No tengo tiempo para escribir el mensaje como me gustaria ni darle formato al documento de diseño, pero aqui pongo lo que he podido por ahora. Lo editaré despues.
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IntroductionProject with provisional name "Starcraft: Leaders" is a SC2 map that takes ideas from many RTS games, and represents a completely new and complex small-scale RTS experience set in the universe of Starcraft. Up to 6 players face off in a somewhat small and open map with different buildings scattered around. Players fight for these buildings and make the best use of them to reach victory.
StoryArcturus Mengsk had been the smartest kid on the block, in the class, and in the group of rebels that were to be known as the Sons of Korhal, so in a sense it wasn´t surprising that he came up with a brilliant idea. But this one was to change the Universe…forever. The other Terran factions´ leaders would have labelled Mengsk idea as pure madness –they did not have the clarity of mind that Mengsk possessed, that detached way to think about matters without letting feelings interfere. The Protoss were too proud to even consider anything remotely similar. And the Zerg were…impulsive, instinctive, protective.
Standing up, alone in the command area inside the Hyperion, Mengsk looked back at the chess board that showed the final position of the pieces from the game he had just played. He found himself suddenly marvelling at the elegant depth of chess and its pieces, at how each one offered different possibilities and covered weaknesses of others…and then the idea struck him. “Kerrigan with her ghost powers has given us a new dimension and made the Confederates, finally, fear us”, he thought, and gently picked up a pawn from the board, and looked at it intently for some seconds while rotating it with his fingers. “Just one small piece…”, he said out loud. “What if we got hold of one of those monstrous Zerg specimens –how do they call them? Oh right, “ultralisks”-, or one of those huge Protoss carrier ships…”, and he picked up a rook and a knight from the chess board. Mengsk thoughts didn´t just stop there: “Wait, why not both? How could ANYONE defeat an army that consisted of mixed Terran, Zerg, and Protoss forces; of siege tanks, ghosts, ultralisks, and carriers? A combination of the best elements in each race would prove unstoppable...”.
Key Features * 7 different Leaders to choose from, each one representing a different headquarters/faction.
* More than 30 types of Warriors that can go up in ranks.
* Advanced “building claiming” system that keeps the focus changing from one part of the map to another.
* Focus on a fast start and the early-game gameplay options.
* 2 different victory conditions.
Legend-
Minerals (M): classic RTS resource obtained via various methods.
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Victory Points (VPs): more abstract resource. It is shared by all the members of a team. The game can be won if the team reaches a certain amount of VPs.
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Headquarters (HQs): players´ main building; destroying all headquarters of the oposing team wins the game. Each player has one.
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Leader: special units that can convert buildings and support the army, and that can be revived. Leaders will be characters from the main SC2 story/campaign. Each player controls 1 Leader that represents the HQ.
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Warriors: mainstream units trained at 4 neutral buildings, can go up in ranks.
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Unique Warriors: Warriors trained at the headquarters of a Leader. Can also go up in ranks.
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Mercenaries: powerful units trained at a lone neutral building. Cost minerals, and then some VP per second to keep them as allies. Can be dismissed at any point, and they disappear.
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Minions: units that are created automatically near the player´s HQ and auto-attack-move the enemy HQs -they are uncontrollable. They are Terran, Zerg or Protoss depending on the Leader, but all have the same attack/hit points.
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Converting a building: a Leader unit channels an ability close to a building and after a time the owner of the Leader gets to be the owner of the building -similar to the Warlords Battlecry series.
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Capturing a building: an engineer-type unit enters the building and instantly the owner of the Engineer gets to be the owner of the building.
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Claiming a building: general term - a Leader converting a building or an Engineer capturing a building.
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Neutral building: building that can be claimed by players to make use of it. Can be upgraded, but the upgrade stays if an enemy converts it. Cannot be destroyed.
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Player building: building that belongs to a player and cannot be claimed by the enemy, only destroyed.
BuildingsFound on the map-
Headquarters (HQ): player´s main building; there are 7 different ones, 1 for each Leader. Each HQ offers 3 types of Unique Warriors, 1 unique technology, and 12 racial technologies. HQ cannot be claimed. They have a lot of HPs, and destroying the enemy HQs wins the game. Can be upgraded twice. Produces 3 minerals and 1 VP per second passively and supports 20 supply. Each level of HQ increases supply by 6.
