BenchBreaker
New Member
here are my ideas for sc2, most of it is original but some are inspired by others
General Changes
- ghost have longer range, more damage but fires more slowly.
- battlecruiser and goliath (maybe also marine?) can attack while moving
- wraith and scout attack like interceptors
- battle cruiser and carrier are "scaled up" 2-3 times i.e. cost more supply, resource and time, larger size and more powerful. they fly in higher orbit so that marines, ghosts and hydralisks cant damage them. battle cruisers have multiple laser batteries (front and rear) yamato gun do area-effect dmg. carriers carry more interceptors
- creep increase the regen rate of zerg units standing on it.
- ultralisk damages all enemy units within a semi-circle in front of it when attacking
- chitious armor gives % dmg back to attackers.
New Abilities & Upgrades
- repairing nanobots: equipt all terran ground vehicle with one pack of these nanobots which repair 25% hp over 10 seconds. this will auto-activate when the vehicle's hp bar becomes red. it can also be activated by the user at any time.
- lifting thrusters: allow the seige tank to lift-off and hover for a while (10 secs?) this consume lots of power and if the user dont land it in time it'll crash-land doing some damage to itself (maybe crush some zerglings and marines in the process). this short hover is very useful as you can place your seige tanks on higher ground without drop ships. however the short flight period and manual landing ensures you cant do this quickly on mass-scale.
- hack: give ghosts the hack ability, cost 75 energy to use on vehicles and 100 energy to use on buildings. ghosts must be within very close range to use hack.
hack can be used on terran buildings and ground vehicles, when used on buildings it will disable it for a period of time, the length depends on the type of building, there are also different other effects for different builidings. when used on:
- command center: diable for 10 sec, during that time you can see the enemy's line if sight as if he/she have shared vision on.
- factories: hack make these buildings lift up and fly in a random direction for 15 sec, the enemy cant control the building during that time.
- tech buildings (includes add-ons): disabled for 60 sec (30 for add-ons), disabled add-ons will make the main buildings attached unable to produce units that require the add-on. also if you have built the hacked tech building, and the enemy have researched one or more tech you haven't, one such tech will be researched for you.
- supply depot: make the supply that building provides unavilable for 90 sec and give you a small amount of resource.
disabled buildings can only be repaired at half the normal speed.
when a vehicle is hacked, it will remain disabled until scv's have made repairs worth 1/3 fo it's original cost.
- enhanced claws: allow the lurker to move while burrowed but only on creep. this way lurkers can act as mobile base defences for the zergs.
- devour: allow the devourer to devour wraith, mutalisk, scout, coursair, inteceptors(4 at a time) and scourges (not a very good idea, maybe it'll cause a huge explosion, more scourges devoured at once the bigger the explosion) by creating a vacuum to suck them in.
- shield battery amplifier: give shield batteries more energy and increase the shield regeneration rate of nearby buildings.
New Units
terran cerberus: fast, lightly armored vehicle armed with 3 advanced "Perdition" flamethrowers (firebats use twin "perdition" flamethrowers)
- pros: fast, large area splash dmg, kills infantry easily
- cons: easily killed by vehicles, cost a lot of gas, cannot attack air
terran chameleon: ground transport, lightly armored to make room for the its large cloaking device. can carry up to 6 infantry, has moderate speed when empty, gets slower when loaded.
can research the grapler ability which allow the chameleon to launch graplers at infantry units from a long distance away. when attached the grapler will retract and bring the attached unit towards the chameleon. freindly units will be loaded into the chameleon, if there's any space. enemy units will be dumped a short distance away.
- pros: can cloak
- cons: weak and slow when loaded.
terran chimera: relatively large aircraft with high hp/armor and moderate speed. has “arcane†hydraulic spears weapon system that does light to moderate melee dmg to air units. a special property of this weapon is that it penetrates protoss shields and damage protoss aircrafts directly.
Abilities: hijack: – the chimera dives down and grab a large ground unit and hold it indefinitely until the player decide to release it. only one unit can be held at a time and speed is reduced while holding a unit (can also grab friendly units)
- after burner: allow the chimera to travel 3x faster for 8 seconds.
- tracktor beams: capture enemy air units smaller than the chimera with tracktor beams. units captured by tracktor beams cannot attack and follow the chimera wherever it goes. zergs captured also takes steady damage at half the rate of irradiation. up to 2 tracktor beams can be fired at the same time, however energy drains steadily when both are active.
Pros: very versatile when fully researched
Cons: can only attack air units and not much damage, expensive
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protoss chaos archon: merged from1 high templar and 1 dark templar. because the conflicting light and dark energies, this purple archon is extremely unstable and produces large amount of psi energy that charges the shield and energy of nearby protoss units and burn nearby non-protoss units(uses energy). if it's energy is conserved and reaches full bar, then it can do a devastating self-destruction (almost the power of a nuke) maybe some other spells as well.
