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attaker
01-31-2007, 11:49 PM
unit name: Terrain hevy weapons

race: terran of course

health: 80

damage: 30

mana: 150

magic: improved rounds, explosion grenade, and improved armor

improved rounds: makes rounds stronger for 30sec. 80mana

explosion grenede: expodes in a small area that takes 50. 100mana

improved armor: improves armor for 45secs 50

how do u like it?????????????????

Borgorb
02-01-2007, 1:07 AM
its too spell orientated fo a sc unit

and besides it dosent seem able to do stuff like that in the future. like how does it suddenly become more resiliant. its a basic practicality problem

also its hp/dammage ratio is too unballanced.there has to be some kind of drawback if its dammage and hp are so close together

grenade im ok with but get rid of mana and mana cost and giv it a limeted amount like vulture spider mines , say 3-5

SolidSamurai
02-01-2007, 2:42 PM
its too spell orientated fo a sc unit

and besides it dosent seem able to do stuff like that in the future. like how does it suddenly become more resiliant. its a basic practicality problem

also its hp/dammage ratio is too unballanced.there has to be some kind of drawback if its dammage and hp are so close together

grenade im ok with but get rid of mana and mana cost and giv it a limeted amount like vulture spider mines , say 3-5

Ahh yes, Borgorb... your like my ideal forum warrior apprentice. I might take you in and you may learn from my ways. The one problem I have is that this'll make vultures useless in a noob's mind. That I'm fine with, however.

But seriously, what we need is new units that'll formulate completely original basic tactics that even noobs might be dragged in to try.

Borgorb
02-01-2007, 5:08 PM
please teach me o wize one

:)

NpnArbiter
02-04-2007, 10:22 PM
Ok I've noticed a few
I WANT THIS UNIT!!!!11one
So I decided as my first thread, I will bring order. (a bit)
Constructive Criticism Please

Ok well... that should be enough order now I will post some of my ideas.

Only two at the moment.

Valkries being a unused unit mostly (for me maybe not you)
Should be light transports (1 unit) and be like floating bunkers. Also maybe an upgrade for splash range.

Marines should get a heavy infantry up when inside a valkrie.

Um, I will be back with my complete Protoss new unit

B.A.Baracus
02-05-2007, 12:02 AM
I like your ideas, they can add those as research abilities to the valk so not to make it over powered.
I think something must also be done with the scout, its almost useless.

TitanWing
02-05-2007, 12:21 AM
How about an energy drain?

Limited to 3 uses (like the spider mine).
No energy cost.
Reduces all special energy from a single, targeted unit to zero.
Researched at...either cybernetics core or fleet beacon.

own3d0406
02-05-2007, 6:37 PM
I think your idea is the best so far. :)

I think something must also be done with the scout, its almost useless.
Not unless kirby's using them.

VigilanteV
02-06-2007, 3:06 PM
Place your ideas for new units you would want to see in SC2.:D

NpnArbiter
02-06-2007, 8:01 PM
Well I am back.
Ok first i was thinking. Why does sc neglect critters? They are nice portoss scouts (mc) and nice mobile doodads so...
My Idea for a water critter (I know no one wants a water unit)
Name:Aqutusk
Special:Can only move on "Water" Terrain
Looks:An Unmutated Hydra but more serpent like.

Ok now i am working on more of my new protoss units changes (and ling rushes) bye

Tbone
02-06-2007, 9:27 PM
SNIPA!!!!!:P

Hariku
02-07-2007, 12:17 AM
SNIPA!!!!!:P

AKA the Ghost

I want to see water units

PrestonBurke
02-07-2007, 1:40 AM
A nice critter would be a space cow...

Imagine a cow just floating above a platform then getting smashed to gory bits by a Science Vessel. Talk about road kill...

ZeratulStukov
02-07-2007, 5:23 AM
Agree with Hariku. Anyway, don't take it like an insult please, what do YOU care? Huh? Can you talk to Blizzard or what? Didn't wanted this to sound mean. OK. Water units, many abilities, better graphics. That's what I want to see.

Dusty
02-07-2007, 9:02 PM
I want a more gun ship type of battle crusier. With turrets and crap.

Infested_Zeratul
02-08-2007, 9:12 PM
I want a rock that can throw more rocks at its enemy and fire homing nukes randomly like halo rockets.

Nah, erm... Another cool tank :P

noobymodder
02-09-2007, 5:18 PM
I got an idea hows about making the battle cruiser really REALLY expensive BUT more powerful. First by giving it the ability to transport units(i mean its so damn big), also instead of fireing a single lazer give it like three lasers that shoot faster and at multiple targets, and when filled with marines the marines can fire out the BC like in a bunker, make it so it can function as a resource depot(like a command center), train SCV's incase you manage to escape a battle with only your BC and all your bases are destoyed(like a mobile command center). But again make it very expensive so that terran is not to powerful. And finaly to avoid clutter in tight spots and narrow passages the tanks can load like 4 or 6 small units to transport them.

noobymodder
02-09-2007, 8:16 PM
Water units seem useless since you have dropships and means of attacking and transporing units thru the air. But I would like to see the Battlecruiser transport units(i mean its such a huge ship). Also if it could attack more than one target. And give it more that just one slow fireing lazer. It would be nice if the marines loaded in the battle cruiser could fire like in a bunker.
Give the battlecruiser like five lazer cannons weaker but fire faster then it would be a reall battle cruiser. And make it very very expensive to avoid makeing the terrans to powerfull.

Next give the marine the ability to launch a grenade like in the clips they put in the game, No more than three grenades per marine like a vulter's spider mine. By the way anyone know how I can mod the marine to do just that???

Also if tanks could load up like 4 small units like marines or medics to avoid clutter in narrow passages and ramps where units get stuck. also to hide your numbers.

Another great thing would be to remove the unit limit like in cosaks.

own3d0406
02-09-2007, 8:41 PM
I got an idea hows about making the battle cruiser really REALLY expensive BUT more powerful. First by giving it the ability to transport units(i mean its so damn big), also instead of fireing a single lazer give it like three lasers that shoot faster and at multiple targets, and when filled with marines the marines can fire out the BC like in a bunker, make it so it can function as a resource depot(like a command center), train SCV's incase you manage to escape a battle with only your BC and all your bases are destoyed(like a mobile command center). But again make it very expensive so that terran is not to powerful. And finaly to avoid clutter in tight spots and narrow passages the tanks can load like 4 or 6 small units to transport them.

One major flaw: The BC is already heavily overpriced, and the things you want added would make it too powerful. The only thing that would balance that much power is an even bigger price tag. Since it's already so expensive, no one will use them.

:2cents:

noobymodder
02-09-2007, 9:16 PM
How about just giving the marine a max of 3 grenades.
and as for the armor and attack increase. makes no sense how all of a suden a unit has stronger armor or his bullets suddenly make more damage.
I know its just game but lets make it a good one.

bobboy
02-09-2007, 9:22 PM
One major flaw: The BC is already heavily overpriced, and the things you want added would make it too powerful. The only thing that would balance that much power is an even bigger price tag. Since it's already so expensive, no one will use them.

:2cents:

Well.. There could be options at the Starport. Like build Battlecruiser. Then, next to it, build Commandcruiser. And there would be alot of tech tree..ing... involved. Oh yes. I think it's a good idea O.o

bobboy
02-09-2007, 9:24 PM
I want an armed Humvee-type thing instead of a stupid vulture. Or both. That would be fine.

bobboy
02-09-2007, 9:32 PM
I like ur grenade idea. How bout, upgrade to bunkers, when a marine climbs in, there is a gun emplacement so he can fire a machine gun. Only like 2 rines tho.

But no, the armor and ammo thing is kinda odd. How bout HE ammunition? Highly explosive ammunition. Just to change the name. And that makes more sense than just stronger ammo. Armor... Hmm.... How bout spikes drive out of this vehichle and causes melee units to be unable to attack it for 30 sec? Cause, you know, if they tried, they'd get impaled. Or titanium-A shields open up and out of the vehichle. They get destroyed after 30 sec. But the unit moves slower.

NpnArbiter
02-17-2007, 11:45 PM
Well maybe the bc thing would work if. The Carriers and A new Zerg super overlord had it?

Also i have an idea for a new terran air unit.
Name: Pharoah Air Fighter
Hp:100
Energy:0
Supply:3
Ore:220??
Gas:100
Attack:3 (Splashy Zergling Speed Attack)
Bonus Atk:10 (Critical hit style)
Upgrades:
50+ energy 100 ore 50 gas
Hyperspeed 50 ore 200 gas

Abilities:Hyperspeed consumes one energy a second
The Pharoah becomes a ground unit and it's speed triples

Eh nice? i know it might be a bit unbalancing but toss and zerg will get something

Shortyland05
02-18-2007, 4:23 AM
hmm, what about a suped up ghost-assassin or something?

Like more expensive to build, reloads slower, one hit kill for light infantry (Firebat, Zealot, Zergling,) and two hit kill for heavy infantry (Marine, Dragoon, Hydralisk). Also the same for a normal ghost for vehicles (lockdown) and a permanent cloak (but small energy to compensate, and more expensive than the ordinary ghost)

Giantfish
02-18-2007, 1:06 PM
Marines have lighter armor than Firebats... And zealots can take more hits from a zergling than a tank...

DemonicArchon
02-18-2007, 5:08 PM
Hrmm..useless units that need upgradeing?...The observer....it's the only detector unit that does not do anything..overlord is food, carries and is detector....and the observer?...useful :)...observer does nothing though...

Btw...scouts own....they rock all air units except for the wraith when it cloaks....even bcs and carriers...just to say

B.A.Baracus
02-18-2007, 5:16 PM
-The bc already sucks, why make it suck more?
-The observer is arguably the best scout, its permanently cloaked.
-Scouts are good for one thing, killing guardians or carriers over a cliff where goons can not reach.

Mr.Bad
02-20-2007, 10:26 PM
It would be interesting to give the observer a suicide ability, or maybe even something like an ability that disables a unit's detector capability. (permanent, like blind, or for a limited time, I don't know?)

PrestonBurke
02-22-2007, 12:05 AM
How about a Priest?

A human priest in the standard issue combat suit. It supports ground infantry by giving them moral boosting prayers, and defends himself with holy water and the bible.

Shortyland05
02-22-2007, 2:39 AM
Although im a christian, I can smell burning from the other users :concern:

but the first few words reminded me of the chaplain from Dawn of War (Space Marines)

Frattimonde
02-22-2007, 4:12 AM
How about a Priest?

A human priest in the standard issue combat suit. It supports ground infantry by giving them moral boosting prayers, and defends himself with holy water and the bible. The power of Christ commands you! *Splashes water at Overmind*

Kimera757
02-22-2007, 7:57 AM
Under the assumption that StarCraft: Ghost would get cancelled, I'd like to see a few units make it into StarCraft II.

I'd like to see the Purifier, and a non-standard Firebat that can launch Napalm Rockets. At BlizzCon, Blizzard said that the Terran Dominion was using robots and stolen Protoss tech to make up for its now-weaker army; I'd like to see one of these robots. Who let the Terminator on the battlefield?

And of course I'd like to see the Specter, even if it's not buildable. I'd like to fight one as a challenging enemy.