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Mineral Deposit: neutral building that produces 3 minerals per second passively for the owner. There are 4 on the map. Can be upgraded once to produce +1.5 minerals/second. Resource-producing buildings have infinite resources.
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Special Mineral Deposit: neutral building that produces 3 minerals per second passively for the owner. Can be upgraded once to produce +1 mineral/second and +0.5 VP/second. All mineral deposits owned produce an extra +1 mineral/second. Can heal a unit nearby for a cost in minerals.
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Neutral Headquarters (NHQ): neutral building located on the center of the map. Provides 2.5 VP/second, and mercenaries are hired here. Only one on the map. Can be upgraded once to produce +1 VP/second and to unlock training of Mercenaries. Has technologies that improve the durability of the owner´s HQs, and also offers upgrades for Mercenaries. Upgrades for Leaders might be available here.
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Academy of War: neutral building that offers 12 different neutral Warriors for training. Can be upgraded twice to unlock better Warriors. At level 3, there´s a technology that gives bonus starting xp for newly trained neutral Warriors from that AoW. There are 6 on the map: 4 in the neutral zone and 1 of each of the team zones. The ones in team zones can only be converted by players of the team, and upgrading them might be more expensive than the neutral ones.
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Training Camp: neutral building. Warriors can enter this building for a cost -and disappear from the map- to accelerate the process of going up in ranks. It would be like an investment. The owner of the building can call these Warriors back to action at any time. If the building is claimed by an enemy then the Warriors inside it show up on the map again. Also offers upgrades for Warriors, and passively grants the owner´s Warriors on the map +1 bonus xp per second. Can be upgraded once to unlock unit upgrades and increase xp bonus to +2/second.
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Outpost: neutral building located on the top left and bottom right corners. The owner can set Minion spawn point at them. Also produces +1 VP/second passively and gives a passive 10% bonus movement speed to all of the owner´s units. Offers some upgrades for Minions (1- increased damage/speed, 2- makes a second batch available on the map at the same time). Can be upgraded once to give +0.5 VP/second, increase supply limit by 4 (meaning a lvl 2 Outpost would increase supply limit of the owner by a total of 6), and increase by 1 the number of minions per batch.
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Radar: neutral building, two on the map, they offer huge LOS around them to the owner and an ability to scan a small area of the map to scout and/or detect invisible units. Can reveal the entire map for 5 seconds with a long cooldown. The leader unit of the owner receives +1 charisma.
Add-ons- Can be built at claimed neutral buildings and HQs. If a neutral building claimed by an enemy has an add-on, this needs to be destroyed before claiming it. Add-ons detect invisible/cloacked units in the vicinities. Add-ons take 1 supply and cost around 75 minerals and 25 VP.
- The add-on for Terran leaders is an average-damage turret.
- The add-on for Zerg leaders is a nydus worm that can transport the player units to another nydus worm.
- The add-on for Protoss leaders is a pylon that regenerates 1 HP and 1 energy per second to the nearby player units.
Buildable buildingsSome Warriors can build destructable buildings that cannot be claimed by an enemy. These buildings cannot have an add-on, and take 1 supply -except Supply Depots which use no supply. The following is a list of them:
- Supply Depot
- Planetary Fortress
- Repair Camp
- Auto-turret
- Starport
- Special Pylon
- Watch Tower
- Bunker
- Barracks
Others- A neutral building only benefits the player who owns it, ie. his allies can´t make use of / do not benefit from it -except buildings that produce VP, of course.
- HQs of Protoss Leaders also serve as shield batteries.
- HQs of Zerg Leaders are surrounded by creep that heals the player units.
- HQs of Terran Leaders have more HPs and upgrading them improves attack and HP of their add-on turret.
- Each neutral building gives +2 supply limit to the owner.
- Upgrading a building costs around 75 VP. Perhaps 100 VP for a few of them.
- In 2v2 and 3v3 games, resource-producing buildings -especially for VP- might produce slightly more resources/second.
