So, well, the dust has kind of settled. We've seen the end of the most confusing 'love story' arc of all time, the end of the Hybrid menace, as well as the end of Amon and most of the Hybrids. Most, because not all will have died with merely the battle for Aiur or the destruction of Revanscar, but they'll be in often critical numbers and still using Moebius remnants for their purpose. Kind of like a crippled Burning Legion after WoL. And while they definitely warranted more units than a spellcaster or a flying one, even some sort-of structures, this is now irrelevant.
What is relevant is that there was some absence that, in a sense, would warrant even a covert visit - With so many things happening (Kerrigan's downfall and return, the fall of Korhal and the appearance of the Hybrid menace), it'd be logical that the UED would send their own forces to either forcingly take control or manipulate events through a very influential person (Like an OC character mine for this situation, extremely inspired on the WH40k Librarians). And, now with a stronger engine, the capacity to import custom models and even data, they'd have units of their own, as well as a few buildings. Still, because Blizzard wanted and things would get a bit confusing, they didn't show up even with EVERYTHING happening in the K-Sector.
But, well, we can at least imagine a little bit how their units would be, from appearance, to design, as well as actual gameplay function. While many could argue it just could be another Koprulu Terran faction, we must remember that the UED mostly used the local colonial forces as their backbone, when back at home they had 'bigger, better guns'. I wanna talk about these bigger guns, ships, structures and such, as well as some designs of their own. I did a bit of a brainstorming of my own, relating this, and how they'd work in a logical way.
- Obviously they'd make use of Terran mechanics like transformation and Lift-Off to their maximum, applying it even to structures of their own. These structures would virtually turn into medium/large capital ships, though with lighter defense and less weapons to compensante for the production capabilities when deployed at ground. However, they would also carry a small amount of supplies per such structure, meaning less stationary supply depots on the ground.
- The UED would need something akin to the advanced tech of the Protoss, particularly warp tech. However, unlike Moebius, whom powers teleporting machines with stolen Pylons, the UED can't directly warp-in forces into the field, yet. This would mean that they would need teleporter structures connected to either orbiting capital ships, which house existing forces, that can also connect like Zerg Nydus Worms, from a base to another. While their structures usually aren't as dependant on power as Protoss structures are, they can still build Power Generators which'd boost production speed by approx. 10%, though these can't overlap. If there were shielding technology, it wouldn't be as durable or as easy to recharge as Protoss shields, and would constantly depend on a large battery which is inevitably stationary, not allowing shield recharging units as well.
- Besides the Protoss, the UED would also need to be on par with the Zerg and their multiplying abilities. While this is still viable with cloning facilities or experimental military-only nano-assemblers, these would be very large and very expensive structures (About +100 above CC cost), and like the supposed shield batteries, would be stationary and incapable of transforming. Alternatively, their infantry and smaller vehicles would be capable of deploying into durable cocoon-like shields when in extreme danger. These cocoons prevent them from attacking or moving, but would restore a bit of health. However, it'd be a long cooldown and, unlike Hatchery Zerg eggs, would be resistant but easy to crack under concentrated heavy firepower.
Obviously, like the Hybrids, this wouldn't do so well, with three races virtually polarizing balance. But it'd be worth a try, if further worked. Here, I talked about the comparisons to the three Koprulu races and how the UED could capitalize on this, but we can talk about it's own characteristics as well:
- Workers with specific roles - While the UED units can and should be able to do multiple things at once as Terran infantry does, the UED also believes that total dedication to a singular role/combat preference ensures total efficiency. This is totally demonstrated by their *two* worker units, a miner and a constructor - Because the Terran SCV and other workers have multiple functions, their efficiency is not as optimal as they could've been. While this separation would be unnecessary, this ensures maximum efficiency, allowing both UED worker units to mine more minerals and build faster than other races' workers.