I always wondered how Hybrid flying units would work? Things that look like Infested Protoss with wings would suck and couldn't take on Carriers anyway, but I was thinking, why not semi-organic ships? Something like a Shadow Battlecrab (http://upload.wikimedia.org/wikipedia/en/7/71/B5_shadows.jpg) or the Species 8472 bioship.

Ktan
02-22-2007, 3:16 PM
How about a Priest?

A human priest in the standard issue combat suit. It supports ground infantry by giving them moral boosting prayers, and defends himself with holy water and the bible.

Religion was banned by the UPL. Terrans are about as close to an atheist society as you get. It's an ok idea, but better for WC. Also, it gives the 40K playing SC haters more stuff to bitch about how SC 'ripped-off' 40K

Disclaimer: I'm not getting involved in the 'SC was a rip off of 40K' debate purely because I can't be arsed with the opinionated and often unfounded rhetoric of both sides. So if you start it, I'm going to blast you with the infraction giving ion-cannon. Have a nice day.

griffers93
02-22-2007, 4:30 PM
If you guys haven't noticed, everyone is going for terran stuff mostly...
when i started playing sc i was always wondering why the zerg had a super ground unit while terran and toss where both air... should get them both a ground and both an air... and give a type of special to all of the anti-air (corsair, valk, devourer) like valk have rocket barage or something like that for ground, devourer could make a pool of acid on ground like spider mind cept doesnt move, and corsair already has 1... and they could add 4 more players for multiplayer, cus sometimes 8 isnt enough for a lot of mapmakers and things...

NpnArbiter
02-24-2007, 1:24 PM
Only problem is devourers are super anti air already. Valks are good splashers. And Corsair's attack being low is the only reason it has the web spell

And observers.... basically a good unit. Mappers and modders sometimes need a blankish unit. (Unless the editor let you design like a zerg spore or something that is just a really blank detector) I would like to see the observers having a space "burrow" ability. Because they are like satelites.

Mr.Bad
02-24-2007, 2:13 PM
The SC2 editor would most likely allow you to create your own units. Therefore, "blank units" would not be needed.

Shortyland05
02-24-2007, 4:01 PM
also, 'space burrowing' would be the cloaking... cause when you get a zergling to burrow the enemy cant see it without getting a detector, while cloaking is the same principles but you can still attack while cloaked... so in theory, the Observer is already 'space burrowed'

Kimera757
02-24-2007, 5:09 PM
An Observor can move while cloaked, whereas burrowed units can't move.

Ragnarox
02-24-2007, 6:07 PM
Personally, I would like see some kind of self-repair for the Protoss. I mean seriously, how can (supposedly) the most technologically advanced race in the game have plasma shielding but not a way to physically repair lost substance. I even wonder why the Terrans don't have this either at points for structures.

I would like to see an upgrade for Dropship engine speed at some point as well. I would like to see the Goliath have a better sight range, considering its height, it's visual vantage point should be better than that of most ground based units.

Above all though, I wan units to say even MORE things when you keep clickin' on them!

Mr.Bad
02-24-2007, 7:13 PM
I wouldn't mind a little buffing of the nuke, and I think that (at least in the campaign) the carriers should an upgrade that gives them those superlasers they have in the books. Also, the zerg should get some more infested units. It would be interesting if dragoons were created by carrying the corpses of dead protoss (maybe a probe could?) to the cybernetics core.

XelArchon
02-25-2007, 12:06 AM
I want these units
Unit #1
Name: Blood Templar
Health:250
Shields:150
Armor:2
Plasma Shield Rating:2
Weapon: Psionic Claws
Race: Protoss
Trained At: Templar Archives (i would like it to train units in SC2)
Requires To Train: (new building i would like)Khala Archives
Cost: 225 minerals, 170 gas
Spells: Customizable(based on level(i would like a unit ranking system in SC2))
Damage:11-103(based on the level of the templar)

Unit #2
Name: Blood Archon
Health:15
Shields:485
Armor:4
Plasma Shield Rating:3
Weapon: Psionic Particle Fusion
Race: Protoss
Trained At: Requires A Merge Of 2 Blood Templars
Required to Train: NONE
Cost: NONE
Spells: lvl 1 spells: Psionic FireBall, Psionic Blast, Psionic Healing(medium), And Psionic Vapor(adept) those are just the level 1 spells i want the BA(blood archon) to have. it would take a LOOOOONG time to list every spell i want(it goes all the way up to level 20(max)) so thats that.
Damage:26-137(based on level) w/ 1.6 second stun and minor knockback

these are just 2 of the many units i would like in SC2 and i would like more buildings,spells,units,heroes,and a ranking system for units and heroes(up to lvl 20 for units and up to lvl 100 for heroes),and finally i would like customizable units/heroes/buildings for a more fun game play and i would like SC2 to be in first-person for the closest i can get to actually being IN SC2 for a much more fun gameplay ;)
these are changes i would like

damm the " : P " turned into :P smiles and the " : ( " thing turned into :(
sry about that all :P's are p's and the :( is just supposed to be (

Shortyland05
02-25-2007, 1:16 AM
whoa! tune down your sig XelArchon!

and also isnt there a thread already made for this?

Ktan
02-25-2007, 4:35 AM
Threads merged.

generaljimmy
02-25-2007, 8:26 PM
give more detail about them like the wepon their using n stuff but overall it sound like a pritty decent idea:_penguin:

Ktan
02-26-2007, 2:22 PM
We have a thread for this already.

Moving.

Ktan
02-26-2007, 2:30 PM
All, "I want unit x" posts go HERE. Any out of this thread will just be locked. Credit to NPn Arbiter for the idea.

NpnArbiter
02-27-2007, 10:18 PM
AWwwww Ktan killed my thread? It messed me up >.<
Well thank you Ktan for credit and I thought of something, Why not have new buildings?
Ok first, a engineering bay addon anyone? I can't think, BACK TO BNET

Ktan
02-28-2007, 3:09 PM
Sorry, when I merged the thread it kinda broke what you did.

XelArchon
02-28-2007, 8:49 PM
how do you all like my "leveling system" and "customizable spells"?
plus another question: do you all like those 2 units i want?(and the new 'khala archives'?)

DarkMirror
02-28-2007, 9:10 PM
None wants SCII to be like warcraft. so no to your new units and customizable spells.

TheNewMoo
02-28-2007, 9:55 PM
how bout a land transport? it would be really fast and heavily armoured to get people where they need to be!

NpnArbiter
03-01-2007, 8:30 PM
Ok first, Blizzard WILL make SC2 like WC
2nd. My engineering bay addon could be a Energy Battery

Hp:50
Minerals:50
Gas:50
Energy 100
Abilities: Respawns Vulture's Mines, Make Energy of a unit 100%
Energy Cost of ability:100?
Maybe it will be cool

SolidSamurai
03-02-2007, 2:30 PM
The map editor would be similair to (or most likely better than) WC3's.

But that's where it ends, my friend.

NpnArbiter
03-02-2007, 11:24 PM
The map editor would be similair to (or most likely better than) WC3's.

But that's where it ends, my friend.

No, Blizzard is a company, they made WoW like Diablo, and SC is just the mutant child of Warcraft (no offense) Think of it like this, it is Blizzard's game and they will make it quickly and get back to WoW (I made myself sad) :(

--------------------------------------------------

Come to think of it can't modders make new units? Cmon modder friends you can do it.
(And why don't we just use WC come to think of it? I know SC crashes but can't you mod wc like that? They have like....how many races?)

own3d0406
03-02-2007, 11:29 PM
Ok first, Blizzard WILL make SC2 like WC
2nd. My engineering bay addon could be a Energy Battery

Hp:50
Minerals:50
Gas:50
Energy 100
Abilities: Respawns Vulture's Mines, Make Energy of a unit 100%
Energy Cost of ability:100?
Maybe it will be cool

Why don't you just make an add on to a supply depot? Or maybe an add on to a refinery. Hell, how about an add on for a machine shop? An add on to an add on.

What I'm hinting at here is that too many add ons are not good. Terran already has 6 add ons, I think.

XelArchon
03-03-2007, 6:20 PM
terran could go up from YES, 6 up to at a maximum 10 add-ons
Zerg NEED addons! you're prolly thinking: WTF? But i'm thinking: Zerg Drones can mutate/morph stuff, And the spire can mutate itself into a great spire so that means that buildings can mutate/morph so that means that zerg buildings have the capability to morph/mutate an add-on onto itself ;)
Just a thought...

P.S.: Protoss can warp in add-ons too ;)

Just a thought ;)

Ragnarox
03-04-2007, 1:19 AM
terran could go up from YES, 6 up to at a maximum 10 add-ons

Too many add-ons complicate things, and although I like the idea of replenishing vulture mines using an entirely new add-on, it would probably be better just to retrofit the machine shop to do that.

Zerg NEED addons! you're prolly thinking: WTF? But i'm thinking: Zerg Drones can mutate/morph stuff, And the spire can mutate itself into a great spire so that means that buildings can mutate/morph so that means that zerg buildings have the capability to morph/mutate an add-on onto itself

Zerg add-ons...I could see that happening, although I believe that the reasoning should not be that the buildings are made from drones they can grow entirely new systems using a budding method of reproduction. If that were true for add-ons then one could say that entirely different buildings (i.e a defiler mound) could be built from a spire.

Protoss can warp in add-ons too

It would probably just be simpler to warp in an entire building dedicated to the purpose of whatever Protoss add-on would be required.

NpnArbiter
03-10-2007, 10:16 AM
Lol terran's Have the least buildings. The addons are thier system.

Also a land transport's speed defeats the purpose (Below) Because a marine could get there before the transport. The only thing it is worth is a shell, and medics can just heal the marine.

I would also like to see the Nydus Canal change.
I want to be able to muta rush with them.

Borgorb
03-10-2007, 4:29 PM
goin back to thenewmoo's idea howz about a APC (armoured personell carrier)

say build at factory for 100 mins 100 gas
hp not quite sure (hepl plz?)
no attacks but carries ten only infantry units

speed=tank

ups reinforced plating(+2 amour) cost 150 mins 150 gas
and machine gun post(1 infantry that is loaded manns a machine gun post that does 10 dammage a hit{fire speed=rine no stim}the unit manning the machine gun cam be fired at seprately) cost 150 mins 150 gas

vehicle plating (+1)

vehicle weapons(+1)

SolidSamurai
03-14-2007, 5:46 PM
No, Blizzard is a company, they made WoW like Diablo, and SC is just the mutant child of Warcraft (no offense) Think of it like this, it is Blizzard's game and they will make it quickly and get back to WoW (I made myself sad) :(

--------------------------------------------------

Come to think of it can't modders make new units? Cmon modder friends you can do it.
(And why don't we just use WC come to think of it? I know SC crashes but can't you mod wc like that? They have like....how many races?)

Well, aren't you just the rain on parader? (or the guy who rains on parades.... or something of that sort...)

You depress me.

EDIT: Oh yah, and contrary to SOME belief, project revolotion does, in fact, exist.

Razorstorm
03-16-2007, 12:06 PM
Heres my idea for a zerg unit:

Shadowstalker
HP: 120
Damage: 35
Cost: 150 minerals, 80 vespeyne

Spells: Blend in
Works in the same way as cloaking but cant be seen even by revealers. Sound to good?. cant attack while blending in.