- Players can claim neutral buildings owned by allies. Leaders will convert these buildings almost instantly, and Engineers will come back to the map almost instantly after capturing it.
- Still to be defined what happens with regards to resources and buildings when a player leaves the game.
Resources- Resources will primarily be obtained passively by owning certain neutral buildings which have an infinite amount of them; however, there will be more ways to obtain them / increase their production. There are 2 types of resources:
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Minerals: general purpose resource used for most units, unit upgrades, and technologies, and for Terran Leaders when using most unit abilities .
Terran Leaders will have Unique Warriors and/or unique upgrades/techs to improve mineral production beyond the capabilities of Zerg/Protoss Leaders.
Zerg Leaders will get back 10% of the mineral cost of Warriors.
*The idea is that Terran Leaders will gather the most minerals, while Zerg ones get some minerals back from units lost, and Protoss units have the shield to make their units more durable and having to spend less minerals to replace them.
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VPs: team-shared resource which goal is to have members of a team coordinate and plan an overall strategy in advance. As this resource can be saved for reaching victory, a decision is to be made as to whether to use a lot of this resource to try and get an advantage or come back into the game, or save it to try to reach the victory condition faster. I envisage this new dynamic will add depth to the game. Players have to decide if they want to use it asap to gain an advantage, or to save as much of it as possible, or to save a little constantly to keep building it up, etc.
VP is used:
1) for upgrading buildings.
2) for using some above-average unit abilities.
3) for different mechanics within each race:
--> for Protoss Leaders´ units, VP can be used to instantly regenerate shields -these units have a low-cooldown ability that is be active only if the player has enough of this resource to replenish all of the unit´s shield, the cost being proportionate to the damage on the shield. Note that no matter the race of a Warrior/other, if a Protoss Leader owns it, the unit has the classic Protoss shield.
--> for Terran Leaders, VP can be used to increase the combat efficiency of add-ons turrets and for building them much faster.
--> Zerg Leaders will be able to choose whether to pay for his Unique Warriors in minerals or in VP.
4) for training most Warriors -small % of VP from the total cost.
5) for paying Mercenaries.
VP is obtained:
- Passively while a player´s HQ is up.
- By controlling the NHQ.
- By controlling Outposts.
- By not letting Starports be destroyed.
- Terran Leaders also get +0.5 VP/second per neutral building owned.
- By enemy minions dying in the neutral zone.
- By enemy leaders dying (VP = 20 + 20*lvl of enemy HQ).
Map Layout and TerrainTerrain TypesRoads- Are actually Supply Depots that have been lowered.
- Explosions destroy it.
- Vehicles move faster on it.
Jungle- Vehicles move slower in it.
- Some units have specific bonuses whn fighting in it.
- Explosions destroy it, leaving fire for some seconds.
- Unit LOS is dramatically shortened, giving melee units an advantage.
High Ground- Ranged units have an advantage -bonus damage or units moving slower from lower to higher ground.
LeadersThere are 7 different Leaders or factions to choose from in the pre-game lobby -3 Terran, 2 Zerg, and 2 Protoss-, while choosing "random Leader" will also be possible.
- Each Leader implies:
> A different Leader unit.
> A different "headquarters" type of building, with access to 3 Unique Warriors and a unique technology.
> 2 different unique bonuses.
Leaders share some technologies and bonuses with others of the same race –ie. all Terran leaders have some technologies and bonuses in common.
More Leaders could be added to the map in the future.
Terran leaders tend to have a defensive/tactical playstyle, are quite versatile, and benefit more from map control. Their play can be organized or erratic -thanks to their various explosives. They can go from a defensive position to a quick assault on the enemies´s HQs and end the game then and there.
Zerg leaders tend to combine numerous weak units with a few powerful ones, making their army awkward to counter. Furthermore, they are especially unpredictable early game. Their armies have a high degree of mobility and give back some resources upon dying, promoting an aggressive playstyle.
Protoss leaders tend to use fewer but more powerful units, all of which can instantly refill their psi shields in combat. All this makes these leaders ideal for players that love micromanagement -their units only grow stronger as the game goes on.
