inflicted on an enemy unit, 1 HP will be inflicted on the Ultralisk. Will be able to target up to 8 units surrounding Ultralisk (depending on how big they decide to make the Ultralisk, or similar sizes to Reaver and Siege Tank), effective against melee fighters. So, if 20 HP damage was inflicted on a Zergling, then it would mean 10 HP loss for Ultralisk, if 4 Zerglings were attacking, then it would be 40 HP loss to Ultralisk. Ultralisk will be able to have up to 40 successfull "stomps" if lucky, then a timer would start, preventing the Ultralisk from "stomping" for a while.
Main Attack - Causes "splash" damage to nearby melee units. (say a quarter worth of damage to non targeted units)
Leap - Can leap from higher ground to lower ground and not vice versa. (Maybe be possible to "jump" from one high ground to another (of similar type), provided that the proximity is close (the cliffs are not too far apart))
_________________________________________________
--- New Unit Ideas ---
Terran Grizzly Bomber
Type: Air Bomber/Light Transport
Food: 2
Mineral Cost: say 200
Gas Cost: say 150
Base Damage: 45 per single bomb - with splash area of 2 - 3 (Essentially has a slow cooldown rate and drops 1 or 2 bombs at a time, no air attack as supposedly in SC Ghost)
Armor: 2
Sight: 8
Range: 2 (Bombs are dropped undereath)
Speed: Slow - Fast (see below)
Cooldown: I don't know (but slowish)
Base Health: 150
Special Abilities:
Transport - Can Transport like a Dropship, but only small infantry type units. (more than the 3 stated in SC Ghost, I'd say 4 - 6)
Bombing Run - Can create a bombing run (utilizing a timer for it's cooldown of course), where it will strafe a line towards a target (flying a fast speed to get to the target, then flying back to original position (Effective in "dodging" ground or air defenses, though some damage to the Grizzly(ies) will occur)), a smart player can use this to create the initial bombing run with several Grizzlies, then stop them around the enemy target/base and drop some units to create a ground attack.
_________________________________________________
Terran Buggy
Type: Fast Ground Unit/Light Transport
Food: 1
Mineral Cost: say 75
Gas Cost: say 10
Base Damage: None (though "garrisoning" a Marine/Reaper/Ghost will produce damage (same as unit's - only 1 allowed)
Armor: 0
Sight: 6
Range: (Based on unit attached)
Speed: Fast
Cooldown: (Based on unit)
Base Health: 70
Special Abilities:
Transport - Can Transport like a Dropship, but only small infantry type units. (1 Barrack infantry for attack, 1 in passenger seat, 2 total) Basically 1 infantry type unit will be at the rear, providing attack (and gaining the advantages of the Buggy's HP defense (like bunker), other is a passenger. When Buggy dies, 2 "garrisoned" units survive. (The first unit garrisoned is always the "fighter", however this maybe able to be swapped around in the interface screen (Though probably not whilst the Buggy is moving))
Leap - Can leap from higher ground to lower ground and not vice versa. (Maybe be possible to "jump" from one high ground to another (of similar type), provided that the proximity is close (the cliffs are not too far apart))
_________________________________________________
Zerg Sporeling (Upgraded from Zergling)
Type: Anti-Air Ground Unit
Food: 1
Mineral Cost: say 50
Gas Cost: say 75
Base Damage: Spores (10 damage)
Armor: 0
Sight: 7
Range: 7
Speed: Fast
Cooldown: Fast
Base Health: 35
Special Abilities:
None

Zerg Infested Terran
Type: Ground Unit/Explosive Unit/Can Attack Both Ground And Air
Food: 1
Mineral Cost: say 100
Gas Cost: say 75
Base Damage: 9 - using infested Gauss Rifle (Effectively the max damage produced by an upgrade Marine, no more upgrades (except armor) available)
Armor: 0
Sight: 6
Range: 5
Speed: Fast
Cooldown: Similar to Marine
Base Health: 60
Special Abilities:
Suicidal Explosion - 500 damage

Any more potential units?

PrivateJoker
06-24-2007, 08:12 PM
I was thinking a simian based corrupted Zerg unit. Lets say the Zerg corrupted a species of brutally strong Ape's from the Protoss homeworld, these Zerg Simians can throw acidic globs/spores long range, like a siege unit that is especially effective against metallic, mechanical ground units. (The zerg can corrupt species obviously!) It will be interesting to see if new Zerg units are based off Terran, Protoss or native Fauna related species that may have formed the back drop of the previous game. Infested Bengal Tigers anyone?

MrFrancko
06-24-2007, 08:19 PM
I would guess you aren't going to see much based on native fauna. The zerg probably want to infest more intelligent species. I don't doubt that we might see some infested protoss going on.

coalescence
06-24-2007, 08:20 PM
Idea: http://www.starcraft2forum.org/forums/index.php?topic=113.0

And infested Protoss? Don't think so, they would already be infested if they could. Protoss/Zerg hybrid coming up tho.

