I didn't expect I
would ever write a commander concept, but the idea of the United Earth
Directorate (UED) always felt intriguing; zerg and terran forces that
work together as well as a powerful fleet on its long way to subjugate
the Koprulu Sector. When I tried to put my thoughts together, I found
two things: firstly, it's quite fun to look at all aspects a commander
should have and tie my ideas for them together. Secondly, there are a
lot more things to consider than I had anticipated. This will be a
lengthy post.
I don't think Blizzard would implement this UED concept
or even consider it as a commander. I approach this as a fun exercise on
commander design. From the start, there are already a few issues with
this concept - most of the UED Expeditionary Fleet was destroyed at the
end of Brood War. Also, Blizzard might already have different plans or
are working on a commander focused on terran air units, which is a part
of this concept.
It would be an
understatement to say that there is room for improvement. Plenty of
ideas, both large and small, could improve upon this design greatly. I
have added notes under proposed units and abilities that explain the
ideas behind them. The note itself is often more important than the
suggested unit, ability or any attached numbers. All number values are
guesses of what could work, and the emphasis is not on them.
Special thanks to Aron for suggestions and editing.
Commander Highlights
-
Combines the aggressive zerg playstyle with that of the air-focused terran
-
Battlecruisers are produced by SCVs and each can be upgraded separately
-
Ultralisks with nukes, Valkyries and the Gorgon
-
Defilers with a spreading Plague and Dark Swarm
-
New base defense structures
- 1. Introduction
- 1.1. History
- 1.2. Theme
- 1.3. Design direction
- 2. Units and compositions
- 2.1. Zerg
- 2.2. Terran
- 2.3. Turrets
- 2.4. Compositions
- 3. Top bar powers
- 3.1. Deep One
- 3.2. DSS Zephyrus
- 3.3. GZ-2 Gas Mines
- 4. Base management
- 4.1. Upgrades
- 4.2. Production
- 4.3. Buildings
- 5. Progression
- 6. Closing Thoughts
- 7. References
Table of Contents
List
of Abbreviations
AA Anti-air
AoE Area
of
Effect
BC (Tactical)
Battlecruiser
BW Starcraft:
Brood
War
HP Hit
Points
|
Macro Macro-management
Micro Micro-management
PDD Point-defense drone
RTS Real-time strategy
UED The
United Earth Directorate
|
The United Earth Directorate (UED) is the government of Earth.[1] After they become aware of the Protoss and Zerg presence in the Koprulu Sector, the ruling council assembled the UED Expeditionary Fleet and sent it off to deal with the rogue terran colonies, capture the Zerg and pacify the Protoss.[2] The fleet was commanded by Admiral Gerard DuGalle with Vice Admiral Alexei Stukov as his second.[2][3] The UED Expeditionary Fleet arrived in the Koprulu Sector after the Great War in 2500. It scored several victories against their enemies, took over Braxis and the Dylarian Shipyards, as well as destroyed the Dominion Armada led by General Edmund Duke and claimed the Psi Disrupter from Tarsonis.[4] Korhal, the capital planet of the Terran Dominion, fell shortly afterwards to the UED.
Their
next
victory came on the planet Char. With the use of the Psi Disrupter, the
Expeditionary Fleet successfully captured the Second Overmind.[5] In their Black Flag Project[6] they used powerful psychics and drugs to gain control of
it, using it to control several zerg broods.[7] UED Slave Broods
bolstered the UED forces, and their ultimate
purpose was to pacify the Protoss in the sector.[8] The UED Science Corps were in charge of controlling the
Overmind and conducting experiments on the Zerg.[9]
Captured Overmind (Project Black Flag,
Char, 2500)[6]
But
their
success didn't last. An alliance was formed between the Queen of Blades,
Fenix's Protoss, Raynor's Raiders and what was left of the Dominion
forces. This alliance managed to destroy the Psi Disrupter before
Kerrigan betrayed her allies and killed Fenix. With the help of Zeratul,
Kerrigan managed to kill the Second Overmind.[10] The Expeditionary Fleet was later defeated above Char by
Kerrigan's broods. When all hope was lost, Admiral DuGalle committed
suicide as the remnant of his fleet was pursued and destroyed by the
Zerg. No ship ever made it back to Earth.[11]
There
are
still remnants of the UED forces in the Koprulu sector.[12] They keep a low
profile and hide, such as on the volcanic planet Abaddon.[13] Another group of goliath pilots formed the Spartan Company
and later joined Raynor's Raiders as mercenaries.[14] Lt. Morales served in
the Expeditionary Fleet, took part in the Black Flag operation and after
the war joined Dominion forces.[15]
Important branches of the UED Expeditionary Fleet
Atlas Wing - ground forces
UED Science Corps -
scientific wing[9]
UED Slave Broods - zerg broods controlled through the Overmind
UED Slave Broods - zerg broods controlled through the Overmind
The major theme for this commander is the combination of zerg and terran forces working together. Zerg are part of the UED Slave Broods. Terran forces belong to both the UED Science Corps and the Cronus Wing of the UED Expeditionary Fleet.