SolidSamurai
03-16-2007, 1:22 PM
Here's an idea.

Zerg Grue:

The Grue is an airborne creature of darkness, only coming out to feast on creatures up to 50 times its size, within the span of half a second. The light kills grue. And when the zerg infested these predators, they could not provide for this weakness. The process was redone and undone many times as the cerebrates experimented with ways to counter the creature's base weakness. Finally, at long last, the final product foresaw the grue in many forms; one of beng numerous and airborne, another of humanoid yet anthropomorphic origin, and the third composed entirely of dark, and unnatural energies. All forms remain to meet their fate against light; all are supernaturally strong and quick.

There are many ways to cover a grue:
- Dark Swarm
- Burrow
- Overlords
- Large buildings and structures (the environment and physics play an advanced role in SC2)
- Clusters of other zerg (airborne for air grue, ground for ground grue); shadows help determine the amount of darkness required to sustain your grue
- Energy grue may feed off energy of allies and enemies to be created, but can only seek cover in the environment
- Producing grue is different from creating all other zerg (in that they don't hatch from eggs in a hatchery; though some are created from eggs, they never hatch from a larva in the hatchery grounds). Of course, in order to operate and coordinate with grue assaults, one must create and make use of many other strains of zerg. The term to creating grue is often referred to as 'farming grue'; conjoining grue is often referred to as 'pooling grue'.
- controlling and managing your grue can be a difficult, if not tedious, process, however it creates a different aspect of the game and can really pay off against your enemy
- enough darkness allows grue to 'perma-cloak'
- Grue have little health, however their sheer speed allows them to frequently dodge enemy attacks (melee attacks are even easier to dodge); plenty of splash damage is the only way to extinguish grue without the aid of light
- Zerg Juggernaught (an old idea) are among the best units to coordinate with grue (because they can contain airborne units)
- Nukes are the best line of defense against any grue, no matter how large or small; of course this could make em more popular
- Grue rapidly burn up upon expossure to light. A large swarm of simultaneous dead burning grue can be enough to make the enemy face an unstoppable wave of destruction in the form of a firestorm. Upgrades (such as 'flammably self sufficient' or 'slow burn') can allow the grue to create a puddle of fire where they land upon death (which acts as a minor obstacle). Other upgrades (such as 'hard burn') can allow you for a burning grue corpse on the ground to explode in a shower of flame (small splash dmg). Hydronaughts can extinguish exposed grue, however.

Grue are excellent for countering the enemy where other small zerg (zergling, scourge, etc.), are unable to do so. They're very much the 'WMDs' for the zerg.

That's all I can say for now. I'll probably write more later. :P

own3d0406
03-16-2007, 10:23 PM
Zerg unit
Hp:100
Attack:10
Cost: 50 minerals 100 gas
Mana: 125
Spell: Takes all the damage from splash damage.

Those reavers and tanks and psi storm are so annoying >.<

Borgorb
03-18-2007, 3:25 PM
the gurge is too conplicicated

they need to be more simple

oh yea and own3d i dont think taking all dammage from splsh is something to be that proud of

shadow stalker ok i guess but how long it take to cloak??

or like let ot b mor like a dt or sumthin i think the not bein seen by detectors is pretty sad

own3d0406
03-18-2007, 6:11 PM
oh yea and own3d i dont think taking all dammage from splsh is something to be that proud of

I would rather lose one unit from all that splash damage than 12 clumped hydras or 24 lings, etc.

Borgorb
03-19-2007, 2:37 PM
i know but how does something just randomly absorb all the dammage???
plz make it at east seem logical

B.A.Baracus
03-19-2007, 2:55 PM
Not really a new unit, but an upgrade for an already existing one. Once the forge is put down, each individual dragoon can research an entrench ability, it would be minor in cost, 25/25 or something, and would only take 10-20seconds.
It would be similar to the siege tank's siege mode, but more of an opposite. It would take much less time to setup and get out of, the goon would of course be immobile in this stance. Range would remain unchanged, unless of course goon range is teched.
But the key difference would be, the Dragoons attack would be weakened to about 5-7, and the cool down time also heavily decreased.
This would allow them to lay down much more suppressive fire, and may help in a number of situations, such as containing a ramp and what not. But I think this would also give Protoss the little boost they need vs Zerg, it would help greatly against muta harass before sair/storm is available. It would also be a better weapon to counter the hordes of cracklings toss must deal with.
So, what do you guys think?

EDIT

some side notes:
-the cooldown wouldn't be decreased too much, maybe the same as a liath's ground attack.

-this wouldn't make mut harass useless vs p, as the goons cant move while in this stance. but it would help keep the nasty muts off p's mineral line.

-lings would still be a great threat, but for people without gosu micro(storming), this could be a viable option. You still have to pay for the ability, and lots fighting along side some rapid fire would even the tables.

-would make zerg more inclined to spend money on filer tech

own3d0406
03-19-2007, 3:55 PM
i know but how does something just randomly absorb all the dammage???


How does something randomly absorb all the damage? Um, if it's inside the psionic storm, tank, reaver's attack range, it'll absorb all the damage. I had a hard time understanding your post, please make it logical.

plz make it at east seem logical
Put your head close to the screen, closer, closer, now take this brick and smash it into your head several times. After that, go back to 1st grade, learn how to spell some basic words, and learn how to read "One Fish Two Fish"

B.A.Baracus
03-19-2007, 4:11 PM
Put your head close to the screen, closer, closer, now take this brick and smash it into your head several times. After that, go back to 1st grade, learn how to spell some basic words, and learn how to read "One Fish Two Fish"
Hmm, you must learn to flame & insult more subtly, its a requirement on the interbutts. Its also funnier.

Borgorb
03-19-2007, 11:39 PM
hey they shud change the dammage from a set number to a range eg rine deals 5-7 dammage and seige tamk deals 18-42 or sumthin

also add accuracy i mean its not like EVERY shot hits eg rine acc 90% tank acc 85%

NpnArbiter
03-21-2007, 3:47 PM
Hmmm, accuracy seems cool. Even though I like that my tanks hit 100% of the time... Ever play Age of Empires? The accuracy system is only for the big stuff on that game. We are talking about futuristic guns... I believe some type of heat seeking spines,energyblasts,bullets have been invented. I just made an upgrade "Heat seeking bullets" To rid accuracy from: Rines, Hydras, Goons, and Ghosts (If thier accuracy isn't already 100%)

Tanks, Reavers, and Big Flying Units shouldn't be able to hit 100% of the time though.

Borgorb
03-22-2007, 4:24 PM
accuracy wud b koll 2 hav but make it so you can change it when u make maps eg def maps or rpgs

o ya and i hav played aoe and it only seems to b the catapults that miss and they only miss when the target is moving

evrythin shud hav a hit%

SolidSamurai
03-27-2007, 4:30 PM
Borgorb, Grue don't make the game complicated, and they don't tip the balance scale. If you think the complexity lies in production, then no your wrong, it doesn't.

You merely need to click a button. With some small amount of thought, blizz could make grue a viable and easy to aquire operation. Techwise, they don't take much either. It's merely that tech help them the WHOLE WAY, unlike many units. It'd also encourage most zerg players to tech more often. Additionally, it might require the player to actually invest in an army and halt his operations in order to effectively work, rather then have them send wave after wave after cluster at the enemy, which is usually the necessary case. Work it would.

Borgorb
03-29-2007, 4:24 PM
i mean come on its not like every time there gonna hit

how many times do tanks actually score a direct hit??and wat about a rine?? a normal soilder isn't a marksman
(rule exempt from heat-seeking, homing attacks and melee)

SolidSamurai
03-30-2007, 2:31 PM
Only if you add the physics (I discussed again and again) into the equation, would missing be justified. And it'd have to take the environment into hand.

On flat ground, there is actually a very high chance that artillery can't hit... even the soldier notices and runs, he'll still be sent flying, and probably die from shrapnel or whatever else. A marine in a trench however, won't bite shrapnel, unless the artillery had more then one spotter floating around.

As for marines, they have target recognition, and a visor that identifies targets they need to aim for, and even provides target prediction and areas to aim in order to hit the target no matter how fast they're moving (of course, faster targets won't get hit by nearly as many bullets as a slower target, and thus suffer less damage, which explains a single marine's difficulty in handling a single zergling). This has appeared in the novels.

So only then, should missing and shit be applied. Gameplay is better when it depends on skill, and not luck. Taking advantage of the environment AND the better physics that comes with a 3D atmosphere, will make for even better of a game. Blasting a quick hole in the ground for a trench works, but you could be wasting time. It's all in strategy.

Borgorb
03-31-2007, 5:36 AM
i see wat ur sayin solid

terrans have developed high tec targeting systems and protoss well u no protoss

zerg dont really have any of this stuff and i would expect tem to be a lot clumsier in their attacks but if they were the only ones to miss it wud create an imballance in the game

also think that the destructible terrain is a good idea as well as my eairler comment of having a range of dammage instead of one set amount

still this is all dependant on wether the game comes out at all

DarkMirror
03-31-2007, 11:43 AM
Zerg have hyper sensitive senses. They probobly have tremor sense. The zerg are just as good as anybody else.

bloodbane
04-02-2007, 11:57 AM
a massive command center thing that designed to land and release around 30- 50 troops has 4 mini missle turrents and 4 chain gun/bullet like wepons
each has 75 health and can be repaired by a scv after it repairs the craft
the 50 units in supply and can land on units after a upgrade like land on 4 rines tops
designed for protecting troops in assaults and realsing them into battle also can bunker them buyt no one shoots

Borgorb
04-02-2007, 4:19 PM
if that is so then wat do the zerg hav and the protoss??

there cant be an inballance and starting with defences would totaly kill rushes

DarkMirror
04-02-2007, 4:58 PM
Yeah, plus, 75 hp? pathetic. One yamtoa ond its toast, epsecaily for sometyhing that carries 30+ units...

bloodbane
04-02-2007, 5:18 PM
zerg get those massive creatures the overmind lured and curropted
it can spawn heads to spit something
it can carry more units but has only 4 o the spawn heads
it lands it can be protected from most attack by intergetting itself in the creep but it takes creep around it and is lost and a radius is lost

protoss get massive unit recovery station designed to take on units like protoss who are badly wounded and put them in dragoons or a new ship stronger than interceptor but slower than interceptors. it carries less units and has starting can make 6 inceptors for basic protection but when it takes a wounded zealot, high templar, dark templar, and even achrons and makes them into dragoons, destroyer dragoons- much stronger than regular dragoons but have nearly no health and about dragoon level of shield, or the new ships
this method lets the protoss units have a second chance

terran - requires alot of 2000 minerals 1500 gas
zerg requires alot of minerals 3000 minerals 500 gas
protoss requires both 2500 minerals 1000 gas

and dm the 75 was referring to the missle shooters
the station itself would have around 1200 hp and can get armor upgrades from its intional 2 armor

DarkMirror
04-02-2007, 6:02 PM
Those units suck. I would probobly kill myslef if Blizz used that.