- Units with multiple functions - While the Workers truly are relegated to specific functions, most UED units are capable of handling multiple combat situations, from both ranged and melee combat, as well as both air and ground fights for some vehicles. The UED Marauder of sorts can fight off heavier forces, but should he be surrounded by say, a pack of Zerglings, he could fire flamethrowers, without needing to transform like Terran Hellions/Hellbats need to. Alternatively, the UED assault mech can battle units on the ground and air at the same time (AKA, the WoL campaign Goliath upgrade). However, some units can transform, but rather for a matter of mobility versus firepower.
- Interchangeable defense - Remember in the SC2 alpha, where Photon Cannons could transition and then this was changed to Zerg defenses? Or when the Sensor Tower could transform in a Radar Tower? So, this concept is taken to the UED defenses, at least the most basic ones. You could still build artillery cannons and anti-BC guns but these couldn't change. The only two ones I can think of is the basic AA, which can turn into a machine gun/light laser to counter worker harass on the ground, as well as a Bunker than can lift off and be mobile (Not new, this was already used in Atrox), though units inside can't attack neither unload.
- Tac warfare without needing Ghosts - While the UED can use spotters for the missiles, this is more for a faster Nuke launch and detonation. The UED, on the other hand, need only a visible terrain to launch their missile without a Ghost-ish unit around to spot it, but it'd take much more longer, meaning there's time for an emergency mobile force to move in and kill the Nuke structure before it lands. If the structure or the Ghost are killed, the nuke is off, normally.
This is normally what I'd envision, a bit. I'm still to think a bit more on the units, particularly the advanced ones, but you can post some ideas as well. That's what's brainstorming is for, right?
I suggest Dominion is Murica and DTU is Putin, k, and i think too that There are some hybrids scattered across the galaxy, Maybe Also some Moebius scum, and what about the massive zerg presence outside the Koprulu sector that Blizzard talked about on the lore Q&A from Blizzcon 2015?
If I had more time, I'd brainstorm more, but I've been really busy lately.
Anywho, random inspired idea. Thinking to balance out the workers concept you provided here. Perhaps workers cost 50 minerals as usual and you get 2 different units out of it. One is a 40 hp standard worker without the ability to build, fight, or repair. The second unit is a hovering drone which has 20 hp, faster move speed, deals 6 damage at an attack rate of 1.8 at a range of 4, and provides the utilities of construction and repairs. I think this works out in a close enough to balanced fashion for a near terran race while also being different and interesting. Was thinking the drones would take 0 supply while the workers still take the 1 supply.
My final analytical thoughts on why I decided on these numbers and this idea in general. A problem with changing the cost of workers or cutting out a function from workers is then it's not fair compared to the other races as the other races aren't that unique in how their workers function and there are some pretty technical reasons for that. This was why I combined the two units together into one thing that you buy. One last thing I'd like to point out (kind of taking a dump on your workers are specialized and are statistically better than other workers idea) is making each unit be separate and equal to their own cost (50 minerals) in value, I think, would also cause an upset in balance. This is mostly along the lines of if I spend 200 minerals on workers and a zerg player spends 200 minerals on workers, my UED workers technically mine better than theirs so my investment is greater. This could be sort of resolved by making the builder a stronger military unit and just bump up its cost so it would even out the overall costs vs other races to have equal mining power and equal building power, though it runs into another wall. If the builder cost too much, then the UED faction would have the weakest early macro game compared to any race. Anyway, rant over, I think it's a complicated situation if you wanted to find something close to balanced (enough for a campaign).
My final thought, the supply counts, is actually equally important of a concept, imo, because having the supply counts equally split (zerglings) would end up being a problem in the end because you can't completely control how many of each one you can have (you can't choose, you always get both). I think the drone fits more of the (I'm a bonus unit) role, that's why it's the one that costs 0. It's a simple solution to the problem I just mentioned and I think it would work out.
I hope I'm making sense here. Final note, this is more of a campaign design and would need a lot of testing to ever hit the point where it's melee viable.