Zerg
forces
dominate the ground with their aggression, mechanical enhancements and
no regards to their own losses. They sacrifice their own health to deal
even more damage to enemies. Their losses drive them into ever-deeper
frenzy. The visual side can take inspiration from the Heroes of the Storm maps: Warhead Junction[17] and Braxis Holdout[18].
Terran
forces
do not fight directly on the ground - instead they keep to their
fortifications and ships. In the sky, the might of the Expeditionary
Fleet still reigns supreme. Battlecruisers and Valkyries are iconic
units of the Fleet.
Co-op commander aspects
There
are
several aspects to co-op commanders that I find important to their
design. I tried to keep these in mind when writing this UED concept. I
will list them here, but I went over each of them in another post.
-
Theme
-
Fun gameplay for all skill levels
-
Tools for every situation
-
Diverse gameplay
-
Interactions between commanders
-
Role in mutations
Design direction
This
will
be a more standard type of commander, focusing on army control, macro
and strong calldowns. In this way it could be somewhat similar to
Raynor. However, I made macro a little more forgiving. The commander
doesn't have one single defining core mechanic such as Stukov with his
timed infested or Dehaka's hero leveling. I could have gone with
some extreme mechanic like semi-autonomous zerg hatcheries or timed
units going berserk. But for the purposes of this exercise, sticking
closely to the standard design lets me focus on things which are
relevant to other commanders.
The
focus
is on two main playstyles, Zerg focusing on ground and Terran on air.
But the true goal is a commander flexible enough to let players
combine these two styles together. In a somewhat similar way to how
Karax can use cannons as a stepping stone for his Carrier build, or how
Raynor's mech and bio can work together. Different combinations of
ground, air and defensive styles should be viable.
First,
let's
look at units. Later we will look at compositions and how all units fit
together and form various compositions. I added notes behind each unit
or ability, describing my thoughts behind it. Resource costs of units
are written in the "minerals/gas/supply"
format. The numbers I don't list for units and abilities are either the
same as in multiplayer/Co-op or should be adjusted based on testing and
what feels right. I will often call units by their multiplayer name. The
commander has six units and three upgraded variants for Tactical
Battlecruisers, which is inline with the number of units for other
commanders.
Commander passive ability: Biomaterials:
All friendly units regenerate health equivalent to 1% of their maximum HP per second.
Notes:
This
synergizes well with Enrage mechanics and provides sustainability for
air units. It also helps allies that would otherwise be without healing
(Artanis, Vorazun, Alarak, Fenix). The rate is half of Black Death
mutator, and so it provides sufficient healing, but is not
game-breaking. I didn't go with fixed HP/s, as it would be either too
good for zerglings or too weak for big units.
Although
I
will use images of basic units, all zerg and terran units require models
appropriate to the theme. Some inspiration can be taken from the Heroes
of the Storm starcraft-themed maps.
Weaponized Zerg (Heroes of the Storm,
Braxis Holdout)[18]
Ability: Enrage
-
Units temporarily gain +75% attack speed and +20% movement speed. When the Enrage has ended and units are out of combat, they are slowed by 20% and lose health equivalent to 50% of their maximum life over 10s.
- Health loss cannot kill the unit, but it will keep it
at 1 HP.
-
Duration: 15s, Cooldown: 60s
-
Available for Alpha Zerglings, Type-B Hydralisks and Destroyer Ultralisks
Notes: The goal of this ability is to give players more decisions about when to push and when to pull back, or whether to use it at all. Also, it fits the theme of aggressive zerg without any regards to their own losses. It synergizes with Biomaterials, as units regenerate their lost health during the downtime between fights.
Alpha Zergling
-
Damage: 7
-
Upgrade: Metabolic Boost
-
Upgrade: Pheromone Sack: Upon death friendly biological units in 5 range gain +10% damage for 20s, stacks 5 times.
-
Upgrade: Shredding Claws
-
Upgrade: Neosteel Implants: +25 HP
-
Ability: Enrage
Notes:
Alpha
Zerglings are important damage dealers for the zerg ground forces and
are crucial in gaining control of the early game. Pheromone Sack
reflects the theme of an expendable army and adds synergy with other
commanders. Players can combo it with the Consume ability to get
benefits before the engagement or for units in the backline. Neosteel
Implants reduce their weakness to enemy AoE damage.
