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The "Kalath Intercession"

Discussion in 'StarCraft 2 Story and Races' started by Imagine., Jun 29, 2007.

The "Kalath Intercession"

Discussion in 'StarCraft 2 Story and Races' started by Imagine., Jun 29, 2007.

  1. TidalSpiral

    TidalSpiral New Member

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    Here are my thoughts for the addition of a new race to play with, the Kalathi, referenced in the Colossus description. Story-wise I'd imagine they were massacred but not extinguished, allowing them the ability to grow back and hate the Protoss. Play-wise I picture them as utilizing chemical weapons, something that has barely been used so far (Zerg plagues are biological, Terran irradiation is energy, etc.) and also as being very nomadic, due to the effects of the Protoss scouring. I also imagine they've lived underground for some time, hiding their survival. The main purpose would be area of effect attacks and difficulty in destroying their supplies/base. While definitely a vulnerable race to play as it would add a new dimension and playing style, requiring everyone to second guess what they know about SC.

    The Kalathi

    Race Differences: No clear base structure, fast and quiet resource gathering, area of effect attacks common, no flying transport, high cost for buildings and fighting units compared to other races.

    Buildings - Pahaar HP:550 (Builds Harvesters and Serpentines, has Stream Cannon after studying Fortifications), Genome Melder HP:100 (Builds Constructers and Sunborn, tall and skinny spiked building), Hayang HP:75 (Serves as Supply Depot), others not yet thought of.

    << Harvester >> - Utilizing early dragoon design, these bulky three legged steel units make up the backbone of the surviving Kalathi supply line. After the ravagement of their race Protoss prisoners of war were forced into these machines, made to forever serve those they once killed.

    HP: 75
    DMG: 10 Ground (Diamond Saw - Range Very Short)
    Movement: Slow

    Notes - The idea here is a resource gathering unit that feeds into itself; that is, the Harvester would instantly add minerals to your pool from where it stands. While this benefit might seem irrelevent early on, it would add up and also give a new way of stealing yellow minerals (without creating a base). This also means the Kalathi would have no relevent building to the Command Center / Nexus / Hatchery. They would also be able to build a very rudimentary machine for withdrawing gas supplies.

    << Constructor >> - These highly trained Kalathi citizens are responsible for making facilities to further their existence.

    HP: 40
    DMG: 5 (Generator Gun - Range Medium)
    Movement: Medium

    Notes - Most Kalathi structures, like the equivalents for Supply Depot, Refinery and Bunker will have low damage resistance and snap easily. Thus they have a harder pressure on protecting certain things more than others. However later buildings would be much stronger and call to their heritage. These will each have a light defense capability once it is studied. Their Generator Gun I imagine as a slow firing red diamond blast, making them the only builders with a ranged attack. This would also make them useful as anti-air in some circumstances.

    << Lota >> - Appearing like a giant crystal ball full of nodes and with four pulsing lines of light, this odd machine is unique to the Kalathi society and has remained a staple for it's endurance. Since before their fateful meeting with the Protoss, it has served as their common means of city transport. It utilizes a C.N.M.R., or Constant Negative-Matter Reactor, to keep itself a short ways from the ground, allowing it to cross water easily. Due to this constant energy transfer it must release hot vapors regularly, which it can then spout off in all directions for a very short ranged attack.

    HP: 335
    DMG: 18 (Steam Burst - Range Very Short)
    Movement: Medium

    Notes - Providing a powerful transport negates the effect of having a skewed building system of weak structures, because this way they can protect the Constructors even if not a base. This also makes them much more nomadic than the other races. However the lack of flight limits their protectiveness.

    << Serpentine >> - Even though they would never admit to it, the Protoss used to work with the Kalathi on designs for new mechanical constructs. The Reaver was their primary project and had it not been for their ingenuity, it wouldn't exist. Betrayed and infuriated, they took the base design and created in their minds the perfect anti-Reaver, a logistically profound and speedy war machine.