PrivateJoker
06-24-2007, 08:24 PM
Idea: http://www.starcraft2forum.org/forums/index.php?topic=113.0

And infested Protoss? Don't think so, they would already be infested if they could. Protoss/Zerg hybrid coming up tho.


Well if the Zerg can consume a species into a corrupted Zerg form, they could do it to the Protoss, especially since they took over their homeworld. If anything the Zerg may have corrupted Protoss units as basic contructables, considering the planet of the "regular" Protoss was taken over by Kerrigan. (When I say infested or corrupted im not talking about an INfested Terran that suicide explodes)

paragon
06-24-2007, 08:45 PM
The zerg probably want to infest more intelligent species.

Not for their fighting units. They infested thousands of Xel'Naga but the Overmind just used them to make itself more powerful, not as any fighting units.

PrivateJoker
06-24-2007, 08:51 PM
Exactly, if anything the Zerg would want dumber/stronger species to use as fighters, as the more intelligent ones would be more resistive to the Zergs web of control. Since the Dragoons are extinct in the sequel, maybe the Zerg will now have Zergoon's, which are fully infested Dragoons that were seized from the battlefield. They would have the ability to fire their blaster very long range, nearly as long as a siege tank (greatly weakened in power), and they would also lack shields, and move slower since its form was damaged when corrupted from the fallen Goons.

Just being creative here, not expecting this to really be in the game...but it still would be interesting if Zerg basics were corrupted version units from the other races.

paragon
06-24-2007, 08:57 PM
Now how would they completely infest something mechanical?
(infested CC wasn't completely infested, just had a growth on it)

PrivateJoker
06-24-2007, 08:59 PM
Now how would they completely infest something mechanical?
(infested CC wasn't completely infested, just had a growth on it)


If they had infested/corrupted and then augmented the Dragoon, they could have essentially rebuilt the frame and taken ove rthe body of the crippled zealot that pilots it.

coalescence
06-24-2007, 09:02 PM
If a whole race is build upon biological weapons and armor why would they even bother taking over a 'vehicle'?

paragon
06-24-2007, 09:08 PM
I'm pretty sure they would never even consider it. Zealots sure cause they're organic but not Dragoons.

PrivateJoker
06-24-2007, 09:10 PM
I'm pretty sure they would never even consider it. Zealots sure cause they're organic but not Dragoons.


The point was the crippled zealot would be corrupted and most of the hull/structure would be built out of hardened zerg armor.

coalescence
06-24-2007, 09:11 PM
The point was the crippled zealot would be corrupted and most of the hull/structure would be built out of hardened zerg armor.


If you're a zerg you might as well just grow on some new legs...

Outcaster
06-24-2007, 09:39 PM
how come everyone is so sure about the protoss- zerg hybrid coming in SC2, is it written anywhere and i missed it??

MrFrancko
06-24-2007, 09:42 PM
how come everyone is so sure about the protoss- zerg hybrid coming in SC2, is it written anywhere and i missed it??


It's pure speculation but considering what happened to Auir it would make sense that a hybrid would come along.

paragon
06-24-2007, 09:52 PM
Also that whole subplot with Duran and the protoss/zerg hybrids in the stasis cell...

coalescence
06-24-2007, 10:00 PM
It's actually quite obvious yeah, Duran's schemes, and the whole overmind quest to unite purity of essence with purity of form.

paragon
06-24-2007, 10:25 PM
Exactly. without adding the hybrids in to SC2 in some capacity, the story will seem stagnant and dull.

PrivateJoker
06-24-2007, 10:47 PM
Also that whole subplot with Duran and the protoss/zerg hybrids in the stasis cell...


Geez its been 5+ years since i beat BW on the single player campaigns. Can you refresh my memory as to exactly what happened during the bonus missions?

paragon
06-24-2007, 11:26 PM
Geez its been 5+ years since i beat BW on the single player campaigns. Can you refresh my memory as to exactly what happened during the bonus missions?

http://www.sclegacy.com/encyclopedia/starcraft_story.php#e6_bonus

PrivateJoker
06-25-2007, 01:02 AM
Thanks!