Destroyer Ultralisk
-
Cost: 250/125/8
-
400 HP
-
Upgrade: Deadly Reach: Increase size of the attack AoE by 50%
-
Per unit upgrade: Explosive Payload (50/100)
-
Shortly after death, trigger a nuclear explosion.
-
No friendly fire and it can be manually detonated.
-
Ability: Enrage
Notes:
This
ultralisk is cheaper, but takes up more supply and is less tanky. This
is to encourage aggression and discourage building up a deathball.
Explosive Payload should add a visible nuclear warning sign to the
model. It goes well with the theme and provides opportunities for micro.
Manual detonation could be instant when triggered manually to reward
players for doing so. The cost of Explosive Payload is more gas-heavy,
because it competes for an anti-air role.
Type-B Hydralisk
-
Cost: 100/30/2
-
90 HP
-
10 Damage, range 6
-
Passive: Virulent Spines
-
Units hit by Hydralisks spawn broodlings when they die.
-
The amount of broodlings depends on the unit's supply (e.g., one per Zergling and four per Thor).
-
Upgrade: Barbed Spines: +5 damage against biological
-
Ability: Enrage
Notes:
Type-B
Hydralisks play a supportive role. They are not the core unit or the
main damage dealer. Hydralisks provide mobile anti-air capabilities and
some backbone to the army. Mass Hydralisk is not meant to be viable on
harder difficulties. On brutal difficulty they should be used in
combination with Dark Swarm in order to deal with air threats. Virulent
Spines let Hydralisk support in another way than with pure damage.
Broodlings soak some damage for the rest of the army, they are thematic
and have good synergy with Artanis and Karax. Grooved Spines makes
Hydralisks more specialized to fight against biological targets,
including hybrids.
Defiler
-
Cost: 50/200/2
-
150 HP, 1 armor
-
Ability: Dark Swarm (100 energy)
-
Ground units under the Dark Swarm don't take damage from ranged attacks.
-
Units are still susceptible to melee attacks, AoE and spells.
Notes: Dark Swarm works the same as in BW. It has great synergy with all zerg ground, but it can also be used to support static defense or help an ally.
-
Ability: Plague (150 energy)
-
Enemy units hit by the Plague (AoE) keep losing health until they reach 1 HP (~10 DPS). Shields are not affected.
- Mission
objetives
take limited damage.
-
Plague has a chance to spread to unaffected units nearby.
-
Affected units are revealed.
-
Upgrade: Violent Progression: Units affected by Plague explode on death, dealing damage in small radius (damage equivalent to ~10% unit's maximum HP)
Notes: This Plague is a little
different from the BW variant and has two roles. Firstly, it can weaken
enemy defenses given enough time. That's where the spreading aspect
comes into play. Combining it with the Deep Burrow ability to attack
far-off defenses could be a good option. Secondly, Violent Progression
makes sure that Plague is useful in an actual fight, since against
attack waves there won't be always enough time for Plague to be useful.
Damage scaled to the unit's maximum HP is more balanced across
various enemy compositions.
-
Ability: Consume
-
Deals 60 damage to targeted player or enemy biological unit.
-
Restores 150 energy.
-
Ability: Deep Burrow
-
Burrow to any point on the map. Vision is not required.
-
Cooldown ~15s
Notes: Deep Burrow
makes Defilers more mobile and ensures they can keep up with the main
army or aid the ally. It makes it possible to get to distant regions
and Plague defenders there. Good mobility abilities are generally very
rewarding to use.
Ability: Tactical Jump
-
Unit can teleport anywhere on the map.
-
Cooldown ~60s
-
Researched in Armory (50/50)
-
Available to Valkyries and BCs
Notes: Tactical Jump provides additional
mobility for terran forces. It lets them reinforce better, pull back
when taking damage or defend sudden enemy attacks. Research should
be cheap and fast, as it's a fun ability and it shouldn't be kept
unlocked for long.
-
Cost: 250/175/3
-
Damage 8x8, range 7
-
350 HP, 2 armor
-
Upgrade: Avalanche Missiles: +2 attack range
-
Upgrade: Corrosive Warheads: Reduces enemy armor by 1 each volley, stacks.
-
Ability: Tactical Jump
Notes: Brood War iconic anti-air unit that was
first shown as a part of the UED's arsenal. It should fulfill its
role well, with effectiveness rivaling Abathur's Devourers. At good
price it should provide solid AA for ground zerg compositions or to
complement BCs. It needs a good range to stay safe and good HP to
survive enemy AoEs such as Parasitic Bomb. Corrosive Warheads offset
their low damage per hit and add synergy with other commanders, BCs
and Hydralisks. It's similar to Devourer's Corrosive Acid, but with
significantly larger AoE. Also, it fit thematically as UED did a lot
of research on zerg and Devourers.