- pros: can generate large amonut of shield, one of them is enough for 6 zealots,
if you can get a few of these to full energy then you have the power to destroy a entire base.
- cons: the different templars cant merge naturally, so they must be merged inside a special building, and the process is costly in terms of both time and resource.
protoss shadow dancer: female protoss warrior, weaker than zealot but faster and more agile. equiped with a psi whip that deals moderate concussive damge to enemy units within a semi-circle in front of it. can research an upgrade to improve agility, so that it can jump over obsticles (land units, cliffs etc) the range for the jump is limited
it can also learn the constrict ability which allows it to constrict an enemy ground unit for a period of time. while this spell is active, neither the SD nor the target can do anything, but the target takes steady dmg. upto 3 SD's can constrict the same unit, the dmg rate goes up quadratically (1x, 4x, 9x)
- pros: very versatile when fully research, can secretly sneak into bases and kill workes quickly. single constrict can disable powerful powerful units and 3 simultaneous ones can kill.
- cons: not much use when not upgraded, better than zealot in taking out marines, but not much more.
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zerg seeker colony: large ground-based anti-air only unit. attacks and moves very slowly, but has massive range and dmg (taking out a guardian in one shot) its missile travels slowly and can be avoided by fast, small air units, it's main use is against battlecruisers, carriers and guardians. can research an upgrade to allow it to turn into either a sunken or a spore colony, so it can spread the creep for the zergs.
- pros: counter for mass battlecruiser, carrier, guardians, can spread the creep and be used as "offesive bunkering"
- cons: not much use otherwise and extremly vulnerable to ground units on their own
zerg biTerralisk: huge zerg creature that can morph between sub-terrain and aerial forms. very high hp/armor in both forms, cost roughly a cruiser/carrier.
sub-terrain form: travels under ground at slow to moderate speed, because of its huge size, its trail can be seen above surface. attack by bursting out of the ground beneath enemy units and devour them whole, does massive damage to buildings. a detectors is needed to see it when it’s stationary. however when it’s moving no detectors are required.
aerial form: flies slower than mutalisks but much faster than cruiser/carrier, does heavy melee damage.
morphing requires a considerable time but doesn’t cost resource
- pros: very powerful
- cons: very costly, when on the ground it can only attack ground, while in the air it can only attack air.
General Changes
- ghost have longer range, more damage but fires more slowly.
- battlecruiser and goliath (maybe also marine?) can attack while moving
- wraith and scout attack like interceptors
- battle cruiser and carrier are "scaled up" 2-3 times i.e. cost more supply, resource and time, larger size and more powerful. they fly in higher orbit so that marines, ghosts and hydralisks cant damage them. battle cruisers have multiple laser batteries (front and rear) yamato gun do area-effect dmg. carriers carry more interceptors
- creep increase the regen rate of zerg units standing on it.
- ultralisk damages all enemy units within a semi-circle in front of it when attacking
- chitious armor gives % dmg back to attackers.
New Abilities & Upgrades
- repairing nanobots: equipt all terran ground vehicle with one pack of these nanobots which repair 25% hp over 10 seconds. this will auto-activate when the vehicle's hp bar becomes red. it can also be activated by the user at any time.
- lifting thrusters: allow the seige tank to lift-off and hover for a while (10 secs?) this consume lots of power and if the user dont land it in time it'll crash-land doing some damage to itself (maybe crush some zerglings and marines in the process). this short hover is very useful as you can place your seige tanks on higher ground without drop ships. however the short flight period and manual landing ensures you cant do this quickly on mass-scale.
- hack: give ghosts the hack ability, cost 75 energy to use on vehicles and 100 energy to use on buildings. ghosts must be within very close range to use hack.
hack can be used on terran buildings and ground vehicles, when used on buildings it will disable it for a period of time, the length depends on the type of building, there are also different other effects for different builidings. when used on:
- command center: diable for 10 sec, during that time you can see the enemy's line if sight as if he/she have shared vision on.
- factories: hack make these buildings lift up and fly in a random direction for 15 sec, the enemy cant control the building during that time.
- tech buildings (includes add-ons): disabled for 60 sec (30 for add-ons), disabled add-ons will make the main buildings attached unable to produce units that require the add-on. also if you have built the hacked tech building, and the enemy have researched one or more tech you haven't, one such tech will be researched for you.
- supply depot: make the supply that building provides unavilable for 90 sec and give you a small amount of resource.
disabled buildings can only be repaired at half the normal speed.
when a vehicle is hacked, it will remain disabled until scv's have made repairs worth 1/3 fo it's original cost.
- enhanced claws: allow the lurker to move while burrowed but only on creep. this way lurkers can act as mobile base defences for the zergs.