Mr.Bad
04-02-2007, 7:28 PM
bloodbane, has anyody ever told you you're annoying? Oh wait, they have. Maybe that's because you ARE

kozmokilla
04-06-2007, 12:57 PM
ZERG ZEGINATOR
Makes about 10 hydras per min.
Costs: 900 minerals
Attack: Melted Hydra 280 damage
Health: 3600
Abilities: Morph to Zerg Bigling, cost: 900 gas Attack: 300 health 5000 as fast as zergling.
Requires: Zerg Spawning pool and all other buildings.

Zerg Bigling:
Abilities: Stomp 50 energy, damage 150 Add 90 health to unit, cost 60 energy even if full health adds health.

Terren BOMBER:
Marine who shoots nukes.
Attack: 500
Health: 4000
Abilities: KAMAKAZE: Cost the unit's life 500000000000 Damage if hit however changes health to 150.
Cost: 500 Minerals 60 gas
Built in: Terren factory first build academy.

Prottos URZON
A combination of 2 archons, 2 zealots, 2 dark Archons, 2 dragoons, 2 carriers, 2 reavers, 2 dark templers, two high templers, 4 probes, 1 arbiter
Health: 4500
Cost: 900 minerals 600 gas
Attack: 700 air, 900 ground
Abilities: Mind Control: 50 energy, Lazer Blast: 25 energy, 80 damage, Spawn Carrier: 250 2 times. Upgrade: energy 50 makes all probes build faster.
SUICIDE: Damage: Kills everything around it costs 1500 minerals.
Requires: Prottos templer Archives.

Oldmano
04-06-2007, 7:27 PM
Alright here is my idea, it is called a Crusader-
Race- Protoss
Health Points- 70
Psi Shielding- 0 or 10(explained below)
Armour- 1 (Up to 3 possible upgrades, each adding 1 for a possible of 4)
Ground Damage- (Melee) 20 (up to 3 possible upgrades each adding 2 for up to 26 damage)
Air Damage- Cannot attack air
Psi- 0
Side notes- Has a base speed of something similiar to a zergling, attack speed is like that of a zealot.

Overview- Imagine a zealot that just took 2 stimpacks and to get an idea of a Crusader, similiar to to a zealot, it is an infantry unit, however it forgoes it's Psi Shielding and some armour to accommodate for an increase in speed and power. It has extra long psi blades and has two possible powers, both researchable at the citadel of adun.
1.Rage- The Crusader has a jolt of blood lust, causing it to move and attack at a much increased speed as well and fortifying it's psionic abilities for a short time in which he gains 10 to Psi Shielding for as long as the effect lasts(10 seconds). This however causes great strain on the body and mind of the Crusader, afterwards it goes into a "cool down" phase where it's damage is cut by 3 points and it moves and attacks slower for 15 seconds. This power can be used without worrying about any psi as it uses none.

Charge- The Crusader gains the ability to charge and stun an opponent for 2 seconds while dealing 5 damage (will not work against any heavily armoured units such as tanks dragoons or ultralisks, it is limited to lightly armoured ground sunit's such as hydralisks marines and other crusaders) This also damages the crusader however causing 10 damage on him. He can use this ability once every 2 seconds.

Cost to build- 150 minerals 0 vespene gas

Rage costs- 200 minerals and 200 vespene gas to research
Charge costs- 100 minerals and 150 vespene gas to research

Requirements- Nexus, Gateway, Citadel of Adun.

I worked hard on this as you can most likely tell, I hope you enjoy my idea.

Oldmano
04-06-2007, 10:19 PM
Well seeing as to how I haven't really gotten an opinion yet, i figure I'll just post another idea.

Race- Terran
Health Points- 40
Psi Shielding- 0
Armour- 0 (up to a possible 3 upgrades each adding 1)
Ground Damage- (ranged, explosive) 14 (up to 3 possible upgrades each adding 1 damage)
Air Damage- Same as ground
Psi- 0
Side notes- Is a marine specialized in demolishing heavily armoured, large foes as well as buildings.

Overview- This marine is an anti-vehicular infantry unit, however unlike his gauss rifle wielding counter-part he uses a specialized long range High Explosive Rail Carbine. The H.A.R.C works in much the same way as the gauss rifle as it is based off the same technology, however, being the larger more cumbersome weapon it is, the Scrapper is encumbered to a slower speed while carrying it. Scrappers are much less effective at combating smaller lighter armoured units as their Explosive armament means that the smaller the unit, the less damage it will take from the ensuing blast. So while you may watch in awe as a group of Scrappers bring down a mighty Ultralisk or Battle Cruiser, you may also cringe as you see a group of lowly zerglings tear your Scrappers to literal scraps (I'm sorry, that was absolutely TERRIBLE). So long story short, a SCRAPPER is a slower more specialized cousin of the oh-so-loved marine. The Scrapper has 1 special upgrade and 1 power. Which are as follows:

Increase Range- (Passive) Increases the range of the Scrapper permanently.

Stimpacks- Damage the Scrapper 10 HP points, but also temporarily increases speed and rate of fire.

Cost- 40 minerals 20 Vespene Gas

SolidSamurai
04-07-2007, 7:03 AM
Alright, that's it!

I feel like including my capitol ship ideas (as in ships so damn expensive, that government simply can't let them into the hotbed of violence known as atmosphere; rather, they prefer to leave them safe up in space).

Terran:

Infantry Hauler: These massive, cylindric ships, designed with an absolute military mindset, were made specifically for the purpose of shipping large ground forces for mass planetary invasion. A dozen of these behemoths would be enough to bring the enemy on the field face to face with millions of that of its counterpart. Different from freighters, these ships are overstocked with atmospheric breach-capable lifepods and dropships, and their corridors are appropriated with pressure doors and other such military layout to deal with enemy boardings on all angles (if the enemy were enough of a fool to board one). Of course, these ships have barely any defenses of their own, and so they must often be accompanied with a powerful escort of battlecruiser gunships or battleships. There's no glory in a marine's death in vacuum and losing an entire army before the battle would be sure to garner a commander's immense frustration.

Dreadnought: The term 'dreadnought' was always reknown to have been coined with 'immense', 'mightiest', 'frightening', and 'unstoppable'. Indeed: It is easily the largest gunship available in any human navy of any form, to fall under any budget, black or open market. It's immense size, being the largest manmade engine of destruction in the history of all of mankind, makes for the ideal siege weapon. Sieges, lasting months, or perhaps years in securing space in an area to allow ground forces to finish the job, may seem like an odd and rather ancient tactic to be employed such a wild and distant future. However, space is like another sea; an unexplored parcel of land to lay claim to. When man has surpassed claiming fortresses or continents, they take to claiming worlds. The few dreadnoughts under dominion rule have thusly been dispatched in 'TvT' wars, and despite the fact that they had also been employed in a very similair way during the guild wars, they still prove mighty enough to rule the heavens in the turn of the 25th century; onwards to the 26th. The sheer size of a dreanought makes such an expensive ship incapable of shooting down single 'fighter sized' enemies, and so the nought must be accompanied with an escort of those smaller: Wraiths, BC's, etc. Dreadnoughts have, as of yet, relied vastly on the ability of soldiers on the battlefield below to secure a situation. Mengsk has recently reconsidered their potential; perhaps devising a superweapon to mount and take advantage of the capitol ship's immense electical power network.
Dreadnoughts are rarely used as flagships, rather, they become siege tools, manned by men choosng to work overtime. The guild wars saw battleships as the flagship of choice: A time of a cross-world arms race in which 'the biggest, loudest crap won the battle'.

kozmokilla
04-07-2007, 9:37 AM
Terren:
Female

HealTank:
This tank is the ultimate combination of a medic and a tank. It can do Ultraheal mode where it restores full health for 3 energy. In normal heal mode it got more health but its 20 health restore for 3 energy. In Ultraheal mode it loses 30 health every time it switches. It got 600 health and a lazer with damage of 55. Cot: 250 gas. Requires: Acedemy, Armory, and at least 5 turrets. Built in: Factory

female
n00b
This unit is weak but cheap. It costs 8 minerals and 1\4 of a unit, in order words you get 4 for one supply. Health: 25 attack 5. Built in 80 miliseconds.
Requires: nothing Built in: Barracks.

Male:
Gordon Freeman:
Ooohh yah his back and he's...being...freeman...Cost: 130 gas (most of it cuz you can listen ta his quotes) Built in: Command Center Attack: 25 health: 100
His quotes are: "Hey kids look what some cheap ass blizzard worker did to my voice i sound like porky pig..." (in squeaky voice) "HEY EAT MY OREHOLE!!!" or "ENTER THE ASSIVERSE!!!" "I just came from Xen Yo cheap ass!"

Oldmano
04-07-2007, 12:31 PM
Name- Terrolisk
Race- Zerg
Health Points- 290
Psi Shielding- 0
Armour- 1 (Up to a possible of 3 upgrades each adding 1)
Ground Damage-(Scythe Spines) 17 (Up to a possible of 3 upgrades each adding 2 damage) for up to 23 damage
Air Damage-( Acid Volley) 5, fired in rapid succession (Up to a possible of 3 upgrades each adding 1)
Psi- 100
Requirements- Hive, Terrolisk dome, Evolution chamber
Side notes- About as fast as a zergling, same ground attack speed as an ultralisk, air attack is slightly more than double the speed of a hydralisk with a cool down of 6 seconds as opposed to 15, very long range (about as far as a seige tank) this is one of the last unit's you want to see when you are a battle cruiser or scout pilot.

Overview- For many years archeologists have pondered the extinction of the dinosaurs... only, at the time, the zerg didn't quite realize the potential of the mammals and left them to survive. This is a vile zerg mutation of the already mighty Tyrannosaurus-Rex. The Terrolisk was finally implemented into the swarm as a means to deliver an intimidation bonus as well as to aid groups of Ultralisks when combating air and ground mixed threats. One of the only units which stands taller than an ultralisk and just as powerful with it's armour, and it's spine laced tail and hydralisk-like arms. What the Terrolisk lacks in brute strength it more than makes up for with speed and it's powerful air attack. If you think that's frightening, look at it's two possible upgrades...

1. Spore Implementation- The Terrolisk is granted the ability to add a "decayer" spore to it's Acid burst volleys, this will latch on to any air unit, causing 1 damage a second, these spores can stack, causing up to 2 damage a second, and increasing in duration with each consecutive hit.

2. Carry- The Terrolisk carries 2 small sized or 1 medium sized units in it's upper ventral sacs. The unit's will be able to attack out of the Terrolisk while gaining any defensive boost that said Terroslisk has- eg. Terroslisk has 2 armour upgrades, if 2 zealots enter ventral sacs and they have 1 armour, they will have 3 to armour. They can attack in unison with the Terroslisk making for 16 + 16 + 17 (49) BASE DAMAGE and up to 22 + 22 + 23 damage, that's 67 damage. You may even choose to make a legion of 12 Terrolisks and load them with marine or ghosts, having 24 marines firing out of all directions in moving mini bunkers is a true force to be reckoned with. Or loading 2 medics into your Terrolisk, making him nearly unstoppable, get where the versatility part comes into play?