So, well, the dust has kind of settled. We've seen the end of the most confusing 'love story' arc of all time, the end of the Hybrid menace, as well as the end of Amon and most of the Hybrids. Most, because not all will have died with merely the battle for Aiur or the destruction of Revanscar, but they'll be in often critical numbers and still using Moebius remnants for their purpose. Kind of like a crippled Burning Legion after WoL. And while they definitely warranted more units than a spellcaster or a flying one, even some sort-of structures, this is now irrelevant.
What is relevant is that there was some absence that, in a sense, would warrant even a covert visit - With so many things happening (Kerrigan's downfall and return, the fall of Korhal and the appearance of the Hybrid menace), it'd be logical that the UED would send their own forces to either forcingly take control or manipulate events through a very influential person (Like an OC character mine for this situation, extremely inspired on the WH40k Librarians). And, now with a stronger engine, the capacity to import custom models and even data, they'd have units of their own, as well as a few buildings. Still, because Blizzard wanted and things would get a bit confusing, they didn't show up even with EVERYTHING happening in the K-Sector.
But, well, we can at least imagine a little bit how their units would be, from appearance, to design, as well as actual gameplay function. While many could argue it just could be another Koprulu Terran faction, we must remember that the UED mostly used the local colonial forces as their backbone, when back at home they had 'bigger, better guns'. I wanna talk about these bigger guns, ships, structures and such, as well as some designs of their own. I did a bit of a brainstorming of my own, relating this, and how they'd work in a logical way.
- Obviously they'd make use of Terran mechanics like transformation and Lift-Off to their maximum, applying it even to structures of their own. These structures would virtually turn into medium/large capital ships, though with lighter defense and less weapons to compensante for the production capabilities when deployed at ground. However, they would also carry a small amount of supplies per such structure, meaning less stationary supply depots on the ground.
- The UED would need something akin to the advanced tech of the Protoss, particularly warp tech. However, unlike Moebius, whom powers teleporting machines with stolen Pylons, the UED can't directly warp-in forces into the field, yet. This would mean that they would need teleporter structures connected to either orbiting capital ships, which house existing forces, that can also connect like Zerg Nydus Worms, from a base to another. While their structures usually aren't as dependant on power as Protoss structures are, they can still build Power Generators which'd boost production speed by approx. 10%, though these can't overlap. If there were shielding technology, it wouldn't be as durable or as easy to recharge as Protoss shields, and would constantly depend on a large battery which is inevitably stationary, not allowing shield recharging units as well.
- Besides the Protoss, the UED would also need to be on par with the Zerg and their multiplying abilities. While this is still viable with cloning facilities or experimental military-only nano-assemblers, these would be very large and very expensive structures (About +100 above CC cost), and like the supposed shield batteries, would be stationary and incapable of transforming. Alternatively, their infantry and smaller vehicles would be capable of deploying into durable cocoon-like shields when in extreme danger. These cocoons prevent them from attacking or moving, but would restore a bit of health. However, it'd be a long cooldown and, unlike Hatchery Zerg eggs, would be resistant but easy to crack under concentrated heavy firepower.
Obviously, like the Hybrids, this wouldn't do so well, with three races virtually polarizing balance. But it'd be worth a try, if further worked. Here, I talked about the comparisons to the three Koprulu races and how the UED could capitalize on this, but we can talk about it's own characteristics as well:
- Workers with specific roles - While the UED units can and should be able to do multiple things at once as Terran infantry does, the UED also believes that total dedication to a singular role/combat preference ensures total efficiency. This is totally demonstrated by their *two* worker units, a miner and a constructor - Because the Terran SCV and other workers have multiple functions, their efficiency is not as optimal as they could've been. While this separation would be unnecessary, this ensures maximum efficiency, allowing both UED worker units to mine more minerals and build faster than other races' workers.