Tactical
Battlecruiser
-
Cost: 300/250/6
-
Range 7
-
Can fire while moving
-
Ability: Tactical Jump
-
Ability: Upgrade Weapons Systems: (100/100)
-
Upgrades BC with advanced weapons systems.
-
BC can have only one weapons system.
-
There are three weapons systems:
-
Minotaur weapons system
-
Ability: Bombing Charge
-
Charge forward and deal ~150 damage to all ground units on the way.
-
All units hit are knocked back a little and have their movement and attack speed reduced by -25% for 10s.
-
Cooldown ~60s
-
Gains 150 HP, 1 armor
-
Gains PDD passive ability
-
Slight increase in movement speed or acceleration
Notes:
This is the option for direct combat head to head. It's anti-ground
focused and it might be a good option to combine them with few
Valkyries. The Bombing Charge is similar to the charge of Pirate Ship.[19] The change in speed or acceleration is for
BCs to be more maneuverable and to push them in front of the fleet. This
is so the fleet don't look like a big blob of air units. BCs will
separate themselves naturally, furthermore models and basic weapon
effects are different for each weapon system. These BCs support the
fleet with their increased health and PDD ability. Cooldown on the
main abilities should be long enough, so there is a decision whether
to use them and players shouldn't feel that they have to spam
all abilities each fight.
-
Zeus weapons system
-
Ability: Skyfire
-
Fire a ball of volatile energy from the BC in the chosen direction (~speed 5)
- After the ball touches any enemy unit or structure, there is a short delay and it explodes dealing AoE damage.
- Few Chain Lightings spring from the center of explosion.
- ~2 touch radius, ~3 radius AoE
-
Damage ~100 to both air and ground, +100 vs massive
-
Delay ~0.5s, Cooldown ~60s
-
Changes basic weapon to BW style laser batteries with similar DPS, but higher damage.
-
Ability: Aegis Shield (autocast)
-
Small Defensive Matrix for units under attack
-
Duration ~5s, short cooldown
-
Absorbs fixed amount of damage
-
Very small audiovisual effect to avoid clutter
Notes:
This weapon system is a good option for any situation. Skyfire is
similar to the Arcane Orb from Diablo or to the Disruptor shot, that
is currently being tested in the multiplayer. The goal is that
players can learn to - maximize damage against multiple
targets, hit moving enemies or attack from sides to strike
important targets. The short delay is there to prevent mindless spam
- two Skyfires in quick succession will explode on the same first
units. Chain Lightings are there to provide some guaranteed damage
and because it would look good. Skyfire should feel fun to cast and
to try to hit as many enemies as possible. Originally I thought
about a beam going straight from the BC or about targeting similar
to Nova's airstrike. But the current version might work better.
Basic weapons are changed to differentiate it visually. Aegis Shield
is on autocast only and has short duration to not add any more micro
required. It supports the fleet and is a great help to Alpha
Zerglings or any ally.
-
Artemis weapons system
-
Ability: Helios Beam
-
Channel a powerful beam that can target a location or a unit. When the target is changed, the beam moves at a fixed speed, chasing the new target.
-
~50 DPS, ~3 radius AoE, ~16 range
-
~2s for DPS to go from zero to maximum
-
Can be targeted into the fog of war. Hits both air and ground.
- BC can't move while channeling.
-
When a-moved, BC will go to the range of basic weapons and attack with basic weapons and the Helios Beam.
-
Cooldown for switching target ~2s
-
Changes basic weapons the rockets, similar DPS, +2 range
-
Gains +4 sight range
Notes:
This is the siege option. The Helios Beam can be used to siege enemy
bases or to set up inferno for incoming attack waves. The damage
could potentially be scaled to the centre of AoE, to provide better
DPS against single target. There is some autocast, so when the BCs
are a-moved, it doesn't require micro. Nevertheless, thanks to the
charge-up and the ability to target a location, micro can make it
more effective. Rockets for basic weapons make these BCs more
distinguishable and +2 range pushes them to the back of the fleet.
Sight range provides additional utility in the fleet.
BCs are the bread and butter of the air fleet.
The concept of upgrading each unit separately is not new to
real-time strategy.[20][21] Each weapons system excels
at certain situation, but it's still advantageous to combine them.
Passive bonuses such as PDD, Aegis Shield and increased sight range
support the fleet and ground forces. But these passive bonuses
aren't so strong that players are forced to mix them. The goal is to
let players choose the combination that fits the best with their
situation and playstyle.