Spore Implementation Cost- 100 Minerals 140 Vespene Gas

Carry- 200 Minerals 150 Vespene Gas

Cost- 200 minerals 200 Vespene gas

Now please, this is may third idea, could I get an opinion on at least one? it's been like 2 days since my first...

Borgorb
04-07-2007, 6:02 PM
oldmano u hav some perty good ideas i cn see u hav really thought about them

and solid can u explain in detail more about ur units i wud really like to see sum stats

kozmokilla what are u smoking??

anyways do u know about all the scghost new units eg the vindicator and the grizly bomber

look at them at http://en.wikipedia.org/wiki/Starcraft_ghost

Oldmano
04-07-2007, 6:51 PM
Do you mean like build times and sight ranges and supply costs and the like? I didn't include those because I was still thinking about how to make them balanced and they were pretty preliminary ideas, I will surely go back and add more. And also Yes, i have seen some of the Star Craft Ghost unit's and they look awesome, especially the Vindicator. And to add, woah man, Kozmozilla, what have you been smoking...I want some...

CommodoreCastle
04-08-2007, 4:00 PM
hey attaker, i was thinking something like that but call it a Heavy Marine, that has a rocket launcher! and for the Zerg i was thinking how about a Zerg King that can infest any building except the Command Center. Then the Zerg Queen can only infest a Command Center and then you can build infested SCV's and build infested buildings and units. Then for the Protoss, have a cross between a High Templar and a Dark Templar!

Borgorb
04-08-2007, 6:17 PM
how about Medium Archon

built: fusing dark templar and high templar but due to the great hatred between high and dark templars there is only a 70% chance that the fusion will be successfuland if it is not once the fusion is complete it will destroy itself
build time: 60 seconds
hp: 20
psi shields: 100
psi energy: 200 (can be upped to 250)
attack: psionic bolt dammage: 15
attack speed: archon
range: un-upped rine
spells: empower: sacrifices its own shield to increase amour of all nearby friendly units by 2 for 20 seconds for 150 energy

too abusable?

kozmokilla
04-09-2007, 7:03 AM
Im not smoking!
Terren Wiiinator
Health: 8000
Armor: -9999
Attack:99999999999999 (shotts wiis)
Built in:
Terren Wiiiiiiiiiiiiiiiii!
cost: 99999 minerals!


Protoss Lemming regularr
Health: 9999
Attack: 8888888 (suicide)
Built in: Leeeemmmingz center
cOST: The 9999998\9999999 chance that u lose!
Quotes: WIIIIIIIIIIIIIIIIIIIIIIII!!!

DarkMirror
04-09-2007, 11:30 AM
Dude, this is more for serius units, not noobish shit like this.

Ktan
04-09-2007, 11:39 AM
Kozmokilla, stop just posting units with 99999 for all stats, it's erring on spam and it shows that you are putting no thought whatsoever into your posts.

Borgorb
04-09-2007, 5:38 PM
ugh its people like you kozmokilla who get topics lacked and ruin it for everyone else

and please stop rambling on about the first crappy unit u think of

SolidSamurai
04-11-2007, 9:30 AM
You guys can work out the Grue stats. I didn't really feel like it. Compare it with the concept I wrote out and work something out.

Anyway, Grue are actually a semi-joke, considering I got the idea from Zork (or whatever the hell that game's called). It was a 'choose your destiny' role playing game that featured only text (essentially, you're required to imagine what you 'see'). Grue's were really just monsters that existed in dark areas that your character was apparently not allowed to go to (the grue would always eat you no matter what you might try, and because it lives in the dark, you can't see it, obviously), because according to what you type, your character can do nearly anything if the options are provided or coded in some way. There're newer online text games out there called MUDs, which feature levels, classes and all that shit you'd find in an RPG. Personally, I find them boring as hell. :P

kozmokilla
04-11-2007, 12:27 PM
Cheap ass
health 1
Attack 2
Armor 2
cost: 2 minerals
built in barracks
Quotes: Hey BZZZZ! You didnt spend no money on proper BZZZ! Radio Equipment! BZZZ"
u get 4 for one supply.

Mr.Bad
04-11-2007, 1:23 PM
Um.....No

Kozmokilla, this thread was intended for at least semi-serious ideas. Not complete bullcrap.

Ktan
04-11-2007, 1:43 PM
And what purpose does that unit actually serve?

Just because I said, 'don't just put units that have 9999999 on everything' does not mean going to the opposite end of the scale is appropriate.

Oldmano
04-11-2007, 10:21 PM
Kozmozilla, just stop it, if none of what you do requires any effort (or thinking process as the case may very well be) just stop it. It's not funny or even close to witty, no one but possibly you is laughing, (although still probably crying on the inside) it's downright annoying and I think I speak for everyone who has actually contributed to this thread when I say, do something useful OR GET THE HELL OUT.

CommodoreCastle
04-11-2007, 11:25 PM
Hey Borgorb, that sounds cool but like they could either turn into a Dark Achron (because the dark would over power the light) or they would turn into like a High Achron that has both High Templar and Dark Templar powers and a couple cross powers...

Ktan
04-12-2007, 8:15 AM
Ok, guys, quit the bashing on Kozmo. If he needs telling, I'll tell him. You are right, but it's not constructive to have twenty people working on one guy at once.

NpnArbiter
04-12-2007, 11:04 AM
Ok :/ All of the play units are fine. I just don't like the spamming.
I love the format though
(Below)

`Name- Infested Vehicle
`Race- Zerg (Terran Infested)
`Cost- 100 Minerals 100 Gas
`Size- Medium
`Health Points- 80
`Armour- 0
(Zerg Upgrades don't work you have to research a Special plating at the Infested Machine Factory)
`Movement Speed- Vulture
`Ground Damage- (ranged, normal) 5
(up to a possible 3 ranged upgrades each adding 1)
`Attack Speed- Upgraded Marine
`Energy-100 (Upgrade make it 150)
`Requirements- Zerg Hive, Zerg Evolution Chamber, Infested Machine Factory
`Side notes- An infested factory makes a Infested Machine Factory (below)
Which makes an Infested Vehicle.

Overview- The Infested Vehicle is specialy designed to be a Mechanical Zerg.
It is basicaly a Vulture with an infested marine/zerg inside. A gauss rifle is at the nose of the vehicle. This unit was designed by the overmind to be a quick ranged unit. One Research and Two Spells/Abilities.
Research- Metal Plating
Cost- 200 Gas
Research Location- Machine Factory
Effect- Infested Vehicles recieve 2 armor

Ability- Air Missle
Cost- 80 Minerals 50 Gas
Cost (Energy)- 50
Research Location- Spire
Effect- For 80 seconds the attack does air splash damage (If the unit attacks a marine the splash will hit a wraith)

(To be continued)

own3d0406
04-12-2007, 4:39 PM
Kozmozilla, just stop it, if none of what you do requires any effort (or thinking process as the case may very well be) just stop it. It's not funny or even close to witty, no one but possibly you is laughing, (although still probably crying on the inside) it's downright annoying and I think I speak for everyone who has actually contributed to this thread when I say, do something useful OR GET THE HELL OUT.

This is why we have so few active members.

Oldmano
04-12-2007, 6:18 PM
I'd rather have 3 active CONTRIBUTING members than a 1000 who have the idea for a unit with -9999 armour... And I had already stopped insulting Kozmozilla. I don't plan to anymore. Let what's under the bridge be under the bridge.

Borgorb
04-12-2007, 8:33 PM
instead of inslting you kozmo i will look at you funny like this : :mad:
and you will shut up so you don not cause yourself any more embarrasment

oh yea that could work commodorecastle, interesting concept...

Oldmano
04-12-2007, 9:29 PM
instead of inslting you kozmo i will look at you funny like this : :mad:
and you will shut up so you don not cause yourself any more embarrasment

oh yea that could work commodorecastle, interesting concept...

Well, seeing as to how you are trying to instigate a fight, I think I'm just gonna ignore that.

Anyways, I have to say, although the mixed archon looks and sounds reasonably well balanced, i just don't really like the idea, we have 2 archons already I don't really think there is need for a third. I would rather see completely different units. and sorry i haven't been posting any of my ideas lately, been busy with school and the like...

CommodoreCastle
04-12-2007, 10:33 PM
instead of inslting you kozmo i will look at you funny like this : :mad:
and you will shut up so you don not cause yourself any more embarrasment

oh yea that could work commodorecastle, interesting concept...

maybe we should just all look at kozmo funny :mad: lol thx borgorb for liking my concept.

Hey how about like a zerg/hydralisk hybird that can attack both ground and air!

hmmm
04-13-2007, 4:28 PM
does anyone have any good ideas for a good zerg unit? i mean the protss have the carrier and templars and stuff and terran has the battle cruiser and the nuke but it seems that the zerg only have sheer number so i was wondering if anyone had any cool ideas for a dominatng zerg unit

hmmm
04-14-2007, 1:17 AM
An Observor can move while cloaked, whereas burrowed units can't move.
im double posting but it would be sweet if you could have the burrowed unit move and have like a pop up attack thing. just a thought :D

SolidSamurai
04-15-2007, 6:08 AM
Burning Archon: Merge two Archons
The Burning Archon needs to continue moving, or lose health rapidly until it 'extinguishes' (moving lowers the rate at which the Burning Archon loses health). Effectively, it may burn enemies or allies simply by moving near them. It's attack is exemplary against buildings. As long as it continues to burn allies or enemies (or units of your own), the archon will continue to live (as long as it aint facing like a score of enemy guns, solo :P). At times, you may find yourself being forced to kill the archon yourself, for it may consume resources when it finds itself lacking in 'food'.

A great thing for microers. Also great for wiping out enemy turret lines, if you've got a decent unit-support help line. Burning Archons are immune to medic healing (because medics usually get burned to death before any healing seems worth it... unless of course, you've got an ally with a whole medic set up, with 4 or 5 medics healing your BA, several medics healing those medics, spare medics in case your archon runs into a violent situation (due to the fact, that all medics and the Archon have to continue moving in precise synchro, etc.); additionally, BA's do not have shields, because their sheer 'heat aura' is far too much for any shield to sustain without 'melting'. Although a defense matrix can contain the 'heat aura' and actually allow the archon to heal itself rapidly and survive without 'food' at an extended rate, the effectiveness of burning enemies and allies will be vastly reduced... effectively, the BA would become immune to everything, but at the same time, 'nigh-docile', unless the player felt like wasting a ton of resources on a whole squad of BA's, with defense matrix's to rush head on into an enemy's base to kill workers with their combined 'weak burning'. A strategy like that would actually work too, because the things would be invulnerable with the ability to regenerate; once the workers are all dead, the defense matrix can end and the player can unleash the full power of 10 or so unattended BA's on an enemy's base... the 'firestorm explosion' (mentioned as an upgrade in the paragraph below) could occur if the player screws up, and would still cause enough damage to force the enemy into an eventual submission. This strategy may be nigh-unbeatable (though you'd need the aid of a terran ally... or dark archons to mind control enemy SV's or establish a terran base). Unless of course, someone else introduces a unique 'dispelling' spell. Nevertheless, BA's generally burn each other out, so the player may be pressured to seperate them once the defense matrixes wear off (at which point, the enemy with all his shit'd be waiting patiently to make something happen).