- Leader units are not much more powerful than normal units, have average HPs, and are revived automatically at the HQ after some time -they are invisible for some time after reviving. A leader unit dying produces 40/60/80 -depending on the lvl of HQs of the owner of the leader- VP for the enemy team
They won´t walk around murdering units at will –they are more support-oriented-; however, there´s the possibility of turning the Leader into a powerful unit if the player heavily invests in it. Leader units have a “Charisma” attribute that translates into a "command radius" in which allied units fight better.
Higher charisma means a larger command radius –represented in-game as a circle with the Leader unit in the middle-, improved combat bonuses for the player units inside this radius (+1 damage and +3% move speed per charisma point), and reduced building conversion time (-1 second per charisma point). Building conversion time is initially set at 18 seconds, and Leaders start with 1 or 2 points of charisma -depends on the Leader.
- Apart from "Convert building", Leaders -as in Leader units- will have 2 abilities which have a shared cooldown, and which will be available from the start:
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Fast Convert Building: This ability converts the nearby building in 2 seconds, and is used to speed up the early game and get things going.
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One unique ability- Leader units take 5 supply always.
- Some abilities that permanently improve the stats of units work on leaders, but these "permanent" benefits to stats are lost if the leader unit dies.
- Each time a player clicks to upgrade the HQ, a dialog pops-up prompting the owner to select an upgrade for the Leader unit, which are different for the different leaders. There are 6 possible upgrades, once a player chooses one of them to upgrade the HQ to level 2, only 5 remain, which are offered to the player when upgrading the HQ to level 3. One of them is paritcular to each leader -an upgrade to the Leader ability. Two of them are shared for all leaders:
1) adds the "Gather" ability to the leader unit, so all of the player units run towards the leader unit with improved move speed.
2) gives another 2 charges of the "Fast Convert building" ability.
Terran LeadersBONUS- +0.5 VP and +0.5 minerals every second per neutral building owned.
TECHNOLOGIESOffensive tree- Sniper shot ability added to leader units. (lvl 1 HQs)
- +20 HP and +4 damage vs buildings for Mules/SCVs/MCVs and engineers, and they build structures 25% faster. (lvl 2 HQs)
- +15% damage to explosions. (lvl 3 HQs)
Turtling tree- +10% HP for buildings and they regenerate HP faster.
- Can use minerals to slowly repair buildings.
- Buildable buildings cost half VP.
Utility/Army tree- Allows SCVs, MCVs, and Mules to build Barracks.
- Produces an SCV/MCV/Mule -depending on the Leader-, a Marine, and a Berserker/Ghost/Vulture instantly at the HQs.
- +2 limit to Marines, and a rank 3 Marine can be summoned instantly at each Supply Depot.
OTHERS- Add-on for buildings is an average damage turret.
- Their units´ abilities cost minerals.
- Starts the game with an engineer, and 2 marines.
- 3 upgrades to the leader unit common to all Terran leaders:
1) +2 Charisma
2) +60 HP and +1 armor
3) Improved Sniper Shot ability (check if another technology tree has already been chosen)
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Terran Leader 1 - Arcturus Mengsk (1 charisma) (ranged)
Leader ability:- Kamikaze: the player´s vehicle closest to the leader is ordered to crash against an enemy unit or building, increasing its move speed and exploding upon contact -and dying in the process. Damages the target enemy for 1,5x the number of hit points left on the kamikazing unit. Explosion does light AoE damage. If the target enemy survives the crash, it is slowed for 5 seconds.
Unique bonuses:- Starts with a random neutral building claimed.
- "Fast convert building" ability has endless uses/charges, but with a high cooldown -like 2 minutes.
Unique technology:- 200 + (10 * minutes into the game) minerals to the player instantly, but loses 0.5% of that amount per second for 200 seconds. No cost. Can be used twice. (lvl 2 HQs)
Unique Warriors:-
Mule: 140 M 15 VP, tier 2, 4 supply, normal damage in melee range, vehicle. It is pretty sturdy, and can gather resources from Mineral deposits. Resources are dumped at the HQs; the longer the trip, the higher number of minerals gained. Builds structures faster than other builders.