When designing the
weapons systems I had several goals:
-
add interesting abilities with different uses
-
Add passive abilities that supports the army, but aren't overly strong
-
Split up "the blob of air units" by
-
changes to speed, acceleration or range
-
changes to basic weapons so different BC types look distinct
-
slightly different models for each weapons system
For ease of use, when three types of BCs are
selected, all abilities appear on the command card. That should make
micro a bit easier. If there is still a problem, cooldowns for
abilities can be made longer and abilities proportionally more
effective. That would drive down the required number of "clicks"
necessary to make each BC feel significant.
Usually, static defense is an afterthought and
not an important part of the commander's arsenal. All commanders
have turrets for direct engagements, so let's instead add turrets
that fulfill more supportive roles. These are meant to complement
already standing defenses and add additional gameplay options.
Disruption
Engine
-
Reduces enemy unit movement speed and attack speed by 25%
-
Range 10
-
Cost: 150/0
Missile
Turret
-
The same old Missile Turret
Psi
Tower
-
Cost: 100/300
-
500 HP, low attack priority
-
Ability: Mind Control (autocast, default ON)
-
Permanently take control of the targeted enemy unit
-
Range ~12
-
Energy cost differs based on the target
-
Hybrids are instead feared for 5s
Notes: Mind Control is an extremely fun and
interesting spell. The power is offset by the tower's high gas cost.
Autocast is ON and can be disabled to save energy for right time and
right targets. Energy cost depends on the target, so it's not useful
only against the biggest units.
Artillery Turret
-
Cost: 300/0
-
autoattack range ~20
-
There is a significant delay between shooting and the projectile hitting (~1s). Projectile hits the location where the target was when the shot was fired, dealing AoE damage.
-
Projectiles have a small spread in where they hit, even if targeting the same target.
-
20 damage, ~4 radius AoE scaled, ground only
-
Passive: Concussive Shells
-
Enemies struck suffer from 33% miss chance and can't use abilities for 4s
-
Passive: Bombardment
-
Artillery can fire anywhere on the map where Scanner Sweep is active
-
Ability: Target Fire
-
Artillery will constantly fire at targeted location
-
Required to be in range of basic attack, vision is not required
Notes: Concussive Shells makes it so this
turret is used in combination with other static defence and units,
not as a primary damage dealer. They are not meant to kill enemy
waves by themselves. Bombardment makes the Artillery Turret more
useful for offense, and in late game it can be quite powerful.
Target Fire lets players set up deadly zones against enemies, and
with proper timing it can negate the long travel time of
projectiles. High mineral cost is to avoid too much synergy with
Orbital Commands. But it's a still a good option when going gas
heavy builds such as with Tactical Battlecruisers or in the
lategame.
Now let's see where units are supposed to fit
and what their roles are. In practice, this is more of an iterative
process. One can't decide on compositions before making any units,
and can't make all units before deciding how they fit together.
There are a few things to look at when considering compositions.
2.4.1. Anti-ground capability
The ability to deal enough damage to ground
targets is essential to any composition. On the image below are
shown all units and turrets for this commander. In this case their
opacity represents how well they fulfill anti-ground role. These
diagrams can help to better visualize roles for units, while I
describe my intentions for their roles.
The main sources of anti-ground offense are
Ultralisks, Zerglings and BCs. Hydralisks and Defilers are good for
support, but they alone are not enough. The same thing could be said
for static defense.
2.4.2. Anti-air capability
Anti-air (AA) capabilities are often what decide the viability of
compositions. Vorazun's Dark Templar have to be supported by either Corsairs
or Stalkers. Meanwhile, Artanis' and Fenix's robo/gateway builds suffer
greatly from a lack of solid AA. Here we have three main options: Valkyries,
BCs or Hydralisk/Defiler. While turrets provide AA support for
bases. Hydralisks can do well against early air, but they alone
can't deal with all late game air threats unless they are combined
with Defilers. Alternatively, going for Valkyries as an AA should be
a good option for zerg ground. BCs are only halfway there, as they
are more anti-ground focused and might need AA support from
Valkyries. Valkyries should synergize well with BCs, as they can
stay safely behind them and remove enemy armor with their Corrosive
Warheads.
2.4.3. Balancing of resources
In order to enable players
to get a solid hold on the early game, basic zerg ground forces
shouldn't cost a significant amount of gas. While a mineral-heavy army
alone is enough for the early game, vespene gas is required to build a
strong late game army. Where you invest gas determines the
composition. The main gas sinks are air units, Defilers and
Explosive Payloads on Ultralisks. Zergling/Ultralisk/Hydralisk
composition should be fairly cheap on gas, as it serves as a
stepping stone from which to branch into other compositions. The
player chooses to add Explosive Payloads, Valkyries, Defilers or
Tactical Battlecruisers to it. Even a combination with Psi Towers is
possible.
Supply cost
Supply is another resource.