An upgrade will allow the archon to explode in a violent firestorm that kills both allies and enemies, including your own units (the level of violence depending on how much health the archon had at the time). The firestorm creates a pool of fire that slowly dissappates but burns anything that moves over it or stands near it (buildings and units alike) in a 'DoT' (damage over time) effect.

Plague Archon: Merge Dark Archon and Archon
The Plague Archon must remain immobile. Moving causes it to rapidly lose health until it 'fades'. They cast spells that are entirely offense oriented (one of the spells benefits your own units by tripling speed in all areas (AKA: 'beast gene' or 'rage')... however it kills them if no fighting with these units occurs for up to 10 seconds or so afterwards (only medic 'restoration', or Arbiter stasis field (by way of casting on your own units) may cure your units of all effects); the spell can be applied to both allies and enemies as well). Plague Archons work best with shuttle and aribiter strategies.

The Plague Archon (with a minor upgrade, cheaper then BA's) may sacrifice itself to boost ALL PA related spells on the map that are currently active. (ie. 'rage/beast gene' duration of fighting neglection for your units or enemy units is tripled, whereas the effects of the speed boost are nearly doubled.)
The Plague Archon needs no upgrades to aquire it's spells.

Expensive Upgrade - Archon Resilience: Archons are immune to ALL spells and spell effects. Including mind control, psi storm, and rage.

Borgorb
04-15-2007, 4:33 PM
woah...

nice but i dont think the movement and losing hp will really catch on and what happens when u merge two dark archons?

hmmm i think ur thinking of some type of mole lets say with huge claws ling sized and its strength us between a ling and a hydra
has the ability ambush to unburrow ahd deal extra dammage 4 50 nrg or something like that

kozmokilla
04-16-2007, 12:17 AM
Prottos Xekn Archon
To get: Mix an archon, a dark archon, 3 dragoons, a carrier and scout.
Powers: Base control: mind controls buildings 125 energy, Mass Mind control: controls up to 25 units cost: 250 energy and 50 health. Lazer Storm: Shoots a combination of archon attacks and dragoon attacks cost 5 energy, Nuker: Cost 50 energy damage 2500 like suicide. Fly: makes the unit fly for a starter cost of 25 energy and a maintaning cost of 1 energy.
Builds:
Prottoss Dragn
Little dragoon with health same as interceptor but attack of 10. Cost: 10 minerals
Prottos Archon: Cost: 25 energy. Same as archon. Takes up zero supplies.
Health: 1500
Armor: 5
Attack: (shockwave against ground) 70 (Missile against air) 100

Prottoss Dager
Mix two dragoons.
Health: 200
Shields: 100
Amor: 1
Attack: 40

Prottos Xenic
Built in: Gateway
Powers: like medic
Health: 100
shields:25
armor: 2
Cost: 100 minerals, 15 gas.
Space: 1 supply.
And i think all units need a medic.

Borgorb
04-16-2007, 4:55 PM
Sur getting better but only templars are able to merge with one another because they have undergon vigirous train to get to the stage that they are at

ur dagger sux because it has less 10 less psi shields and does 5 more dammage
that is crap 4 the cost of 2 goons

no protoss medic i dont think we need a double up on at type of unit either

o ya btw its spelt PROTOSS

:mad:

kozmokilla
04-16-2007, 7:14 PM
A building:
Prottos Xekn Merger
Take all the units needed to make a xekn archon to the walls of this building and click the 'merge' button to make a Xekn archon. Costs 100 minerals
Health:700
Armor: 1
Shields: 200

MidnightGladius
04-16-2007, 8:07 PM
`Name- Scimitar
`Race- Terran
`Cost- 50 Minerals 25 Gas
`Size- Small
`Health Points- 75
`Armour- 0
`Movement Speed- Scourge or faster
`Ground Damage- (impact suicide, explosive with 16x20x24 splash) 150
`Attack Speed- N/A
`Energy- N/A
`Built From- Missile Turret
`Requirements- Terran Engineering Bay
`Side notes- A guided, controllable missile useful for harassing enemy mineral lines and providing fire support when traditional artillery isn't available. While it can be taken down by AA fire, its speed makes such unlikely. Ease of deployability and heavy hitting power are its forte.

VigilanteV
04-16-2007, 9:11 PM
name-Chuck Norris
Race-terran
Cost-3 million mins+gas
size-large
health-30000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000
Armor-743285903279
Movement speed-100 mph
ground damage-9999999999999999999999
air damage-8888888888888888888.2
Energy-NA
built from-barracks

Mr.Bad
04-16-2007, 9:16 PM
Um...No

Nice try, but this is supposed to be serious Seigemaster

hmmm
04-16-2007, 11:57 PM
there should be units that can fly and walk. like a hydralisk with wings. like on land it has more health than flying but better attack while flying

kozmokilla
04-17-2007, 9:47 AM
Okay Flyling
Race: Zerg
health: 70
Armor: 1
Abilities: Instead of walking it jumps, if u plan the jump carefully u could get over a river. But if u dont plan u will fall into water and die.
attack: 10
cost: 100 minerals for 2.
Requires: Infested command center, and a hydralisk den.

Ktan
04-17-2007, 1:28 PM
See, that's a more interesting idea, because it has some tactical scope. It needs polish, but it would certainly fit into the swarm. It sounds very 'Zergy.'

VigilanteV
04-17-2007, 6:42 PM
Heres a nice unit i would love to have on island maps.
Name:Sub-transport
Race:terran
HP:200
Able to transport a group of rine, bats, goliaths, ect.. to other islands. Able to go below water and be un detected by non-detecor units. Also has the ablity to fire off cruse missles (making more worth your minerals) only limmited to three and they can be shot down by turrets.
minerals:200 mins+150 gas
Air attack:15
Missle attack:200
Ground attack:NA
needs:a factory placed by water+armory

Name:Hell fire tank.
Race:terran
HP:250
armor:3
it is basically a moving gun base. Has missles for anti-air, shells for tanks and machine guns for infintry. Draw back to have this power is it's slow and expensive.
cost: 300 minerals+200 gas
Air attack:20
ground(shells):25
ground(machine gun):12
it might be a little over powered but it is a small step up from a siege tank, which is weak in the game.

Borgorb
04-17-2007, 8:42 PM
name: terran rocket launcher
mobile missle turret basicly but dosent hav detector status and fires millses in bursts of 6 dealing 25 dammage (+1 for each upgrade) each in valkerie like splash dammage but takes 10 seconds to reload between shots can fire countermeasures up to 3 times it fires 20 1 hp areial mines that must be attacked before any allied air unit can be attacked
hp: 200
move speed: tank
amour: 2
cost: minerals: 200 gas: 150
countermeasure research: 200 minerals 200 gas

plz dont double post pplz it is bad

VigilanteV
04-17-2007, 10:01 PM
the only image i get is a missle turret with legs....

and the 20 air mines wouldn't be much of a threat unless they where cloaked.

good idea none the less

hmmm
04-17-2007, 10:33 PM
im not sure of the name but on the ground its a hunter killeresh type of thing (different appearence of course) and it has the ability to fold or use its wings and in the air its is like a mutalisk but a more powerful attack. im not sure of the name of cost or damage and i was wondering if you vould help me out.

kozmokilla
04-18-2007, 12:20 AM
Infested Firebat
Built in: infested command center
Attack: 50
Health: 90
Cost: 100 minerals
Does:This unit can suicide and attack, so if u dont make sure to click 'disable suicide' itll suicide with an attck of: 100.

hmmm
04-18-2007, 12:37 AM
Infested Firebat
Built in: infested command center
Attack: 50
Health: 90
Cost: 100 minerals
Does:This unit can suicide and attack, so if u dont make sure to click 'disable suicide' itll suicide with an attck of: 100.
good unit but the attack is too strong.

VigilanteV
04-18-2007, 3:22 PM
this is an idea i thought of while recycling a bottle.

To have a unit with that can go out a take the destroyed parts of an oppents mechanical units and take them to some sort of factory that would make them into mineral+gas. The zerg could just drag off other dead zerg of infintry.

Would make players think twice about sending units in to a base that you know nothing about. Why give your oppenent minerals that will help them.

The units that are destroyed would have to stay longer and not vanish

Borgorb
04-18-2007, 5:02 PM
i played a game where you could do that and u had gathers that collected the scrap of the dead things i think it was called 'outlive'

anyways the rocket launcher has treads in my first ideas but legs could be cool say 6?

o ya the poin of the air mines are that they are a temporary wall against attacks from the enemy good 4 blocking scourge even if you move through them they will have to attack them the point is to place them over your forces to creat a distraction while ur bcs or wraiths get the first lethal shots in (note dont use against valkeries or corsairs, mutas mabe)

aswell change the reload time to 5 seconds

VigilanteV
04-18-2007, 6:29 PM
outlive you say...hmm...i'll have to search for that.

How about a laser mine wall.

It would be a wall that you can make that will cut off any major choke points with a string of floating mines that have a laser beam connecting them.(also they are cloaked)

When the beam is broken the mines converg on the spot and detenate. you could make any entire web of them.(terran)

Or a magnetic mine that will stick to a unit until you detenate it(like having parasite but you can blow it up when it is near other units)

it would have to have slash damage.

hmmm
04-18-2007, 10:21 PM
name beast
built ????
attack 65
health 600
cost 400 minerals 400 gas
armor 2 3 ugrades each 1
ability able to burrow underground and pop up doind splash damage to affected area, also when above ground it can spit venom at enemies, flying and ground. and ill continue.

wat do you think?

VigilanteV
04-19-2007, 2:48 PM
a little overpowered i think. 600 health and can just pop up any where with out being detected?

You could make 5 of them and shread any amount of units, that aren't BC's or carriers, apart with 65 attack

hmmm
04-19-2007, 9:58 PM
well it couldnt pop out of nowhere, itd have to be a visible area, the more distance the more mana, i guess youd have to lower the health to around 250. and lower the attack to possibly 40 or so

SolidSamurai
04-20-2007, 1:06 AM
name-Chuck Norris
Race-terran
Cost-3 million mins+gas
size-large
health-30000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000
Armor-743285903279
Movement speed-100 mph
ground damage-9999999999999999999999
air damage-8888888888888888888.2
Energy-NA
built from-barracks

Chances are Chuck Norris'll just avoid your clicky tendencies to control him, considering he's too good for you. Chances are he'll cave your skull in with his chin'o'death or inflict death by agony from his beard'o'pain.

Sorry folks. I've lost my humory abilities.

kozmokilla
04-21-2007, 4:33 AM
Zerg Explorer
Health: 10
Attack: 0
Built in: Hatchery
Requires: Hydralisk Den
Does: It sneaks around and plants zerg markers, which make so that the player who owns the explorer can always see the spot, however keep it out of battle for it is quite weak.
Cost: 60

Zerg Flylisk
The evolved flyling, can jump farther and is tougher, however you still need to plan your jumps...
Health: 200
Armor: 2
Attack: 40
Cost: 350 gas, 50 minerals.

Zerg Hydralisk Defense
Health: 200
Armor: 2
Attack: 25
To make: Morph 10 hydralisks.
Requires: HYDRA MORPH (upgrade) made in hydralisk den.

