Desert Strike 1338

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Edmon
Active Member
Active Member


Posts : 41
Join date : 2011-06-04

PostSubject: Ability Store   Sat Jun 04, 2011 10:29 pm

At the moment, you have the scan ability for terrans and nothing else.

I'd love for you to make an abilities page where scan is for all races and include a set of abilities which either cost energy or just have a cool down to use during battles to keep players busy and interested. These should be fun and/or minor to not take away from the actual game too much.

I would start every worker with 10 energy out of 100 and regenerate it very slowly.

Here are my suggestions:

Name: Terran Scan
Target: Any Place
Cooldown: None
Cost: 5 Energy
Use: Reveal an area, as current.

Name: Energise
Target: Any Place
Cooldown: None
Cost: 30 Energy
Use: Your next wave will spawn with their energy bars filled to the maximum.

Name: Restore
Target: Any Unit
Cooldown: None
Cost: 15 Energy
Use: Target unit is healed to maximum and has it's energy restored to maximum.

Name: Defensive Tactics
Target: Any Unit
Cooldown: None
Cost: 15 Energy
Use: Target unit gains 50% damage reduction, but loses 50% attack power.

Name: Offensive Tactics
Target: Any Unit
Cooldown: None
Cost: 15 Energy
Use: Target unit gains 50% attack power, but also takes 50% more damage.

Name: Bonus Unit
Target: Any building (including allies)
Cooldown: 1 minute
Cost: 50 Energy
Use: Spawns one of the target buildings units for you with your next wave of units. So if you targetted an allied infestion pit, your next wave would include one infestor (and future waves would not).

Name: Oblitorate
Target: Any Unit
Cooldown: None
Cost: 80 Energy
Use: Instantly kill any targetted unit (but not buildings obviously). One unit isn't a lot for this price, but I can imagine it being used creatively to move key units in key battles (like observers).



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Arkless
Editor (Coder)
Editor (Coder)


Posts : 55
Join date : 2011-05-23

PostSubject: Re: Ability Store   Sun Jun 05, 2011 3:09 am

Edmon wrote:
At the moment, you have the scan ability for terrans and nothing else.
Terran has the scan because they only got a detector unit after upgrading to tier 2.

I will talk to sylon about adding abilities. Maybe we'll add an extra mode for that.
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Edmon
Active Member
Active Member


Posts : 41
Join date : 2011-06-04

PostSubject: Re: Ability Store   Sun Jun 05, 2011 3:22 am

Arkless wrote:
Edmon wrote:
At the moment, you have the scan ability for terrans and nothing else.
Terran has the scan because they only got a detector unit after upgrading to tier 2.

I will talk to sylon about adding abilities. Maybe we'll add an extra mode for that.

Honestly, scan is better used for working out how many gas the other players have so you can plan out how many to get yourself. Which in a lot of ways, is a serious advantage for terran.
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Arkless
Editor (Coder)
Editor (Coder)


Posts : 55
Join date : 2011-05-23

PostSubject: Re: Ability Store   Sun Jun 05, 2011 3:33 am

Edmon wrote:

Honestly, scan is better used for working out how many gas the other players have so you can plan out how many to get yourself. Which in a lot of ways, is a serious advantage for terran.

Wich will be fixed because it is not intended ^^.
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Zee
Quality Poster
Quality Poster


Posts : 145
Join date : 2011-05-29

PostSubject: Re: Ability Store   Mon Jun 06, 2011 12:08 am

Zerg also only get detection at T2... Although it is a lot cheaper, and Banelings can soft-counter DTs, other stealth stuff does not always remain in stealth.

Actually i support the idea of a "support ability tab", would be great.
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