It was my intention to make zerg ground, especially Ultralisk and
Hydralisk, somewhat supply inefficient. On the upside Ultralisks
become cheaper and easier to get, while Hydralisks gain a supportive
ability. That is in order to bring zerg ground closer to Zagara's
playstyle. Higher supply cost for units has a similar effect as her
100 supply cap. Psi Tower and Artillery Turret have no supply cost, and so
they are ideal for when the player reaches the supply cap.
2.4.4. Resulting compositions
-
Ling/Ultra/Hydra + Defiler
-
Ling/Ultra/Hydra + Valkyrie
- Ling/Ultra + Defiler/Valkyrie
-
Ling/Ultra/Hydra + Psi Tower
-
Ling/Ultra/Hydra + BC
-
Ling/Turret + BC
These are roughly the compositions I intended,
but all compositions in-between should be somewhat viable too. And
there are plenty of small ways in which players can alter these,
such as by adjusting the number of Hydralisks, Explosive Payloads,
which turrets to use and so on.
This commander has no hero unit, and while zerglings are good for the early game, strong unit calldowns with good mobility would allow the player to smoothly transition into later stages of the game. Good examples are Raynor and Stukov, commanders without hero units and whose unit calldowns make transitioning from the early game painless. On the other side we have commanders like Artanis or Swann who without hero units or strong unit calldowns struggle more in the early game.
So my intention is to have two unit calldowns
with good mobility and some AA capability. Naturally one will have
to be zerg and one terran to keep the theme and symmetry. I have
added one additional top bar ability, which could turn out to be
interesting.
3.1. Deep One
Notes: The Unstable Ground serves as an AoE anti-ground spell. For the enemy units to sink, they need to stay in the affected location for long enough time. And so it's important to place the ability well and engage enemy units there. The Far Reach ability adds some potential for AA while adding synergy with ground units. The Jump makes the calldown more mobile.
3.1. Deep One
-
Cooldown ~300s
-
Duration 60s
- Lurker-inspired calldown
-
Weapons: Subterranean Spines, 60 dmg
-
Ability: Unstable Ground (cooldown ~30s)
-
Ground becomes unstable under the targeted location (radius ~2).
- Enemy units are slowed and a timer appears on them as they begin to sink.
- If a unit stays in the affected region until its timer runs out, it sinks underground.
- Enemy buildings takes 1000 damage instead.
-
Ability: Far Reach (autocast, cooldown ~5s)
-
A tentacle reaches from the ground, grabbing an enemy air unit and holding it on the ground for 15s.
- Enemy unit can only be attacked by attacks and spells that hit ground.
- Enemy unit can't attack, except Nemesis hybrids.
-
Ability: Burrow/Unburrow
-
Ability: Jump (cooldown ~5s)
-
Jumps over cliffs and long distance (~10)
Notes: The Unstable Ground serves as an AoE anti-ground spell. For the enemy units to sink, they need to stay in the affected location for long enough time. And so it's important to place the ability well and engage enemy units there. The Far Reach ability adds some potential for AA while adding synergy with ground units. The Jump makes the calldown more mobile.
- Gorgon-class Battlecruiser
-
15 damage x 15 Laser Batteries
-
Range 8
-
Cooldown ~360s
-
Duration 60s
-
Ability: Siege Mode
-
Zephyrus enters siege mode - focusing all firepower to enemies in the targeted location
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Several laser batteries can now fire at one target
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~12 range
- Ability: Hyperjump (cooldown ~20s)
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Passive Ability: Shockwave: The Gorgon leaves the warp with such force that a shockwave is released. The shockwave causes enemy weapons to malfunction - reduces range of enemy weapons to 1 for 15s, and drains energy from enemies in a wide radius ~10.
Notes: The Zephyrus is equipped with numerous laser batteries, each one fires at its own separate target even while the ship is moving. Siege mode lets the Zephyrus focus all weapons against few targets, siege enemy bases and focus objectives. Targeting is similar to Liberator's Defender Mode, and the ship can't fire on targets outside of the circle. Shockwave temporarily hinders enemy units and structures, and so it's a good idea to coordinate with your army. Shockwave is released when the Zephyrus is called and after every Hyperjump.
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Costs up to 600 minerals
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Cooldown ~300s
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An airship flies over the battlefield and drops GZ-2 Gas Mines in it's path ( ~5 x 10 area).
- When an enemy unit gets close to a mine, the mine releases a cloud of anesthetic gas - putting all nearby enemy units to sleep for 15s.
- Any damage to the sleeping units interrupts their sleep.
- Mines are not detected and targeted by enemy units.