Zerg Hydraling
The more evolved zergling.
Health: 60
Attack: 7
Speed: Fast as ghost.
Cost: 40 gas (2 for one supply)

Zerg Megalisk
A mix of hydralisk and ultralisk.
Health: 600
Attack: 50
Armor: 5
Cost: 1000 minerals.
Requires: Hydralisk Den, Ultralisk cavern, Hive

Zerg Kanklisk
Like the hydralisk the mgalisk can morph to two different creatures, this is one.
Health: 1000
Attack: 25
Armor: 2
Cost: 400 gas.

Zerg Makarlisk
The other thing a megalisk can morph to, except this one can morph too.
Health: 500
Attack: 10
Armor: 2
Cost: 100 gas.

Zerg Luizalisk
The makarlisk can morph into this.
Health: 8000
Attack: 100
Armor: 0
Cost: 2000 minerals 200 gas

Zerg Kilisk
The makarlisk can morph into this.
Health: 1000
Armor: 3
Attack: 1
Speed: Very Very fast, 2X as fast as vulture.
Good for: Hordes of em attack base!!!
Cos: 1000 gas

DarkMirror
04-21-2007, 9:02 AM
The only real problem with your units is the names are just plain messed up and they dont pose must stratagetic use.

kozmokilla
04-21-2007, 9:35 AM
Zerg Kickling
Is very fast, and is known to kick units into water which makes them die immedietly.
Health: 30
Cost: 100 gas
Attack: (kick)

DarkMirror
04-21-2007, 9:50 AM
Thats gay. Its only attack is kicking. Realy, make units that have depth.

kozmokilla
04-21-2007, 9:53 AM
Yes but actually it jumps into the units and while it in the air it kicks em then they fall into water and drown.

DarkMirror
04-21-2007, 10:00 AM
.......

BlackDefiler
04-21-2007, 10:30 AM
How about some spy unit, that hasn't got an attack, but can create a hallucination of some sort, making it look like a doodad for a limited time. Until its energy runs out or stg. Detectors wouldn't be able to unmask it, but it would remain targetable for the enemy, so he eighter has to know the map very well, or be lucky to spot the single tree out of the forest that can be targeted. Of course enemy units wouldn't start firing at it automaticly.

VigilanteV
04-21-2007, 12:27 PM
Name:Cave worm
Race: zerg
health: 170
Attack: 30(normal and above ground) instant kill (below ground.)
You burrow this unit any where on the map(most likly at your enemies enterance.) When a unit steps on it( any units that are close pack will get killed too), the cave worm with shoot up and eat the unit. Best in groups of 4-6.
cost:200 minerals+100 gas
built: hive (needs worm cave)

Name: Engeneer.
Race:terran.
Health: 20
Attack:0
This unit has the ablity to take over an enemy building. (needs drug dose upgrade to take over zerg buildings.
Cost:100 min+30 gas
built from:barracks

Name:Chemical bomb
Health:NA
Attack:NA
this is just a new choice instead of a nuke. Launches, and when i explodes, a green mist goes out and causes zerg units to start attacking each other, protoss units will go insane and wil be unable to be controlled for the rest of the game, and teeran units will become sick and run trough out the base infecting other units and eventualy die(non infect terrans will target the infected ones)
cost:100 minerals+700 gas

MrPwnt
04-21-2007, 2:48 PM
Cave worm... Hmm, kinda looks like an upped version of a lurker. I'd go for something like, comes up doing a good amount of damage (Something like 60, kinda like a tank hit) And some splash damage since he's literally shooting out of the ground, sending rocks and such flying... It's attack is a bit high. I suggest you make it's movement highly sluggish as a nerf from it being strong and sneak.. attackive

VigilanteV
04-21-2007, 3:32 PM
yeah i guess the insta-death is a bit much...your idea is good.

here are some more:
Name:Ari Strike
Race:terran
Health:200
Attack:100 to buildings 20 to units.
It's basical a B-52 bomber that is more futureristic. Drops its payload then flys back to your base.(needs to have its bomb built, kind of like a reaver.)
cost-200 minerals 75 gas(15 minerals for bombs)

Borgorb
04-21-2007, 6:47 PM
they need to add destructible terrain into sc2 and certain units could attack ground like seige tanks which could help with killing burrowed units and cloaked units eg ghosts and wen they hit they can create small cratersin the ground

a unit made 4 this would be the bomber siegemaster was talking about

VigilanteV
04-21-2007, 7:19 PM
You could use the bomber for that but i would want it to have a fire bomb up, so you could line them into a formation and create a wall of fire that nothing would want to pass through, but the trenches made from the bombs would be just a cool

kozmokilla
04-22-2007, 1:54 AM
What about a giant unit like the one core had from Total anihlation?

Or a Ice Archon, it has the same health as Dark Archon, however it can de mindcontrol, for 1 energy (only worx on mind controled units.)
I used a dark archon pic and inverted colors for it.

Ktan
04-22-2007, 10:16 AM
That would be useless in anything but PvP though. :(

DarkMirror
04-22-2007, 1:57 PM
Also, The name Ice Archon dosnt make any sense.
Now, a Ancient archon...
Name: Ancient Archon
Race: Protoss
HP: 20
Shields: 250
Attack: Ancient Grasp, melee
Damage: 10
Energy: 200(extra 50 with upgrade)
Spells: Great Vision: Like Comsat Station. Ancient Infusion: Extra damage and armor for limited time. Undo: Undos the past 60 seconds of the game. Kills the Ancient Archon.

VigilanteV
04-22-2007, 3:32 PM
yeah...undo the last 60 secs?
you would just be playing in a ffa when BAM your missing some buildings and units...
Or some one would mass them and they would just "undo" every time you broke there defence.

over all it would f*ck with muliplayer and single player

Borgorb
04-22-2007, 3:36 PM
na that last ability would cause some massive lag bcaus it requires the game to literaly turn bac time
also pplz would lose units and suddenly ravaged bases are safe again, wat do u do if in the last minute som1 left the game?
1 mor thing: how u get it?

DarkMirror
04-22-2007, 3:36 PM
So? Its cool. It would maybe take time, like the merging itself. A huge energy pulse could acompany its start, so you know where and when another player starts it. Plus, if you kept doing it, you would never get anything done.

VigilanteV
04-22-2007, 4:50 PM
Name:section grid
Race:terran
Hp:50
Attack:0
this units grid an area with little flag(each with one hp)
cost:100 minerals
upgrade for SCV.

BlackDefiler
04-22-2007, 4:56 PM
Well, if you rolled back time 60 secs, then no matter if your Ancient Archon dies, because you've had it a minute ago anyway. :)

DarkMirror
04-22-2007, 5:14 PM
Except that Ancient archons are not ied into time, so it stays dead.

vIsitor
04-23-2007, 1:33 AM
Ok, I'll take a shot at it. I would not dare to presume to think that my ideas are in any way good, but I suppose I can do no harm by posting them anyway.



Terran Mechanic

Description:
"Although the versatile T-280 SCV is quite capable in its own right, sometimes the situation calls for a professional to make repairs rather than a poorly-trained operator in a clumsy industrial exosuit. These mechanics know the workings of Terran vehicles inside and out, and can make repairs to such ground-support craft in well less than half the time that an SCV can. Although such mechanics are unarmored, unarmed, and somewhat less versatile than their mechanical counterparts, a commander would be wise to consider enlisting a number of these professionals for a mechanized assault."

HP: 30
Energy: 0
Attack: N/A
Armor: 0
Minerals: 25
Vespene: 50
Supply: 1
Built At: Barracks
Requires: Academy, Factory
Abilities:
Repair:
Upgrade: No;Standard
Cast: Yes
Cost: Resources
Description:
"The purpose of a mechanic is, naturally, to repair vehicles, and these are no exception. They can perform this function very quickly, far outpacing the SCV in terms of speed. However, they are very particular about their work, accepting replacement parts of only the highest available quality. Thus, their services are typically much more resource-intensive than SCV botch-jobs."



Overdrive:
Upgrade: Yes
Cast: Yes
Cost: Resources
Upgrade At: Academy
Requires: Barracks, Factory with attached Machine Shop
Description:
"Standard Terran vehicles are designed more for speed-of-construction than field performance. A properly trained mechanic can replace some of the subassemblies with those of higher quality, as well as giving the engine a good tune-up. The vehicle is effectively disabled for the duration of the procedure, which lasts for nearly as long as it took to build the machine in the first place, and the expenses tally about half of what the original vehicle cost. But many commanders find the extra effort well worth it, as the vehicle's performance is permanently increased by about 5%, which gives it a a decisive edge in any engagement."

VigilanteV
04-23-2007, 6:30 AM
so the game would need to remeber the last 60 secs and get rid of the acient??

Nice descrition on the mechanic.

Ktan
04-23-2007, 12:06 PM
I think the Ancient Archon would be more hassle that it's worth to code.

vIsitor, that was a good unit description. Well laid out, it was as if it was written for part of the manual. Good Job :tup:

Mr.Bad
04-23-2007, 9:40 PM
nice description on the mechanic visitor.

vIsitor
04-24-2007, 1:45 AM
Oh, wow, you actually like it? I've never come up with a good unit idea before, and so this I find this sudden praise to be somewhat unexpected.

As for the professional appearance, I felt that so long as I purposed to post a unit design I might as well take the extra time to make it look intelligent. A few [ Indents ] go a long way, and a spell-check goes even farther.

Again, I thank you for the kind words. Perhaps I'll make another design later.

SolidSamurai
04-24-2007, 1:16 PM
I think the Ancient Archon would be more hassle that it's worth to code.

vIsitor, that was a good unit description. Well laid out, it was as if it was written for part of the manual. Good Job :tup:

Read the burning archon and plague archon descriptions, damn yah.

It isn't 'manual' format, though. Just a little unique imo.

Ktan
04-24-2007, 2:36 PM
I was referring more to the lexical choice and use of background as opposed to the exact layout. Also, it informs you about the unit in a manual style way, as opposed to going 'Omg, this unit duz this, and this, and sometime, this!'

It's that style of writing I prefer for unit description, and, IIRC, you use a similar style, which make what is written worth reading an entire website >.<

Borgorb
04-24-2007, 7:11 PM
i think those archons u created solid are a but to complicated
one dies if it dosent move and the other dies when it moves
there a bit to complicated and hey no one id going to constantly move an archon just to keep it alive

VigilanteV
04-24-2007, 7:52 PM
Here are some new capital ships.

Name-Decimator
Race-Terran
Health-700
energy-300
attack(graound)-5+3 per turret.
attack(air)-30+6

This unit has 8 turrets on it. Each turret fire about as fast as a siege tank. The turrets work in together, they can move in a 130 angle(leaving it voleranable in the rear.) This unit has two upgrades. One gives it the ablity to go into multi-fire mode. In this mode it is able to have each turret fire at a single unit(good against smaller units like rines) the turrets firing rate increaces a little. The other is a building destroying canon. This takes up all its energy. This forms a green beam that does 100% damage to buildings(which is 500), 50% to large units, 10% to all other units.

cost-600 minerals+400 gas
supply-8
built-starport+physics lab.