Ability at 1st rank: can build Supply Depots, which have several uses. They can be used to block terrain when built together -they are dirt cheap. They can be lowered so units can walk across them, increasing the speed of vehicles, but they cannot be raised back. Finally, an allied unit can enter a Supply Depot, getting healed a bit and increasing its attack damage by 1 permanently; the Supply Depot explodes after 5 seconds.
Ability at 2nd rank: can build Bunkers. A few unit types are able to enter bunkers to add firepower and be safe.
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Ghost: 120 M 30 VP, tier 2, 3 supply, penetrating damage, slow movement speed and low HP, high damage and range. It is invisible. Can enter bunkers.
Ability at 1st rank: "Lockdown", stops an enemy unit for some time, but makes it unable to be attacked also. Can be used to stop channeling abilities like leaders´ Convert Building.
Ability at 2nd rank: "Nuke", can be used once to create a delayed explosion and do high damage in a big AoE.
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Thor: 230 M 85 VP, tier 3, 6 supply, vehicle. Very high normal damage at medium range, and high armor. Does +50% damage in melee. When a player´s unit dies near the Thor, its next attack will do 15% of its current HP as bonus damage.
Ability at 1st rank: the Thor can deploy permanently into a fortress-like building which offers various benefits: large LOS and HP, average damage attack, and acts as a Barracks, drop-off point for minerals, and Starport. This takes 3 supply and can be destroyed.
Ability at 2nd rank: passive, the Thor explodes when killed, doing high damage to both allies and enemies nearby. Can be comboed with "Kamikaze".
Description:
An especially erratic and unpredictable Leader. It can use every tech tree succesfully.
The offensive tree goes well with its erratic nature. The turtling tree reinforces map control which certainly a good approach for this Leader when comboed with Ghosts and bunkers. The utility tree is less specialized but goes well with its unique tech.
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Terran Leader 2 - Gerard DuGalle (1 charisma) (ranged)
Leader ability:- Siege Warfare: temporarily increases damage against buildings for units in the command radius, and makes allied attacking buildings fire faster.
Unique bonuses:- Starts with +100 minerals, and mineral deposits produce a further +0.5/+1 minerals/second.
- +1 armor to the player units when near allied buildings.
Unique technology:- Can lift / reposition Watch Towers, Supply Depots, Barracks, and engineers´ Auto-turret and Starport buildings.
Unique Warriors:-
MCV: 105 M 15 VP, tier 2, 3 supply, normal damage in melee range, vehicle. Can gather resources from Mineral deposits. Can also repair vehicles and heal other allied units.
Ability at 1st rank: can build Supply Depots.
Ability at 2nd rank: can build an inexpensive Watch tower, which detects invisible units nearby, has a lowish attack, and can act as drop-off point for minerals.
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Vulture: 180 M 10 VP, tier 2, 4 supply, siege damage at long range, cannot attack air, vehicle. After attacking, it moves faster for 3 seconds -does not stack.
Ability at 1st rank: can place mines which explode when enemies tread nearby. It starts with a limit of 3, but receives another 3 every time it goes up in rank.
Ability at 2nd rank: can pick up / reposition placed mines.
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Wraith Carrier: 200 M 60 VP, tier 3, 5 supply. Air unit, moderate normal damage and high HP. Can transport units. Its attacks create a delayed explosion at the position of the target.
Ability at 1st rank: toggable, it moves very fast, but is unable to attack.
Ability at 2nd rank: toggable, it receives 50% less damage from attacks, but cannot attack. Activating one ability deactivates the other one.
[]Description:[]
This Leader goes better with a more controlled approach to the game, in which fights take place there where the player wants them to be, this is, near its buildings. Enemies that try to hit at several spots at once can be discouraged by proper use of Vultures and Wraith Carriers. Although the turtling tree seems like the best choice, the others can also be used effectively and might surprise opponents.
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Terran Leader 3 - Samir Duran ( 2 charisma) (melee)
Leader ability:- "Group healing": heals the player units inside the command radius, and gives them a small, instant, xp bonus. The healing does not work on vehicles. As the number of units affected increases, the healing per unit amount decreases. Healing-per-unit amount has a maximum and minimum value.
Unique bonuses:- SCVs and Engineers move 15% faster when no enemies are nearby.
- Tier 1 neutral warriors are 15% cheaper.