Heretic666)GC(
07-07-2007, 10:11 PM
Protoss Wyrm
Type: Anti-Air Air Unit
Food: 5
Mineral Cost: Low
Gas Cost: Very High (talking like 400)
Base Damage: 18
Sight: 8
Range: 4
Speed: Very Fast
Cooldown: See Bellow
Base Health: 130
Base Shields: 170
Special Abilities:
ATA Shield: The Wyrm's shield is only effective against attacks from other air units, protecting it from it's targets. However this leaves it vulnerable to attacks from ground units and defensive structures.
Plasma Cone: The Wyrm attacks by releasing a form of plasma that ignites when removed from it's special holding container, causing a flame-like cone. This cone hit's everything in it's range, which is 3 long and 5 wide at the far end. The plasma is much hotter then fire so it can easily damage a ship. The corsair attacks constantly when an enemy is in range, dealing 18 damage a second.
Permanent Cloak: The Wyrm uses Dark Templar energy to keep it permanently invisible.
Description: The Wyrm, a name that means the mightiest of dragons, is a ship developed by combining the Dark Templar energies with the basic concept of a corsair. Just bigger and a lot stronger. The Wyrm still isn't widely used yet because of it's more specialized roll then the Pheonix and higher cost of Vespain Gas.

DontHate
07-07-2007, 11:01 PM
toss don't need more AA

paragon
07-09-2007, 11:07 PM
i agree. protoss have tons of anti air weapons. their static defenses are anti air and anti ground, the warp ray is good vs heavy air, the phoenix is good vs light air, the stalker is good vs air, the immortal might be, and everything else is good vs ground

surr
09-25-2007, 10:33 PM
ii think blizzard actually used some of these, as for bring this back.. i think its a interesting long lost thread

Heretic666)GC(
09-26-2007, 12:18 AM
Thanks surr. I Couldn't figure out where this topic was and no one has responed to it it wasnt in my "new replies" section.

Terran Hellhound
Type: Heavy Battle Platform
Food: 5
Mineral Cost: Vey High
Gas Cost: Very Higher
Base Damage: 20 each (up to 4 targets at a time)
Sight: 12
Range: 6
Speed: Slow
Cooldown: 12
Base Health: 400
Special Abilities:
Garrisons: Up to 8 units may be stationed inside the Platform. Any ranged untis (which is just about everything in a Terran Army) can attack any targets that come within thier normal range.
Air Repairs: One aircraft can enter the Platform at a time. When inside, it slowly regains Health without the usual resource cost for repairing ships. Heals at a rate of 1 Health per second. It cannot attack like other units stationed inside the platform.

Heretic666)GC(
09-26-2007, 01:39 AM
I was going through the files of starcraft units I created and i found a very old Weapon and Armor Damage Multipliers I made for the original SC, but never got around to doing anything with.

Attack Type and Armor Damage Multipliers

Light Armor Medium Armor Heavy Armor
Light Normal x1.00 x0.50 x0.25
Medium Normal x1.50 x1.00 x0.50
Heavy Normal x2.00 x1.50 x1.00
Light Explosive x1.50 x0.50 x0.25
Medium Explosive x2.00 x1.00 x0.50
Heavy Explosive x3.00 x1.50 x1.00
Laser x1.50 x1.00 x1.00
Light Psionic x1.00 x1.00 x1.00
Medium Psionic x2.00 x2.00 x2.00
Heavy Psionic x3.00 x3.00 x3.00
Light Biological x1.00 x0.50 x0.25
Medium Biological x2.00 x1.00 x0.50
Heavy Biological x3.00 x 1.50 x1.00


Weapon Type Key:
Light - Weak, basic weapons. Form the most common weapons in the game.
Medium - Powerful, but not awesome weapons. Most Tier 2 units would have these.
Heavy - The most powerful and devastating weapons. Only on major artillery or heavy aircrafts.

Normal - Basic Weapons such as guns, metal blades or even a tanks cannon.
Explosive - Weapons that cause an explosion. Doesn’t necessarily have to cause splash (vultures fragmentation grenades or wraiths AA missiles, for example, are explosive).
Laser - A type of weapon that uses focused heat to burn through armor. Common on Aircrafts and Protoss units
Psionic - Weapons created of pure psionic energy and ignore armor. (Psi Blades and Warp Blades)
Biological - Any attack using an organism’s natural weapons (Claws, teeth, fists, legs….). All Zerg use biological attacks except for guardians which count as explosive.

Armor Type Key:
Light - Basic armor worn by units not expected (or wanted) to live for long. Normally on Tier 1 units.
Medium - Heavier metal armor or reinforced carapace plates that can withstand heavy fire power.
Heavy - Thick, tough and very effective armor found on the largest ships and biggest creatures.

I can't remeber why i made it anymore, and I'm not enirely sure why im posting it now (or why in this thread) but I just thought I'd put it out there.

EDIT: Srry if it looks kinda funny. The chart didn't turn up in this so i had to space them myself and even that isnt working right.

TerranGod
09-26-2007, 02:04 AM
to the poster above me

not all use biological in zerg

just look at multa, devour, and...wait..hydars shoot spines so...um...plague?

Heretic666)GC(
09-26-2007, 02:12 AM
Mutas attack with a Glaive WORM so that should count as biological. The hydras spines are like bullets so they could be normal instead of bio. And the devourer uses acid......What should acid fall into?