Now that is an idea that fits more into the theme of this race. Allow each structure to be individually upgraded to allow loading of troops like a bunker.
Na how can lasers bounce and do damage. Also the race upgrades individual units so yours sounds just a tad outside the concept. Considering even zerglings have 35 life, the scout droness better be under 18 minerals each then.
Edit: As for your battlecruiser map, try using some Action actors next time.
No scrapping units, we just save them for the campaign (Leviathans and Hivemind Emulators are not as common in melee as one would like).
And I agree an excel table of each unit vs role would be good. Do not forget structures too since the mule, queen and protoss town hall all act as economy boosters.
The suicide role is filled by the unit spawned by the petard.
The queen/chronoboost/mule role is filled by the auto harvester
The demolition droid might be able to fit into the reaper role
Thought the assembly droid could fill the role as a fast scout
The liner fills in the ghost/dt role as well as the raven role or should we think of another?
The banshee/immortal are pretty much unique units for that race covering a different niche.
The artillery of the liner does long range high anti building damage but is weak vs other units.
Each race tends to only have 3 spell casters like protoss sentry/high templar/mothership, terran with raven/ghost and zerg with overseer/corruptor/queen
Althought we could think of a T2 bomber.
The Thor/colossus/ultralisk all fall into the T3 heavy land category while the carrier/battlecruiser/broodlord are T3 air
Ideas:
If we add more units we will have to update the defence structure's upgrades when they are absorbed
As the T2 unique combat unit how about Limpet, a domelike spider robot with two spiked shields that it has covering each half. It can root into the spot to gain a large armor boost and has the ability to be upgraded with life regen or a taunt aura that forces all nearby enemies to attack it (only one taunt aura is effective at once).
With the T2 bomber we can just call it Bomber and give it a strafe weapon, a behaviour that keeps pushing it forward and an issue order behaviour that activates when it reaches it's destination so it keeps circling over the same location, it also has a large turn arc. Weapon wise it drops napalm bombs dealing a line of damage in the direction it is flying that then creates small fires that deal damage over time
Lets just throw the anti economy and second air spellcaster roles into one with the Abductor. A low hp fast flying unit capable of loading up 3 enemy 1 food units but not dropping them. Inside the cargo hold a behaviour is added that slowly damages them over time. Also can use a nanocontamination ability that adds a buff to resources that slows the rate of harvesting to a fraction of it's usual.
For the scout we could make it slow moving but it spawns regular small fast 1hp flying cameras with a timed life that it sends in random directions with limited line of sight (using an external Arm Magazine ability combined with the Wander behaviour on the ammo units).
As for artillery, how about the Ion Cannon. A high food high cost structure that launches a satellite unit that is high altitude and not commandable or targetable by all units except aa structures. The satellite only does medium damage with a very slow attack speed but has long range (16?) and stuns any structure/robotic/mechanical unit it hits for 3 seconds. The satellite is ordered to move to a new location by an ability with a cooldown on the structure. This lack of instant moving forces it to have a more strategic role rather than a harrasment strategy.
There was the walker that shot anti armored missiles, the artillery instalation crated by the one spell caster and the T3 unit could be upgraded for anti structure.
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Yeah you need a few corrupters to do aa for the broodlords, but that is a late game strat. Archons are pretty useless nowdays, the colossus has replaced them as the main protoss killer unit.
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I say the merged units should be used for a combination of harassment, support and heavy fire power behind the front lines of the army. Of course this depends on the individual unit.
I would say marauder and reaper are T1.5, same as sentry and stalker.
Either way another T1/1.5 might be a good idea
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Now that is an idea that fits more into the theme of this race. Allow each structure to be individually upgraded to allow loading of troops like a bunker.
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Na how can lasers bounce and do damage. Also the race upgrades individual units so yours sounds just a tad outside the concept. Considering even zerglings have 35 life, the scout droness better be under 18 minerals each then.
Edit: As for your battlecruiser map, try using some Action actors next time.
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Drillbot is still T1.5/2, how are you lot defining tiers. Only T1 units most races have are marine/zergling/zealot, overseer or builder.
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Clanker is the merged upgrade of SCU + 2 scout drones if you hadnt noticed so I see no problem
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No scrapping units, we just save them for the campaign (Leviathans and Hivemind Emulators are not as common in melee as one would like).
And I agree an excel table of each unit vs role would be good. Do not forget structures too since the mule, queen and protoss town hall all act as economy boosters.
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You forgot about the medic role.
The suicide role is filled by the unit spawned by the petard.
The queen/chronoboost/mule role is filled by the auto harvester
The demolition droid might be able to fit into the reaper role
Thought the assembly droid could fill the role as a fast scout
The liner fills in the ghost/dt role as well as the raven role or should we think of another?
The banshee/immortal are pretty much unique units for that race covering a different niche.
The artillery of the liner does long range high anti building damage but is weak vs other units.
Each race tends to only have 3 spell casters like protoss sentry/high templar/mothership, terran with raven/ghost and zerg with overseer/corruptor/queen
Althought we could think of a T2 bomber.
The Thor/colossus/ultralisk all fall into the T3 heavy land category while the carrier/battlecruiser/broodlord are T3 air
Ideas:
If we add more units we will have to update the defence structure's upgrades when they are absorbed
As the T2 unique combat unit how about Limpet, a domelike spider robot with two spiked shields that it has covering each half. It can root into the spot to gain a large armor boost and has the ability to be upgraded with life regen or a taunt aura that forces all nearby enemies to attack it (only one taunt aura is effective at once).
With the T2 bomber we can just call it Bomber and give it a strafe weapon, a behaviour that keeps pushing it forward and an issue order behaviour that activates when it reaches it's destination so it keeps circling over the same location, it also has a large turn arc. Weapon wise it drops napalm bombs dealing a line of damage in the direction it is flying that then creates small fires that deal damage over time
Lets just throw the anti economy and second air spellcaster roles into one with the Abductor. A low hp fast flying unit capable of loading up 3 enemy 1 food units but not dropping them. Inside the cargo hold a behaviour is added that slowly damages them over time. Also can use a nanocontamination ability that adds a buff to resources that slows the rate of harvesting to a fraction of it's usual.
For the scout we could make it slow moving but it spawns regular small fast 1hp flying cameras with a timed life that it sends in random directions with limited line of sight (using an external Arm Magazine ability combined with the Wander behaviour on the ammo units).
As for artillery, how about the Ion Cannon. A high food high cost structure that launches a satellite unit that is high altitude and not commandable or targetable by all units except aa structures. The satellite only does medium damage with a very slow attack speed but has long range (16?) and stuns any structure/robotic/mechanical unit it hits for 3 seconds. The satellite is ordered to move to a new location by an ability with a cooldown on the structure. This lack of instant moving forces it to have a more strategic role rather than a harrasment strategy.
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I say we make what we can think of and then crop as needed once we have everything.
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And the temporary artillery made by the one spellcaster is not enough?
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Swarm Hosts? Either way, I thought the T2 Walker filled that role.
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I know ultralisk has splash but that is melee, what else to zerg have that is artillery like.
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There was the walker that shot anti armored missiles, the artillery instalation crated by the one spell caster and the T3 unit could be upgraded for anti structure.
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Yeah you need a few corrupters to do aa for the broodlords, but that is a late game strat. Archons are pretty useless nowdays, the colossus has replaced them as the main protoss killer unit.
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I say the merged units should be used for a combination of harassment, support and heavy fire power behind the front lines of the army. Of course this depends on the individual unit.
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Considering how slow overlords move compared to aa projectiles, you tell me.
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