The Concept Unit Thread

Discussion in 'General StarCraft 2 Discussion' started by concreteasflesh, Oct 1, 2007.

The Concept Unit Thread

  1. concreteasflesh

    concreteasflesh New Member

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    I dont know if one exists, just thought ide make a thread for unit concepts, for everyone to share and review, post your own too! again just concepts

    Terran Field Engineer
    Role: Field Structure Engineer

    HP: 80** Armor: 1 Energy: 200(+50 upgrade) Cost: 125 Minerals, 75 Gas**

    Skills:
    Build Missle Turret: The engineer is specially equipped for establishing quick stationary armorments on the field. He can build a light missle turret(140HP, 16dmg) for 75minerals(being a regular missle turret is 100minerals or 75% of the cost of a regular missle turret) at a 33% faster build time then an SCV.

    Build Pillbox/Bunker(upgrade): The engineer can build a pillbox for 75 minerals with 100HP accessible by 2 infantry, and upgradeable to a bunker, with a 100HP increase and +2 more infantry space(totaling 4 units) building the bunker 33% faster then an SCV.

    Stun Gernade: The engineer's defence is his stun gernades, stunning enemy infantry for 4 seconds and non organic units for 2 seconds, also draining 50 energy points.

    Purpose: the purpose of the Field Engineer would be to set up quick defensive structures in key locations, such as your base or choke points, being it costs less then then building with an scv and be faster, making its role for a combat support unit. its stun gernade could be used quite efficiently making it an offensive support unit as well.
    (**: subject to balancing)


    Terran APT-62(Armored Personel Transport)
    Role: Armored Ground Infantry Transport

    HP: 320** Armor: 2 Energy: 0 Cost: 200 Minerals 75 Gas**

    Skills:
    Stationary Mode: The APT-sixer(as commonly referred to) can carry 6 infantry units at moderate speeds(similar to siege tank). it can convert to stationary mode, opening 4 ports, allowing 4 marines to attack, during which it is more prone to attack(-2 defence).

    Purpose: The APT-Sixer is designed to get infantry squads to tight spots, where mobile armor is required, it is useful for transporting medics and engineers and other unarmed units(only marines can use stationary mode) to reenforce your infantry units, and its stationary mode is quite useful when under attack or for support other units.
    (subject to balancing)


    Thats it for now, ill think of more units and post them, feel free to add your own ideas.
     
  2. ijffdrie

    ijffdrie Lord of Spam

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    the transport should be 4 units and the marines firing number should be 2(to bunker like)
     
  3. concreteasflesh

    concreteasflesh New Member

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    Protoss Templar Psyker
    Role: Shield and Energy Replenisher

    HP: 80 Shield: 160 Armor: 0 Energy: 400(+100upgrade) Cost: 125 minerals, 150 gas

    Skills:

    Psi Shield Overload: The Templar Psyker has the ability to overload his psi shields, giving him double the shield power(160 to 320) energy cost: 160, this is a starting spell for the psyker.

    Replenish Energy: Using his large psi energy reserves the Templar Psyker can replenish his fellow warriors energy points (1energy point per energy point).

    Replenish Shields: Using his psi energy the Templar Psyker can convert energy to Psi Shield points for this fellow warriors. (1psi shield point per energy point)

    Purpose: Not only is the psyker a mobile shield battery, but a energy reviver as well, making him very useful for spell casters and fighting units as well. his psi shield overload makes sure the psyker can hold his own on the battlefield even if he does not weapons to wield.


    Zerg Creep Spawner
    Role: Creep Spawner

    HP: 60 Armor: 0 Energy: 100 Cost: 75 minerals 25 gas

    Skills:
    Spawn Creep: the creep spawner can morph into creep forming it in a small area permanently.

    Spawn Bile: the fiend can spawn a small area of bile slowing enemy units, bile lasts 15-25 seconds. energy cost: 60

    Purpose: the creep spawner can be used both defencesively and offensively. it can quickly form creep allowing fast expansion for zerg to new resources areas or strategic locations. Also the bile is useful for slowing enemy units either attacking your base or defending their own.


    4 units seemed too small for a transport, but making it 8 would make the air transport somewhat pointless, unless your on an island or plataeu, i think 6 is a good number for a unit, and maybe only 2 units being able to go stationary on the transport would work better, 4 would be like a mobile bunker, and thats not its purpose...
     
  4. BnechbReaker

    BnechbReaker New Member

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  5. josh

    josh New Member

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    You could submit your ideas to the competition. Those are great you know.

    EDIT: I just repeated what BnechbReaker said. I should've read first before being excited on posting.
     
  6. concreteasflesh

    concreteasflesh New Member

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    Sure i could give that a try...
     
  7. josh

    josh New Member

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    LOL. Dude, sbmit your ideas via email. Check out the first post on that thread and find sc2forums email.
     
  8. ijffdrie

    ijffdrie Lord of Spam

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    i'm sure you will get in the top 10 with this idea
     
  9. josh

    josh New Member

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    He may be even more than a top ten. The field engineer idea is excellent although the have doubts on the zerg creep spawner idea.