- Units with multiple functions - While the Workers truly are relegated to specific functions, most UED units are capable of handling multiple combat situations, from both ranged and melee combat, as well as both air and ground fights for some vehicles. The UED Marauder of sorts can fight off heavier forces, but should he be surrounded by say, a pack of Zerglings, he could fire flamethrowers, without needing to transform like Terran Hellions/Hellbats need to. Alternatively, the UED assault mech can battle units on the ground and air at the same time (AKA, the WoL campaign Goliath upgrade). However, some units can transform, but rather for a matter of mobility versus firepower.
- Interchangeable defense - Remember in the SC2 alpha, where Photon Cannons could transition and then this was changed to Zerg defenses? Or when the Sensor Tower could transform in a Radar Tower? So, this concept is taken to the UED defenses, at least the most basic ones. You could still build artillery cannons and anti-BC guns but these couldn't change. The only two ones I can think of is the basic AA, which can turn into a machine gun/light laser to counter worker harass on the ground, as well as a Bunker than can lift off and be mobile (Not new, this was already used in Atrox), though units inside can't attack neither unload.
- Tac warfare without needing Ghosts - While the UED can use spotters for the missiles, this is more for a faster Nuke launch and detonation. The UED, on the other hand, need only a visible terrain to launch their missile without a Ghost-ish unit around to spot it, but it'd take much more longer, meaning there's time for an emergency mobile force to move in and kill the Nuke structure before it lands. If the structure or the Ghost are killed, the nuke is off, normally.
This is normally what I'd envision, a bit. I'm still to think a bit more on the units, particularly the advanced ones, but you can post some ideas as well. That's what's brainstorming is for, right?
I suggest Dominion is Murica and DTU is Putin, k, and i think too that There are some hybrids scattered across the galaxy, Maybe Also some Moebius scum, and what about the massive zerg presence outside the Koprulu sector that Blizzard talked about on the lore Q&A from Blizzcon 2015?
If I had more time, I'd brainstorm more, but I've been really busy lately.
Anywho, random inspired idea. Thinking to balance out the workers concept you provided here. Perhaps workers cost 50 minerals as usual and you get 2 different units out of it. One is a 40 hp standard worker without the ability to build, fight, or repair. The second unit is a hovering drone which has 20 hp, faster move speed, deals 6 damage at an attack rate of 1.8 at a range of 4, and provides the utilities of construction and repairs. I think this works out in a close enough to balanced fashion for a near terran race while also being different and interesting. Was thinking the drones would take 0 supply while the workers still take the 1 supply.
My final analytical thoughts on why I decided on these numbers and this idea in general. A problem with changing the cost of workers or cutting out a function from workers is then it's not fair compared to the other races as the other races aren't that unique in how their workers function and there are some pretty technical reasons for that. This was why I combined the two units together into one thing that you buy. One last thing I'd like to point out (kind of taking a dump on your workers are specialized and are statistically better than other workers idea) is making each unit be separate and equal to their own cost (50 minerals) in value, I think, would also cause an upset in balance. This is mostly along the lines of if I spend 200 minerals on workers and a zerg player spends 200 minerals on workers, my UED workers technically mine better than theirs so my investment is greater. This could be sort of resolved by making the builder a stronger military unit and just bump up its cost so it would even out the overall costs vs other races to have equal mining power and equal building power, though it runs into another wall. If the builder cost too much, then the UED faction would have the weakest early macro game compared to any race. Anyway, rant over, I think it's a complicated situation if you wanted to find something close to balanced (enough for a campaign).
My final thought, the supply counts, is actually equally important of a concept, imo, because having the supply counts equally split (zerglings) would end up being a problem in the end because you can't completely control how many of each one you can have (you can't choose, you always get both). I think the drone fits more of the (I'm a bonus unit) role, that's why it's the one that costs 0. It's a simple solution to the problem I just mentioned and I think it would work out.
I hope I'm making sense here. Final note, this is more of a campaign design and would need a lot of testing to ever hit the point where it's melee viable.
This was fun, may come back later.