That picture reminds me, killst4r made a model of it for Wc3. I converted it to SC2 a while ago and it's just sitting on my hard drive. I'm not sure how much use it could be, since it's Wc3 quality.
Since this is a ghost-like unit it means; needs to cloak, needs to deal ok damage by itself, needs to have some castable damage-dealing spells (single target, aoe, and aoe/utility). Emphasis is on damage-dealing, not so much on support.
Instead of it having cloak, why not give it a self-hallucinate? It'll always be visible, buut it can look like its a probe, zealot, stalker, etc. (should keep its typical movement speed though).
A lightning rifle that has a single bounce (like muta's, or chain lightning in WC3) would give it some style with its normal attack. Bonus would be to have it's version of 'snipe' be the ability to tag enemy units as kind of lightning rods/conductors...soo its normal attack would get an extra bounce to it. IE; see a SCV line, tag 5 units and the default lightning rifle shot will bounce 5 extra times.
Blink-swap, as an extra mobility spell where it works kind of like blink but it just swaps the location of the protoss ghost and the targeted (enemy or friendly) unit. Unlike normal blink, this would cost mana and shouldn't be castable on massive units.
Now for the Nuke-like power (needs to be built at the academy, costs separate money), why not a sort of orbital strike ability that deals burst energy damage on impact (similar to storm, and slightly less damage overall than a nuke would). Buut after it hits, the area hit generates a temp power radius that lets you warp-in.
Some other notes, I like the idea somehow of the unit maybe having an ability (or its default weapon) bypassing shields and directly dealing hull damage...or maybe having an ability (on a semi-long cooldown) that lets it drain shields from nearby units (friendly or enemy) and convert it directly into mana.
I think you're confusing "ghost-like" with "ghost-copy".
Wasn't saying it had to use all those things, just that those are what make the ghost...the ghost. It is an attack unit with multiple direct-cast damage dealing abilities. The important part is that it deals damage, and isn't support. If as suggested already, the ghost had an anti-emp that healed shields of friendly units it would become an endgame support unit (aoe shield heal is so good it would override most any other uses).
@Forsworne: Maybe some modeller could work on it so it fits SC2 quality?
@smurfbizkit: When I read your hallucination idea I came with the very same idea for a Blink, so the unit could copy friendly units' appearance and hide among them, constantly changing its position.
Where's your avatar picture from? Just gotta know.
Also the vindicator seems more like a protoss marauder. Tanks damage and shoots some powerful looking gun that really won't do much in sc2 but in fps or tps it would be op.
I was reading the posts and i thought: Why not a Protoss Tiara as a weapon, unleashing some mind blasts of psionic energy? Suits better for a female protoss.
About the skills i would focus on psionic stuff as well.
Starts with something like the old queen's parasite, that allows the Protoss Ghost to see what the target enemy can see, like a mind link, as she terminate the link she could deal some damage to the target (Splash damage maybe). As well as the ability to become invisible while not atacking.
Maybe an upgrade ability that allows her to blast enemies back, area or not.
An of course a mana upgrade at the Protoss Ghost Academy
Check that we have some sinergy on the spells here, as she could see troops aproaching with her mind link, get a better position for being invisible, use her psy blast to better position the enemy unit and release the link dealing some area damage.
EDIT:
If someone fells like it is needed another ability, a nether swap (Change position with a target) can give even more mobility to the ghost.
One more spell idea: a reversed Graviton Beam, to bring air units down so other ground units like Zealots and Immortals can attack. This would be way more useful than Gravitom Beam since there are more units than can only attack ground.
Any ideas anyone? The more I think of it the more I like AstralCV's idea of a psycho observer. I think I'll use it if somewhere else if the Protis Sniper is going to be an infantry unit.
This challenge seems abandoned. Don't worry people if you want Protis Sniper just use HoTS Replicant to copy a Ghost and you can Snipe and EMP your way through the enemy lines :-)
I've randomly decided to go ahead and actually tackle the data portion of this idea.
My only problem is that I have no idea how I would make a behavior that causes the unit to be cloaked when standing still, and uncloaked the rest of the time.... >.>
I was actually thinking it might be interesting for some of these to show up in the Robot's campaign....
But yeah, right now I have the DT model and Dark Shrine model used as placeholders. I've got to change up the nuke into a proper planet-cracker blast from space somehow, and come up with some sort of replacement for Snipe, possibly that 'switch places with another unit' thing that was mentioned before.
I was also considering swapping the current weapon I've got set up into a more sentry-styled beam, like the focus rifle from Halo: Reach....
I can't figure out why, but the Requierment field for the 'nuke' prep is acting like the Ghost Acadamy's, despite the fact I've set it up to be differently.
Along with that, I keep getting an error when the Sniper shoots in-game, about something being wrong with my actors. (I've admittedly never made a custom weapon before and had no idea what I was doing.... >.>)
However, I did finish up adding in the upgrades. So now we mostly just need a custom model.....
For a mask, has anyone played the last few Halo games and seen the Jackal's scopes?
In fact, I keep thinking of a Jackal sniper... just saying, lol.
@SoulFilcher: Go
That picture reminds me, killst4r made a model of it for Wc3. I converted it to SC2 a while ago and it's just sitting on my hard drive. I'm not sure how much use it could be, since it's Wc3 quality.
@AstralCV: Go
lol
A couple of ideas and comments;
I like the idea of it being female protoss.