Notes: This ability features a hybrid cooldown such as that we can already see on Nova's respawn. Players can either wait out the full cooldown and get it for free, or use it earlier and pay accordingly. This type of a cooldown adds choices and players are encouraged to use the ability more. The sleep mechanic is currently not present in Starcraft 2 Co-op. Potential uses are both defensive and offensive - delaying or splitting enemy waves, easier breaching enemy strongholds or delaying Propagators. The calldown has to be used carefully and strategically.
In my other post, I argued against upgrades that serve no purpose and
are overly expensive. In this case I don't mean attack and armor
upgrades, but underperforming research options. This commander's
upgrades should be relatively cheap or there should be a mastery
that reduce their cost. Reducing research time is not necessary, as
that simply results in more resources spent earlier on and
diminishes the sense of progression as the match goes on, since
you'd just research everything in the beginning.
Most passive abilities should be without any
research. Adding one or two units to compositions should be
encouraged and not burdened too heavily by the entry-cost of
upgrades.
Attack upgrades for ground zerg units should
be merged into one, to encourage integration of Hydralisks into the
army. Armor on terran units could be potentially shared with zerg.
That would depend on how much player is already investing into other
upgrades. Testing would be required to better determine how weapon
and armor upgrades should be handled.
Zerg production
Zerg units are produced
from Holding Pens. A Holding Pen starts to fill when it's finished. It
can store a certain number of each unit type, for example 10
Zerglings, 3 Hydralisks, 1 Ultralisk and 1 Defiler. When the player
pays for units, they are immediately released and the Holding Pen
proceeds to fill up again. Immediate reinforcements goes hand in hand
with the aggressive theme and keeps the commander on par with
Zagara's, Raynor's and Artanis' production.
Terran production
Valkyries and Tactical
Battlecruisers are produced from the Assembly Dock. The Assembly Dock
is a cheap production structure that can be built quickly, but it
can't build units on its own - SCVs are required for production. Up to
five SCVs can work on each Assembly Dock. SCVs working in docks behave
like Swann's SCVs helping with building constructions. They can be
selected, killed and when the production is finished, they become
idle. Each SCV speeds up production by the same amount. This is
to provide easily scalable production for air units. Also, with cheap
upgrades and production, we can have BCs that hit the early game
quickly. However, it will not be easy to max out on them because of
their higher cost. The power curve is different from other commanders,
with whom you have to spend a lot of resources to get all production
and upgrades going. Notes: Originally I intended SCVs to build
BCs by themselves. But it would be taxing on the player's
multitasking to select SCVs and order them to build every single
BC separately. These Assembly Docks serve as cheap buildings that
focus this production and players can hotkey them. That eases the
multitasking, but players should still manage their SCVs.
All buildings for this commander are terran-made and so there is no creep produced. Ground zerg units still gain benefits from creep, and so it's another point in which an ally can be beneficial.
- Upgraded from Command Center
- Ability: Scanner Sweep
- Passive Ability: Reactor
- Command Center or Orbital Command can produce 2 SCVs at once
- Ability: Supply Drop
- Drops new a Supply Depot on the targeted location
Notes:
Supply Drop adds more leeway for player's macro. Player has to
choose between Scanner Sweep and Supply Drop. Scanner Sweep adds
reliable detection and synergizes with the Artillery Turret. Reactor
speeds up economy and helps to produce SCVs required to build BCs.
Supply Depot
Refinery
Holding Pen
- Cost: 150 minerals
- 1000 HP, 1 armor
- Production structure for zerg units
- Contains upgrades for Zerglings and Hydralisks
Engineering Bay
- Contains upgrades for zerg units and turrets
- Unlocks Missile Turret and Disruption Engine
Research Facility
- Unlocks Ultralisks, Defilers and Psi Towers
- Contains research for Ultralisks and Defilers
Assembly Dock
- Cost: 50 minerals
- Produces Valkyries and Tactical Battlecruisers
- Requires SCVs for production, 5 SCVS can work on one dock
- Each SCV increases production rate by the same amount
- Blocks ground movement only partially
Armory
- Contains upgrades for terran units
- Unlocks Artillery Turret
Fusion Core
- Unlocks Tactical Battlecruisers
- Contains upgrades for Tactical Battlecruisers (if any)
Leveling progression
Unlocks follow the same
pattern as with other commanders - players progressively unlock more
of the kit, and by level 15, players have the whole package of the
commander. Levels are used to introduce players to various units,
abilities and other mechanics. Important unlocks like Enrage and
Biomaterials should be introduced early and close to each other.
The following list could work. It's
alternating new unit and ability unlocks with upgrades to current
units. The last upgrade is a passive because player might stop
playing commander at level 15. If there was a unit or an ability
unlocked, he wouldn't get to use it. Changing all Command Centres to
Orbital Commands for free could be an option. It would make
macro easier and change how the commander plays in the early
game, which is interesting.