    HP: 125
    DMG: 15 (Corrosive Spray - Range Long)
    Movement: Fast
    Ability: Build Gajnaj, Logistic Shield

    Notes - These I imagine looking like the face of a Reaver but on a junkier snake-like frame. It would swivel it's head in attacking and spray two nozzles of acidic liquid that would land in a splash pattern and hit multiple units but have more effect on metal than flesh (ground only attack). The Gajnaj would be a self-built mini-satellite that extends their range and serves as a detector (only one per Serpentine, in air right above it). The Logistic Shield would be something that activates like Cloaking but while it's on will blow up missiles and scarabs before they hit (by hacking the guidance systems). This would NOT protect from energy or small arms fire and would have a quite limited range, serving more as self defense than a missile proof wall unless you lined up several of them which would be difficult.

    << Sunborn >> - A pocket of unscathed citizens managed to live on the surface, avoiding the Colossi and attempting to stay sane. These few are considered unblemished by the depths and thus of a higher order, so they are given the percieved priviledge of becoming the Sunborn warriors representing their cause.

    HP: 180
    DMG: 25 Ground/Air (Chemical Arc - Range Medium)
    Movement: Medium
    Ability: Immolation, Renewal

    Notes - Looking like an intricate gold set of armor, these fighters would eclipse regular infantry. The Chemical Arc attack would be a three second long stream of brilliant orange chemical energy that is ionically bound to the armor, thusly pulling itself back into the unit's hand and forming a damaging loop through the enemy lines (imagine a fire arc on the surface of the Sun). Immolation would be like a self-irradiation tactic, turning the unit temporarily into a fiery figure that continues to kill but also hurts all units in a radius of it. Renewal would be a technology that allows them to heal but at the cost of energy like Immolation.

    << Negota >> - Airborne units are lacking in the Kalathi culture but these are their new pride and joy of technical creativity. These small triangular ships have two big circular appendages which constantly orbit the ship vertically and generate enough continuous power to easily fight gravity's pull. A slight amount of chemical reaction is required to begin the spinning, and by rotating them sideways the ship can land easily anywhere.

    HP: 340
    DMG: 35 (Fragment Sprayers - Range Long), 80 (Nerve Bomb - Range Very Short)
    Movement: Fast
    Ability: Build Nerve Bomb

    Notes - Fast moving and durable, these would be the backbone air unit of the Kalathi. The main spray weapons would fire tons of little metal slivers at ground or air targets (picutre a glittery silver look), but the Nerve Bomb would only be usable against ground forces, delivering a wide range toxic assault that would kill most organic units instantly. It would build slowly, making it a tactical strike weapon.
     
  2. Imagine.

    Imagine. New Member

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    Good race concept, however one thing bothers me, how would they start a game? Since they have no structure without a function similar to that of the Nexus, Command Center, and Hatchery. Also, what units would be placed at the beginning of the game? Would it be a mixture of harvesters and constructors (2 Harvesters, 2 Constructors? 3 Harvesters, 2 Constructors? etc. etc.)

    Also if playing as and against the Kalathi, players would know that Harvesters are their lifeline. If they were to lose these harvesters, their economy could be wrecked. Given that Harvesters are slow and tremendously weaker than that of any structure.
     
  3. TidalSpiral

    TidalSpiral New Member

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    Good questions. The Harvesters themselves could be tweaked to be more armored, take more hits and thus give them some survivability amidst the rushes of other races but the fundamental speed and high cost to make them will keep them as a mixed bag.

    To start a game with, I'd imagine two Harvesters, two Constructors and maybe one of the supply depot replacements (Hayang). This will make the beginning equally slow for all sides but depending on what the Constructors build first their path will be set from early actions. For instance if they go towards the mechanical units, it will require early building of a Pahaar and subsequent technologies. To get more constructors, or the Sunborn, they would need to start with a Genome Melder and beef up the actual organic units.
     
  4. Imagine.

    Imagine. New Member

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    If the most basic of units for the Kalathi is to be of high cost, the Kalathi do not seem to be a reasonable race to start with. Take into account the fact that six Zerglings will be more than enough to destroy a single harvester in an early rush, despite their damage output and the fact that they may be able to kill two to three, the Zerglings are of a cheaper cost and are therefore not a true liability. Whereas your Harvester is your "backbone", the cost would not be justified. Also Marines will have a field day with these.