Since this is a ghost-like unit it means; needs to cloak, needs to deal ok damage by itself, needs to have some castable damage-dealing spells (single target, aoe, and aoe/utility). Emphasis is on damage-dealing, not so much on support.
Instead of it having cloak, why not give it a self-hallucinate? It'll always be visible, buut it can look like its a probe, zealot, stalker, etc. (should keep its typical movement speed though).
A lightning rifle that has a single bounce (like muta's, or chain lightning in WC3) would give it some style with its normal attack. Bonus would be to have it's version of 'snipe' be the ability to tag enemy units as kind of lightning rods/conductors...soo its normal attack would get an extra bounce to it. IE; see a SCV line, tag 5 units and the default lightning rifle shot will bounce 5 extra times.
Blink-swap, as an extra mobility spell where it works kind of like blink but it just swaps the location of the protoss ghost and the targeted (enemy or friendly) unit. Unlike normal blink, this would cost mana and shouldn't be castable on massive units.
Now for the Nuke-like power (needs to be built at the academy, costs separate money), why not a sort of orbital strike ability that deals burst energy damage on impact (similar to storm, and slightly less damage overall than a nuke would). Buut after it hits, the area hit generates a temp power radius that lets you warp-in.
Some other notes, I like the idea somehow of the unit maybe having an ability (or its default weapon) bypassing shields and directly dealing hull damage...or maybe having an ability (on a semi-long cooldown) that lets it drain shields from nearby units (friendly or enemy) and convert it directly into mana.
I think you're confusing "ghost-like" with "ghost-copy".
Wasn't saying it had to use all those things, just that those are what make the ghost...the ghost. It is an attack unit with multiple direct-cast damage dealing abilities. The important part is that it deals damage, and isn't support. If as suggested already, the ghost had an anti-emp that healed shields of friendly units it would become an endgame support unit (aoe shield heal is so good it would override most any other uses).
@AstralCV: Lol at the pycho Observer.
@Forsworne: Maybe some modeller could work on it so it fits SC2 quality?
@smurfbizkit: When I read your hallucination idea I came with the very same idea for a Blink, so the unit could copy friendly units' appearance and hide among them, constantly changing its position.
@Thrikodias: Go
Where's your avatar picture from? Just gotta know.
Also the vindicator seems more like a protoss marauder. Tanks damage and shoots some powerful looking gun that really won't do much in sc2 but in fps or tps it would be op.
I was reading the posts and i thought: Why not a Protoss Tiara as a weapon, unleashing some mind blasts of psionic energy? Suits better for a female protoss.
About the skills i would focus on psionic stuff as well.
Starts with something like the old queen's parasite, that allows the Protoss Ghost to see what the target enemy can see, like a mind link, as she terminate the link she could deal some damage to the target (Splash damage maybe). As well as the ability to become invisible while not atacking.
Maybe an upgrade ability that allows her to blast enemies back, area or not.
An of course a mana upgrade at the Protoss Ghost Academy
Check that we have some sinergy on the spells here, as she could see troops aproaching with her mind link, get a better position for being invisible, use her psy blast to better position the enemy unit and release the link dealing some area damage.
EDIT:
If someone fells like it is needed another ability, a nether swap (Change position with a target) can give even more mobility to the ghost.
There would need to be a "Don't attack" command imo if she was invisible when not attacking.
Hold position? :P.
Hold Position only makes units hold their position sadly; it doesnt stop them from attacking units within their attacking range =D
What AtikLyar means is something like the Ghost's Hold Fire ability; that disables the unit's weapon.
One more spell idea: a reversed Graviton Beam, to bring air units down so other ground units like Zealots and Immortals can attack. This would be way more useful than Gravitom Beam since there are more units than can only attack ground.
@SoulFilcher: Go
I am in love with that idea. I can not describe how annoying it gets when I have Immortals and Collossi, and come across ten Void Rays upon attacking!
Any ideas anyone? The more I think of it the more I like AstralCV's idea of a psycho observer. I think I'll use it if somewhere else if the Protis Sniper is going to be an infantry unit.
This challenge seems abandoned. Don't worry people if you want Protis Sniper just use HoTS Replicant to copy a Ghost and you can Snipe and EMP your way through the enemy lines :-)
I've randomly decided to go ahead and actually tackle the data portion of this idea.
My only problem is that I have no idea how I would make a behavior that causes the unit to be cloaked when standing still, and uncloaked the rest of the time.... >.>
@AtikLYar: Go Hey I can work on that. And here we are working together in one more project :-)
I was actually thinking it might be interesting for some of these to show up in the Robot's campaign....
But yeah, right now I have the DT model and Dark Shrine model used as placeholders. I've got to change up the nuke into a proper planet-cracker blast from space somehow, and come up with some sort of replacement for Snipe, possibly that 'switch places with another unit' thing that was mentioned before.
I was also considering swapping the current weapon I've got set up into a more sentry-styled beam, like the focus rifle from Halo: Reach....
Here it is, also fixed a few things.
Cool.
I can't figure out why, but the Requierment field for the 'nuke' prep is acting like the Ghost Acadamy's, despite the fact I've set it up to be differently.
Along with that, I keep getting an error when the Sniper shoots in-game, about something being wrong with my actors. (I've admittedly never made a custom weapon before and had no idea what I was doing.... >.>)
However, I did finish up adding in the upgrades. So now we mostly just need a custom model.....