-
Enrage and Biomaterials
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Deep One
-
Zergling upgrade cache
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Defiler
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Hydralisk upgrade cache
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DSS Zephyrus
-
Minotaur weapons system
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Defiler and Ultralisk upgrade cache
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Improved GZ-2 Gas Mines
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Zeus weapons system
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Valkyrie upgrade cache
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Artemis weapons system
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Zephyrus' Shockwave
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Static defense upgrade cache
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Passive ability
Masteries
Masteries should provide interesting choices
and further encourage different ways to play the commander. Their
impact on gameplay should be noticeable. And we should stay away
from "hidden powers"[22] -
that is, effects that have significant strengths but without any
impact on how the commander plays.
Good examples are starting energy for Karax
and Vorazun, energy regeneration for Kerrigan or Stukov's infested
infantry duration. What we should avoid are masteries such as
Alarak's mech attack speed or Nova's unit attack speed. While those
might be good masteries to choose, they don't change how players
play or how the game feels.
Some options for masteries to consider (no particular order):
-
Reduced cost of Explosive Payload up to -66%
-
Plague damage (over time and on death) up to +100%
-
Reduced cost for upgrades up to -66%
-
Increase range on static defense up to +5
-
Reduced cooldowns for top bar powers (separate)
This commander design is not perfect by any means, but I think there some good ideas in it and it has been an interesting exercise. Let's look at some questions.
-
Potential issues that could come up and other shortcomings?
-
It might feel there are too many units and abilities. -- Optionally, one BC weapons system could be removed and weapons systems could be made more simple. Psi Tower is a little redundant and could be improved or removed.
- The Deep One requires too much control. -- I think making burrow/unburrow to use smartcast would help. The Unstable Ground could be on autocast or limited around the Deep One.
- It's too hard to control BCs. -- Their abilities' cooldowns could be increased and the ability power increased. That makes for less "clicks" required.
- Lack of static defense for direct
engagemts could prove frustrating for players in certain
situations. -- An upgrade that would make Missile Turrets attack
ground with lower effectivness might be interesting.
- GZ-2 Gas Mines are too complicated. -- The
concept could be simplified - one mine or one rocket that
spreads the gas. But the current concept is pretty flexible.
-
Is the commander unique enough?
-
Ground compositions play similarly to Zagara, but there are differences. Micro involved in controlling the army is different and the player has further options for transitioning into the late game. Air compositions might be similar to Artanis/Karax/Fenix air builds, but these BCs should prove to be quite distinct from Tempests and Carriers.
-
-
Is it fun to play?
-
My goal was to combine fast-paced gameplay of ground zerg with the more defensive terran gameplay, while leaving doors open to mixing all unit compositions. The commander is complex enough that players won't get bored with it, and they should be able to find their favorite ways to play. Skill floor should be sufficiently low, and there are enough opportunities for micro and army control.
-
-
Which units provide opportunities for micro?
-
Defilers
-
Ultralisks with Explosive Payload
-
Zerglings and Hydras with Enrage & Biomaterial regeneration dynamic
-
Tactical Battlecruisers
-
Psi Tower and Artillery Turret
-
DSS Zephyrus and Deep One calldowns
-
What are some synergies with other commanders?
-
Good synergy with Artanis/Karax because of Zerglings and Broodlings with Guardian Shell/Unity Barrier
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With any zerg commander that provides creep
-
Swann provides additional vespene gas for any tech
-
Biomaterials provide regeneration to allies (especially to Artanis, Vorazun, Alarak and Fenix)
-
Supportive static defense (especially paired with Swann and Karax)
-
Dark Swarm can help any ally with ground forces
-
Alpha Zergling Pheromone Sack helps any biological units with short range
[2]
Underwood, Peter, Chris Metzen and Bill Roper. StarCraft: Brood War
(Manual). Irvine, Calif.: Blizzard Entertainment, 1998.
[12]
Blizzard Entertainment staff. 2008-04-16. The Story so Far... Part
2: The Brood War. Blizzard Entertainment. Accessed 2008-04-16
[13]
Kenyon, Nate. (September 27, 2011). StarCraft: Ghost: Spectres.
Simon & Schuster (Pocket Star). ISBN 978-1439-10938-0.
[22] https://boards.na.leagueoflegends.com/en/c/gameplay-balance/OKWjXElj-are-we-just-going-to-ignore-how-hypocritical-this-coming-seasons-changes-are?comment=0031
Images
[Battlecruiser]
StarCraft: Remastered, comic interlude before First Strike. Accessed
on 2017-08-15.
[UED
logo white] https://www.sc2mapster.com/forums/resources/art-assets/177300-preview-ued-solar-marines