    What if Blizzard retains the condition that if no buildings are present in-game, then the action is to end the game in defeat for the player. I think they should have a rudimentary structure (that progresses just like the Zerg Hatchery.) which could be named Kalathi Core.

    I really like your race concept so let's hammer out all the kinks. :good:
     
  5. TidalSpiral

    TidalSpiral New Member

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    All good points, and thank you for taking the time to consider it. I take it you like the area damage and kind of underground chemical aspect? :D Kalathi Core sounds really good... but I would like to keep the Harvester concept. How about the Constructors work like SCV's, doing building and resource gathering from the Core, but the Core can also build Harvesters for their special gathering ability and increased stats?
     
  6. Imagine.

    Imagine. New Member

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    Here is something I think that would allow the Kalathi the ability:

    - - - - -
    After the Intercession and the retreat, The Kalathi had to devise a system to use what is around them to insure that their race lives on. The Kalathi soon became aware of their natural surroundings and what effects they could achieve by mixing matter and substances. The Kalathi continued to study the properties and reactions of their compositions and soon became entwined with their study.

    The Kalathi have developed a sort of bond to their elements and to the Core. This connection allows the harvester to retrieve valuable resources and to instantly have the Core react to the mixture scent of its workers. Without the Core, the harvester will lose its connection and will refuse to work until the connection is restored.
    - - - - -

    The Harvester concept can stay with its ability to process minerals and vespene gas on its own, if the Core is lost, however the Harvesters will not move (Same idea with the fact that the other race's workers do not move if a center is not present.)
     
  7. didd293

    didd293 New Member

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    it sounds like a good idea, but I have a feeling that the Kalathi are going to be a bit similar to the Protoss (high cost, strong(ish) attack, i'd imagine the models would look similar too)
     
  8. Ych

    Ych New Member

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    Very well, and thought out post. I give you a :powerup:.
    But the problem is, they would work a little too similiar to the Protoss other than the very different early start. Since Protoss is all about strong and powerful units in lesser quantity, the Kalathi also seems to fit that theme. Otherwise, very good post.
     
  9. TidalSpiral

    TidalSpiral New Member

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    That is a very good idea, pretty clever negative effect. I keep thinking about this race and what else they could do. I'll write up another two units I was considering. And thanks for reading to the others, they would have a closer link to the Protoss in my mind because of their obsession with getting revenge on the Protoss. I guess I like that they have a few similarities to the Toss, but they are supposed to be much less powerful and more just durable, good at hurting groups of little units. I feel that if they are linked to the Protoss, they will be better accepted by SC players than an outlandish new group.

    << Chemicon >> - Resembling a submarine on land, this massive horror is the ultimate in Kalathi aggression. Forgoing the capability to destroy structures, they have channeled chemical reaction to the height of mortality. Focusing a massive energy transfer array on the front, a huge beam of dissolving green chemical power rips through anything in front of the machine. It's armor is virtually immune to all but the heaviest of strikes.

    Supply: 10
    HP: 1000
    DMG: 200 (Nuetron Conducive Array - Range Medium)
    Movement: Very Slow

    Notes: I imagine this as extremely sluggish, like a half speed Reaver with a massive punch. The shape would be longer and look like a pretty solid metal block, exposing only the chemical beam and layered steel plates. The beam would obliterate anyone in front of it but have absolutely no effect on buildings. The extreme armor is also a factor, but if left unprotected it could easily become useless. It's movement will be so slow that turning to strike will be difficult, therefore it needs support and cancels the extreme damage to armies.

    << Drousol >> - Taking the energy concept of the Lota to new heights, the Kalathi have made a craft of further hovering capabilities. Named after it's creator, the Drousol possesses four metal tendrils and a huge steel nozzle on front. By instantly intaking the mineral compounds of disintegrated bodies the Drousol adds a small amount of extra mineral to it's founder much as a Harvester. Afterwards it violently spits out the body remnants through the sides, damaging anything close. It's metal tendrils generate red synchronized air halos, appearing as smoke circles of energy that move through several enemies at once and leave them drained.

