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Protoss ideas: Templar + general skill (Games : StarCraft : Mods : SC Revolution Mod : Forum : General Discussion : Protoss ideas: Templar + general skill) Locked
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Feb 9 2017 Anchor

1. High Templar
vanilla naked templar feels wrong. Step in good direction by giving him Hallucination by default (Also great twist to Dark Archon Feedback with reducing Shields).

my idea here is new starting skill (instead Hallucination) for High Templar that affect mechanical units (for a change from Dark archon that have skills that affect bio units.):
Black Out
psionic energy disrupts power flow in units engines, resulting with immobilizing machines.
Mechanical units in small AoE for short period of time (5sec?) are unable to move, yet can normally attack.

would be useful for stopping chases, run outs, flying unis, stopping enemy cargo drops, will divide doomstacks (first infantry will reach defense line, then big/flying units)
completly useless vs Zerg

2. Send back home (damaged) unit
if Protoss summon all units from home planet, have population diminishing problems, need every single soldier and vehicle to heal, repair and salvage (Dragoon).

Allow Protoss to sell unit for % of original cost. It would allow to gather extra resources from not need unit and liberate supply slots. The best would be to use Nexus energy* to cast on target unit.

Lore wise it would be send back to the place with advanced facilities enough, where the complicated machinery can be repaired and ancient body heal.

3 chrono boost
*current Chrono boost work increase base micro. I would disallow this skill from the beginning (let some structure allow it) and make it last longer and cost more energy.

People here complain how delicate is starting eco to balance (in regards of idea 100 starting minerals to speed up start), yet nobody seems to have an issue with Chrono boosting Probes in Nexus. For sure faster workers production don't affect early rushes.

Feb 14 2017 Anchor

1)Problem with suggested skill is that will be to powerfull combined with storm: stop all units and storm them: no micro or chance to counterplay from enemy. And all in the same unit.

The time warp ability kind of fill the that purpose (dont works against air, but affect all ground units)

2)I was tinkering with an ability like that before, Problem would be balance, get the same refund for a unit with 50% hp than a unit with 1 hp?. Maybe consider the current hp also? Plasma surge already serve as a small heal to damaged units hp.

3) Chrono already was nerfed, less duration, and gateway takes more time to prevent early rushes. Still making it unlockable by a building is not a bad idea and was considered before

Feb 15 2017 Anchor

1) agree.
what you think if high templar has default skill that switch-off target attack instead?

2) IMO the HP should not be taken into consideration - same refund for 99% as for 1% HP. Gameplay wise its a risk, could you use that unit once more or will they die? Besides it will be even useful to unsummon unwanted unit, when you scout enemy army composition.

3) I have the biggest issue with Chrono micro, it take my attention to constantly cast it again (similar complaint like with tap up'ing Reactor'ed structures). Would be good to cast it once for longer period of time (increase energy cost). Chrono could even last longer.

Feb 17 2017 Anchor

1) I actually have a spell like that designed. Still not decided in which race and unit add it. It removes detection and attack from a target unit. But for the moment protoss is the race with most spell casters and spells. While zerg the one with less. So probably end as a zerg one...

2) well i could test it and see how it goes. But from a realistic pov sending back units should cost resources (like it cost it to bring it) instead of refund... Unless is a mechanical unit and the resources are salvaged

3) Well the main issue for me is to have to switch from one nexus to another (that mostly are in different parts of the map), Constant micro is not actually required as you can wait to get near max energy and empty a full nexus in 3-4 production or upgrading buildings. Im thinking of a kind of smartcast for those abilities (like selecting only one nexus, and when you cast it will select the nexus with more energy to actually cast the spell). So selecting one nexus or with only one control group you can manage all your nexus energy. Same with comsat

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