Unique technology:- Limits the number of Berserkers to 1, but this one is replaced for free everytime it dies -a new one appears at the HQs after 30 seconds.
Unique Warriors:-
SCV: 95 M 5 VP, tier 1, 2 supply, normal damage in melee range, low HP, vehicle. Can gather resources from Mineral deposits. Moves faster than other builders.
Ability at 1st rank: can build Supply Depots.
Ability at 2nd rank: can build Repair Camps, where vehicles are efficiently repaired.
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Berserker: 145 M 45 VP, tier 2, 4 supply, vehicle. Goliath-like, slow but powerful, normal damage and ranged attack. Cannot be targeted by enemy abilities.
Ability at 1st rank: "Berserk", active, it becomes uncontrollable, attacking the closest enemy unit or looking for it until it is destroyed. It receives +75% attack speed and +25% move speed.
Ability at 2nd rank: "Barrage/Hunter-seeker missile", active; when cast on an enemy unit, it is a homing missile that explodes when it collides with its target. The enemy can see which unit has been targeted, and has to be at a minimum distance. If cast on the terrain, it fires a barrage of projectiles in a cone front of him.
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Sapper: 80 M 100 VP, tier 3, 5 supply. Melee unit with average explosive damage and HP, but high move speed. Can jump to access ground at different heights.
Ability at 1st rank: Places a bomb that has to be detonated manually by clicking again on the ability. Only 1 available at a time. It is invisible after 5 seconds, and until then can be destroyed.
Ability at 2nd rank: "Timed Bomb", places an invisible mine that will explode after 10 seconds. Allies can see the timer.
Description:As with every Terran Leader, map control if of utmost important to this Leader; however, it uses a different method to achieve it. It looks for battles in which it outnumbers enemies, and uses the AoE heal to make sure that battle is won, and then claim that piece of land. By constantly battling, opponents are always busy, which means SCVs and Engineers have complete freedom to gather resources/build structures and capture buildings elsewhere.
Zerg LeadersBONUS- 15% of the cost of Warriors is returned to the player upon death.
TECHNOLOGIESUnique Warriors tree- Unique Warriors are 10% cheaper, and can be paid for in either minerals or VPs.
- +1 larvae, and Unique Warriors can be trained 75% faster for 25% extra cost.
- All Warriors produced 20% faster.
Creep/Broodling tree- Adds the "Spawn Broodlings" ability to the leader unit.
- Player units that die on creep produce a Broodling.
- +20% attack damage to the player units while on creep.
Zerging/map control tree- Outposts produce +0.5/+1 VP per second.
- Baneling´s explosion can be used to disable buildable buildings temporarily -ie. turrets stop attacking, etc.
- All units move 10% faster, and 2 uncontrollable Broodlings are created with every minion batch.
Others- Add-on for buildings is a Nydus worm that can transport units between them.
- Unit abilities cost health.
- Starts the game with an engineer, an infestor, and a broodling.
- 3 upgrades to the leader unit common to all Zerg leaders:
1) +1 Charisma and +30 move speed
2) Burrow ability added to the leader unit.
3) Improved Spawn Broodlings ability (check if another technology tree has already been chosen)
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Zerg Leader 1 - Sarah Kerrigan (1 charisma)
Leader ability:- X - When cast on an allied unit, it receives +2 armor and creates creep as it walks for 15 seconds -creep lasts for 1 minute. Can be used on the terrain to create creep in an AoE that lasts all game.
Unique bonuses:- +3 HP/sec regeneration to units while on creep.
- +2 limit to Zerglings and they need less xp to go up in ranks.
Unique technology:- A Zergling and a Broodling are created instantly at every add-on. Can be used twice.
Unique Warriors:-
Zergling: 50 M 5 VP (60M / 24 VP), tier 1, 2 pop, normal damage from melee, fast movement and attack speed, low HP. +2 accumulative damage everytime it attacks the same unit, does not work on buildings.
Ability at 1st rank: "Critical hit", passive, reduces the armor of units or buildings it hits by 1 for 5 seconds. Stacks with attacks from different rank 1+ Zerglings.