Name-Beam frigate
Race-protoss
health-400 shields 200 health.
attack-30+6 and 2+3 per fighter

This unit is basicaly an advanced form of the carrier, but has it's own attack. The ship hold 8 fighters, that only attack ground and air(you can choose between wether you want all air fighters or all ground fighters or even a combo of them both), while the Frigate itself only attacks air. The fighters fire twice as they move by an enemy, making up for its low attack.

supply-8
cost-400 minerals+600 gas

Name:Palgalisk
Race-zerg
(ground unit)
health-450
attack-25 ground and air
energy-55
this unit is an evelution of the ultra-lisk. In the mutation the ultra grows a spine shooter on it's back and wings(this gives it the limited ablity to fly for a short time. Only a few seconds at the most, it's more of a jump I guess. This takes up energy(25 to begin and takes up 10 a second)

cost-300 minerals+100 gas
supply-+2

BlackDefiler
04-25-2007, 4:34 AM
Decimator (I guess this is the name you had in mind)

The idea is not bad, but the air attack is a bit too strong. (Unless it has only one air attack turret and fires about as fast as a tank or BC) The abilities seem ok, althought the damage of the building destroy cannon sounds like something called a nuke, but since it needs all 300 energy plus it olny does 50 damage to small units, it could even stay balanced. One problem is, it would turn out to be like a BC on steroids. (Building destroy cannon ==> Yamato gun)

Beam Frigate

Advanced from the carrier? It actually has less hp the the carrier, Plus the fighters do less damage plus you have to divide them into two groops so you can attack both air and ground. The single extra it has is the air attack.

Algalisk? (Ok I know it was meant to be a joke... Right?:shiftyl: )

Air attack would make it too strong. Wings and flying? Thats simply stupid. How the hell would that look?

Borgorb
04-25-2007, 3:43 PM
Hey wat did tassadar us to incinreate all the zerg occupied planets?
im sure it wasnt just a carrier
heres wat it could be
name-voyager
hp-500
psi-250
energy-250
cost-600mins 500gas
supply-12
attack-land and air is same a sweeping beam across the unit or ground and can hit multiple targers in one sweep
dammage-60(+3 each air upgrade)
abilities- incinerator beam, focuses all the occupants in the ships psi to create one massive beam to strice the ground and cause it to burn, attack raddius, nuke, dammage-250 energy-200
upgrades- plasma shielding lv 1 2 3, air attack lv 1 2 3, air armour lv 1 2 3,incinerator beam at arbiter tribunal, one mind (increases energy from 200 to 250)

VigilanteV
04-25-2007, 4:19 PM
yeah...i guess the attack on the Beam Frigate is a bit low..

and yes..the algalisk was a dumb name but i couldn't think of any thing.
plus the air attack is very slow...and get rid of the flying

New stats for the Beam Frigate

Health:500 shield + 300 health
Attack: Fighters= 8+4

and i forgot to name the building destroying cannon
how about "Fusion beam"

SolidSamurai
04-25-2007, 5:25 PM
i think those archons u created solid are a but to complicated
one dies if it dosent move and the other dies when it moves
there a bit to complicated and hey no one id going to constantly move an archon just to keep it alive

I don't think yah bothered to read on the immense capability both archons have. Anyway, it is worth it to keep these things alive. At least for a guy who's been playing the game for awhile. Take out an entire turret line that's screwing you over and preventing what you wanted to do (in order to say... win?): yes please. This essentially opens up far more in the way of micro strategies.

Especially considering the BA has to be kept moving in order to incinerate every little infantry unit the enemy throws at you in a matter of seconds. I think that's worth it. Finally, APM bastards'll have a bit of an advantage over professionally wise players. At least 'toss ones will.

crystal679
04-26-2007, 12:27 PM
Terran Grenader (Attacks Ground only)(Ground Unit, Biological, small)
HP:50.SP:0.EP:0.Armour:1.Sight:6.Range:8(A3/Datedit type range).
Dmg:20.Cooldown:35.Weapon Type:Explosive.Weapon Abilities:Ground Splash.
Splash Radius:10,20,30(Line).Weapon Name:Flechette Grenade.
Weapon Graphics: Grenade w/ small explosion. Time: 30. Cost: 75m/50v.
Weapon Upgrade:Infantry Weapons(+2).Armour Upgrade:Infantry Armour.
Special Ability:none.

Terran Rifleman (Attacks both ground and air.)(Ground unit, Biological, small.)
HP:60.SP:0.EP:0.Armour:1.Sight:7.Range:10(A3/DatEdit)
Dmg:12.Cooldown:26.Weapon Type:Normal. Weapon Ability:none.
Splash Radius:none.Weapon Name:Laser Rifle. Weapon Graphics: Burst Laser like beam. Time:30. Cost:65m. Weapon Upgrade:Infantry Weapons(+1) Armour Upgrade:Infantry Armour. Special Ability: None

Ktan
04-27-2007, 11:51 AM
Haha, I spot a number cruncher :P

Grenadier is a good idea, but the Rifleman may be somewhat redundant, since the Marine is your bog standard Private and Ghosts fill the sniping niche.

I'd like to see the Grenadier in a mod, actually, I recognise the Flechette Grenade from the tables in Arsenal.

hmmm
04-27-2007, 10:00 PM
i just got a real cool idea! :Dlike when you infest a terran command center not only would you be able to create infested terrans but also infested drones!!! then you could make other infested buildings. I would probably limit it to only biological units like the marine or firebat or ghost or something but i just thought it would be a really cool idea. it would kind of be like the dark archons mind control but you dont have the whole race.

VigilanteV
04-27-2007, 10:18 PM
Name:Sonic Tank
Race:terran
HP:110
Attack:50
Firing speed:1 shot per 2 seconds
This unit fires a sonic plus that will vibrate a unit to the piont that it damages it. The strong attack comes at a price though. This unit, along with having a small HP for a high level unit, is a danger to any units infront of it. If a unit of your own team is placed infront of the Sonic Tanks fire, it will be damaged as well. The sonic pulse will weaken 3 points after every unit it passes through. This sonic pulse will travel a great distance if it doesn't hit anything.
Cost:250 minerals+100 gas
Supply:2
Built from: Factory, also needs an armory and sonic lab annex for the science lab.

hmmm
04-28-2007, 12:28 PM
wat if zerglings could attach itself to a unit and keep attacking? it would require the other plyer to get additional soldiers to kill it. it could do the same to vehicles but not structures. the unit it attaches it self to cannot attack it. is it a good idea or not?

Mr.Bad
04-28-2007, 1:21 PM
that would be interesting, but it would have to be a seperate upgrade. Also, it shouldn't apply to small units like a marine, only something like a tank.

SolidSamurai
04-28-2007, 5:22 PM
I think the whole zergling-attach thing would be a little useless as a feasible strategy.

In WoS however, this seems alot more suiting. Although the player could probably fend off the 'ling with his boots, a knife, or whichever else comes his way.
'Lings can also scale buildings. >_>

VigilanteV
04-28-2007, 8:25 PM
Elite
After a certain amount of kills a unit will be come an elite unit(higher hp and attack) smaller units would have to only get 3-5 kills, )increase of 2 attack and 10 hp) medium would need 10-12 kills,(increase of 5 attack and 20 hp), and large units(like BC and Carriers) would need 18-20 kills.(increase of 10 attack and 40 hp)

crystal679
04-29-2007, 5:57 PM
Elite
After a certain amount of kills a unit will be come an elite unit(higher hp and attack) smaller units would have to only get 3-5 kills, )increase of 2 attack and 10 hp) medium would need 10-12 kills,(increase of 5 attack and 20 hp), and large units(like BC and Carriers) would need 18-20 kills.(increase of 10 attack and 40 hp)

... This has been proposed a great many number of times... Probably in the very first sc2 concept thread...

VigilanteV
04-29-2007, 5:58 PM
once more doesn't hurt?

Borgorb
04-30-2007, 12:40 AM
thats cheep bcaus u can u can just build sum rines and kill them to get elites
or just build lings or zlots or scourge or any cheap unit to kill off and u get stronger units

VigilanteV
05-01-2007, 9:09 PM
good piont....

Tenebrae
05-01-2007, 11:47 PM
Creepling:

Race: Zerg
Strain: Mutalisk Hybrid
Attack: Air: Melee bite Ground: Projectile Tail barbs

The relatively weak bodied Creepling isn't much to look at, simply appearing to be a grotesque sack of flesh with a fang filled maw and stubby tail, kept aloft by two grosly oversized wings. It's attacks are fairly weak rendering these horrors almost useless in a fight...but that's not what they were designed for.

When desired, the Creepling will dive to the ground with such force that it's body ruptures expelling it's insides...which then in turn caccoon the damaged husk. The Creepling then undergoes a metamorphosis that turns it into an organ much akin to the Zerg Creep Colony. Though providing no added supply to the forces the Creepling will produce creep that it vomits forth around it's body thus allowing a suitable location for the Zerg to build the other structures needed to produce a hive cluster. The Creepling also gains an attack akin to a Sunken Colony, using it's tongue to lash at it's prey.

When finished with it's task the Creepling can then tear itself free from it's stationary husk in order to become airborn once again.

Tenebrae
05-03-2007, 5:28 PM
I miss something?

VigilanteV
05-03-2007, 8:21 PM
yes..
name:Sniper ghost
health:30
attack:50(to small units+medium organic)10 to medium+larger units
This unit this unit by far has the highest sight. In normal mode this unit is un able to attack, but when put into sniper mode the unit gains a 20 by 3 sight that sweeps slowly back in forth at a 45 degree angle. This unit also has an upgrade that allows the unit to fire an anti armor round at large units, and do 50 damage.

Upgrade:Anti armor rounds. cost:150 minerals+150 gas
unit cost:100 minerals+50 gas
requires:barraks+engeneering bay+covert ops lab

Thedutchjelle
05-04-2007, 1:38 PM
Isn't 50 damage incredible amount for infantry units? A bunch of those ghosts would be near unstoppable.

VigilanteV
05-04-2007, 4:37 PM
hmm...yeah
but they would have a very slow reload rate maybe bring it down to 30 or so

Borgorb
05-04-2007, 4:49 PM
give fbats the abilitie to cast napalm 3 times and makes an area burn for 20 seconds and causes 20 dammage a second only to ground units (good for killing hatchery/lair/hive)

SolidSamurai
05-05-2007, 7:51 PM
Unfortunately, that destroys the purpose of flamethrowers.

Instead, have an airborne super-napalm bomber unit.

It's purpose in the terran military would essentially go along with insuring the utmost demise of the enemy, while not tearing up the entire battlefield with a nuke or pinch of antimatter.

It better be damn hard to drop a bomb on a hive and screw over the zerg though (then again, any decent zerg player prides themselves in constant expansionism).

'Super napalm' should only work on biological units for that reason. As for mechanized units, they should merely catch fire without suffering damage and burn any biological units nearby. Eventually, a mechanized unit or building would extinguish itself. The futuristic heat resistant armor of all mechanized units prevents them from melting. The only infantry units exempt from getting burned by 'super napalm', would be the firebats, hydronaughts (hydronaughts can extinguish flames with their ice), and possibly the burning archons. Any self-sufficient pool of flame can allow the burning archon to replenish its health (another reason why BA's could work where speed-enhanced zealots, DTs, and even plain archons