    HP: 180
    DMG: 10 (Halo Phase Gun - Range Short)
    Movement: Fast
    Ability: Absorb Enemy, Revulsion

    Notes - I see this as a final slap at individual living enemies, making this race even more specialized for crowd control. At random and automatically it will flash and a marine/zergling/zealot/thing will turn to vapor and get sucked in. Then there is a low whistle as the useless part is sprayed out the sides causing light damage, maybe 3. Adding 2 minerals to your pool for each shot of this makes it even sweeter. Against vehicles however this unit is virtually useless.
     
  10. Protoss Kills Infinitely

    Protoss Kills Infinitely New Member

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    but they've already said that they're not going 2 have a fourth race!!! they said they would just work more on the races they've got(terran/protoss/zerg)
     
  11. capthavic

    capthavic New Member

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    Yeah you put a lot of thought and work into that but Blizz has clearly said that won't be a fourth race.

    It's amazing how people can take something so small and blow it out of proportion.
     
  12. Imagine.

    Imagine. New Member

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    It has been noted PKI, however there is nothing wrong with posting up and playing with ideas of race concepts.

    What do you mean by blowing it out of proportion? What are you referencing? Where is the wrong in having an imagination? Of course we will not see most of the things that we have posted in these forums implemented, however they made (and make) for entertaining discussions and debates.

    Now I return to the topic! I like the fact that you are creating a plethora of units for the Kalathi. Mind if I make some of my own? :D
     
  13. TidalSpiral

    TidalSpiral New Member

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    Oh yes, feel free to post your own unit ideas. So little is known about the Kalathi as Blizzard have imagined them, that we have no real rules to play by... except balancing with the rest of the SC norms. :good: Yay for power.

    And also I know they said no fourth race was going to be in SC 2, but Blizzard can be tricky you see and maybe they were going to put one in the expansion. If there is an expansion (sure there will be) then it's a possibility still.
     
  14. Ghost

    Ghost New Member

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    We could make the Kalathi Core an extractor for minerals and gas to makethem truly unique, this sounds wierd but imagine a building that can be built on minerals to drain them until there is only ground left. This would make their powerful units balanced as there is a set pace at which they gather resources. The harvesters could be tier 2 and used to speed up the collection by spreading to unpopulated mineral nodes and harvesing without the need to return to base.
     
  15. paragon

    paragon Guest

    maybe the kalathi were an invading force from outside the protoss sphere of control and they were trying to invade a race under the stewardship of the protoss
     
  16. burkid

    burkid New Member

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    ^that is entirely possible as well.
     
  17. Imagine.

    Imagine. New Member

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    That would not be fair for the Kalathi player because only a single entity would be mining minerals early game as opposed to four for the other three races. If the building has a sped up mineral mining process it would be unfair for the other races, so yeah... Imbalance!

    _________________________________________________

    Kalathi Hulk:
    HP: 300
    ATK: 25* (Plasma Arc Cannon - Medium Range)
    MOVE: Medium
    SUPPLY: 4

    After seeing the raw and deadly power wrought by the Protoss Colossus, the Kalathi set out to construct a behemoth of their own. The Hulk, although not as towering as the Colossus, more than makes up for the difference in girth. It walks with three legs powered by a gas combustion engine and is armed with a plasma arc cannon.

    * Damage inncreases with prolonged arc exposure.

    Kalathi Ethereal:
    HP: 180
    ATK: 0
    MOVE: Fast
    SUPPLY: 1

    Sunborn who have developed an ether concoction in which they consume to dissolve their solid matter and ties to the physical realm. After consuming the ether, The Sunborn cannot revert to their original state and as such have accepted this as the ultimate transformation to becoming one with the world. Though the Ethereal will be vulnerable to physical attacks as his being responds to violent disturbances.

    World Meld: 100 MP
    The Ethereal could focus and excite his particles enough to expand and then suddenly condense his being, causing a massive implosion. This implosion comes at a high cost, as the Ethereal is lost within it, however his sacrifice would not be in vain as the enemies nearest him would suffer major wounds or die.

    Asphyxiate: 75 MP
    Releasing a deadly cloud of gas and fumes over a area of choice, the Ethereal could wreak havoc amongst those who breathe.

    _________________________________________________

    I am thinking that if the Kalathi moved underground, they must have tamed some creatures. Why not have some creatures act as Kalathi units?
     