- devour: allow the devourer to devour wraith, mutalisk, scout, coursair, inteceptors(4 at a time) and scourges (not a very good idea, maybe it'll cause a huge explosion, more scourges devoured at once the bigger the explosion) by creating a vacuum to suck them in.
- shield battery amplifier: give shield batteries more energy and increase the shield regeneration rate of nearby buildings.
New Units
terran cerberus: fast, lightly armored vehicle armed with 3 advanced "Perdition" flamethrowers (firebats use twin "perdition" flamethrowers)
- pros: fast, large area splash dmg, kills infantry easily
- cons: easily killed by vehicles, cost a lot of gas, cannot attack air
terran chameleon: ground transport, lightly armored to make room for the its large cloaking device. can carry up to 6 infantry, has moderate speed when empty, gets slower when loaded.
can research the grapler ability which allow the chameleon to launch graplers at infantry units from a long distance away. when attached the grapler will retract and bring the attached unit towards the chameleon. freindly units will be loaded into the chameleon, if there's any space. enemy units will be dumped a short distance away.
- pros: can cloak
- cons: weak and slow when loaded.
terran chimera: relatively large aircraft with high hp/armor and moderate speed. has “arcane†hydraulic spears weapon system that does light to moderate melee dmg to air units. a special property of this weapon is that it penetrates protoss shields and damage protoss aircrafts directly.
Abilities: hijack: – the chimera dives down and grab a large ground unit and hold it indefinitely until the player decide to release it. only one unit can be held at a time and speed is reduced while holding a unit (can also grab friendly units)
- after burner: allow the chimera to travel 3x faster for 8 seconds.
- tracktor beams: capture enemy air units smaller than the chimera with tracktor beams. units captured by tracktor beams cannot attack and follow the chimera wherever it goes. zergs captured also takes steady damage at half the rate of irradiation. up to 2 tracktor beams can be fired at the same time, however energy drains steadily when both are active.
Pros: very versatile when fully researched
Cons: can only attack air units and not much damage, expensive
--------------------------------------------------------------------------------------------------------
protoss chaos archon: merged from1 high templar and 1 dark templar. because the conflicting light and dark energies, this purple archon is extremely unstable and produces large amount of psi energy that charges the shield and energy of nearby protoss units and burn nearby non-protoss units(uses energy). if it's energy is conserved and reaches full bar, then it can do a devastating self-destruction (almost the power of a nuke) maybe some other spells as well.
- pros: can generate large amonut of shield, one of them is enough for 6 zealots,
if you can get a few of these to full energy then you have the power to destroy a entire base.
- cons: the different templars cant merge naturally, so they must be merged inside a special building, and the process is costly in terms of both time and resource.
protoss shadow dancer: female protoss warrior, weaker than zealot but faster and more agile. equiped with a psi whip that deals moderate concussive damge to enemy units within a semi-circle in front of it. can research an upgrade to improve agility, so that it can jump over obsticles (land units, cliffs etc) the range for the jump is limited
it can also learn the constrict ability which allows it to constrict an enemy ground unit for a period of time. while this spell is active, neither the SD nor the target can do anything, but the target takes steady dmg. upto 3 SD's can constrict the same unit, the dmg rate goes up quadratically (1x, 4x, 9x)
- pros: very versatile when fully research, can secretly sneak into bases and kill workes quickly. single constrict can disable powerful powerful units and 3 simultaneous ones can kill.
- cons: not much use when not upgraded, better than zealot in taking out marines, but not much more.
------------------------------------------------------------------------------------------------------
zerg seeker colony: large ground-based anti-air only unit. attacks and moves very slowly, but has massive range and dmg (taking out a guardian in one shot) its missile travels slowly and can be avoided by fast, small air units, it's main use is against battlecruisers, carriers and guardians. can research an upgrade to allow it to turn into either a sunken or a spore colony, so it can spread the creep for the zergs.
- pros: counter for mass battlecruiser, carrier, guardians, can spread the creep and be used as "offesive bunkering"
- cons: not much use otherwise and extremly vulnerable to ground units on their own
zerg biTerralisk: huge zerg creature that can morph between sub-terrain and aerial forms. very high hp/armor in both forms, cost roughly a cruiser/carrier.
sub-terrain form: travels under ground at slow to moderate speed, because of its huge size, its trail can be seen above surface. attack by bursting out of the ground beneath enemy units and devour them whole, does massive damage to buildings. a detectors is needed to see it when it’s stationary. however when it’s moving no detectors are required.
aerial form: flies slower than mutalisks but much faster than cruiser/carrier, does heavy melee damage.
morphing requires a considerable time but doesn’t cost resource
- pros: very powerful
- cons: very costly, when on the ground it can only attack ground, while in the air it can only attack air.