  18. BeachBum4eva

    BeachBum4eva New Member

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    i imagine that the Kalathi could b a decent 4th race but i only kinda hold back on it becuz i dont kno if these AOE's were a building ability or a unit thing and if it is a building thing and buildings as i understand wouldnt have that much hp, Kalathi players would spend most of their time making defensive structures 2 hold off the horde of zerglings/marines/zealots tryin 2 massacre the harvesters than making units and weps 2 destroy ur enemy which would make them a dull race 2 play against
     
  19. paragon

    paragon Guest

    yes i know this is why i said it.

    another possibility is that they won't divulge any more information of the kalathi and just leave it has some little backstory thing. just like the species that some of the zerg units were originally.
     
  20. TidalSpiral

    TidalSpiral New Member

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    @ Beach Bum

    I've been thinking a lot about that very point, but I still think the Harvester thing is no more difficult than any other aspect of the game. All it means is that when a player is fighting the Kalathi, they need to scout early and make sure Harvesters aren't being sent solo to leech enemy minerals. Even though they would be bulky and not so fast, the instant gain effect means they would want to get these things out there and snatch up all the resources possible before a massive zergling/marine/zealot squad can be assembled.

    As far as an actual battle tactic, I imagine this race using "trap and push" style tactics. What I mean there is that their best survival tactic would actually be to wait, pump out some spare Constructors (remember this basic unit will have a ranged attack) and as many AOE units as possible, then put the spare workers into a defensive line with the AOE's right behind that. As the generator shots fill the sky against an enemy wave, the military units will be bombarding from right behind and hitting multiple units a piece, adding up quickly and giving them a good mobile defense. Once the wave is killed, their enemy will be inevitably weaker and then the army can be fed as you move it further and further out, pushing right into the enemy base. Sieges would be harder due to lots of specialized units that are meant for killing biological units, but that's the price the race would pay for being good against rushes.

    As far as the AOE attack of a building, what I meant is to give them a technology that when studied automatically equips the higher tier buildings with a cannon on top, lessening their need to protect a supply point. That way with enough time they can become more fluid and not have to sit there watching for constant attacks, since the supply depots and such will be much easier to destroy with this race.

    @ Imagine

    I do like the unit ideas, and hell yes to the tamed animals bit, I was thinking of some kind of cave beast just before I read that. lol The only bit I'd change is the Hulk weapon I'd give some other kind of name... like a "Reactant Ray" or something to make it seem materially different from a Protoss weapon (don't want them to be Protoss 2). Otherwise they sound neat, I could imagine the Hulk occasionally letting out metal whines and engine growls, like a more industrial style machine. The Ethereal sounds like a badass concept to me... a semi-permanent suicide unit, since no doubt that "implosion" effect would be quite damaging to some units but yet the poisonous fumes ability might make it worth it to keep them around for defense. Plus the whole cellular instability thing sounds all chemistry based. :D

    So ten units at this point: Constructor(gather+build), Harvester(gather), Serpentine(ground+climb), Hulk(ground), Lota(ground+transport), Sunborn(ground), Chemicon(ground), Ethereal(ground), Drousol(hover+climb), Negota(air). I've got an idea for the beast unit so I'll put it down right quick too.

    << Kalevala >> Roaming the deeper caverns of Kalath are the magnificent Kalevala, majestic bear-like beasts with a fierce loyalty to those they are close to. Needing to support themselves with a work animal capable of long schedules, the Kalathi naturally turned to them when they moved underground for both labor and protection. Hooking up a ventilation mask and light metal armor, the animals have now been fitted for war. They appear to lumber at a good pace on all fours but rear back to place powerful swipes against an opponent's skull. Their shaggy hair covers most of their face.

    HP: 250
    DMG: 16 (Swipe - Range Very Short)
    Movement: Medium
    Ability: Pack Mentality

    Notes - These would be able to climb up cliffs, making them a highly mobile melee striker which could help raid defenses. The ability I picture as a sort of inherent trait that they get slightly stronger for each one of their kind nearby, up to some limit or in decreasing fractions, like bonus, 1/2 bonus, 1/4 bonus, 1/8 bonus, etc. This would make it a heavy investment however, balancing the worth of having to have at least six to make them as strong as possible.