Ability at 2nd rank: : "Frenzy": active, its attack speed is doubled for 5 seconds. Every enemy unit it kills during this time will heal the Zergling for 50 HP.
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Predator: 210 M 35 VP (270 M / 110 VP), tier 3, 4 supply, explosive damage, average damage and HP, medium range. +1 HP/sec regeneration per 10% of health missing, but only if there are enemies nearby.
Ability at 1st rank: "Consume" - active, steals 40 HP from an enemy and gives it to the Predator
Ability at 2nd rank: "Devour" - active, devours a tier 1 or 2 Warrior, with the target unit only coming back to the game if the Predator dies. Can only have one unit at a time devoured.
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Matriarch: 190 M 75 VP (340M / 135VP), tier 3, 5 supply, siege damage, melee. High damage and HP. +1 damage per 5% of health missing.
Ability at 1st rank: X - active; marks the target, reducing its armor by 2 for 10 seconds. When the Matriarch attacks it, it destroys energy if the unit is owned by a Protoss leader, minerals if it is Terran, and leeches HP if it belongs to a Zerg leader. (amount is one third of the damage inflicted to the unit)
Ability at 2nd rank: Extend Life: passive, every time it kills a unit, the Matriarch regains 40 HP, and gets +1 permanent damage. Can be used to give the Matriarch +70 extra max HP and +4 damage permanently, but the ability disappears.
Description:This Leader, while being aggressive in nature, benefits -more than it seems initially- by choosing battles carefully and bringing a more methodological approach to the game. It is also especially unpredictable, as at moments it may seem that it is losing the game, but it actually is faking a full-out attack on key points of the map, by using Outposts and the Training Camp comboed with groups of Zerglings.
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Zerg Leader 2 - Overmind (2 charisma) (ranged)
Leader ability:- "Extend life" type of ability added to the player´s target warrior, castable up to 3 times on the same unit. A unit with this passive ability regains 10/15/20 HP each time one of the player´s units dies nearby, and gets +4/6/8 max HP permanently when it kills a unit. Does not work on vehicles. (costs 40 HP and 6 VP).
Unique bonuses:
- +5 VP returned upon death while on creep -for warriors-, and dying units produce creep below them.
- +5 supply limit.
Unique technology:
- +4 max HP to every unit per neutral building owned.
Unique warriors:
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Overgrown Zergling: 60 M 15 VP (90M / 36VP), tier 1, 2 supply, normal damage in melee. Moves slower but has 50% more HP than zerglings. Ignores up to 5 points of armor when attacking -works on buildings. Armor cannot go below zero, so attacking units with less than 5 armor means the Zergling is losing damage.
Ability at 1st rank: active, increases its movement and attack speed, but dies after 20 seconds.
Ability at 2nd rank: passive, kills any unit it attacks that has less than 40 HP remaining. Can be used to heal the zergling to full HP once, but the ability disappears.
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Scavenger: 100 M 45 VP (195M / 83VP), tier 2, 4 supply, explosive damage, slow melee unit, quite durable. +1 VP every time it attacks.
Ability at 1st rank: "Scavenge", active- can scavenge enemy corpses, getting some minerals and healing the scavenger a bit during some seconds.
Ability at 2nd rank: to choose one of 2 passive abilities. The first one gives the Scavenger +2 armor and doubles the healing effect from Scavenge, and the second one gives back 65 minerals and 25 VP when it dies and doubles the minerals obtained from Scavenge.
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Overlord: 225 M 35 VP (285M / 115VP), tier 3, 5 supply. No attack, average speed. Detects invisible units inside its LOS, and is able to transport units while healing them for 2 HP/second.
Ability at 1st rank: "Parasite", active, gives sight of the target enemy unit, which loses 1 HP/sec indefinitely. 2 Broodlings appear from it when it dies.
Ability at 2nd rank: "Rotten creep", active, creates an area of creep inside which enemy units have their attack damage and movement speed reduced. The area grows larger as more enemy units inside it die. After 1 minute, it becomes smaller gradually until it disappears.
Description:This Leader is expected to hit at many places and often, and win battles by pure attrition, outlasting and outmassing opponents. Overgrown Zerglings and Scavengers are sturdy units for the cost, and only adds to the feeling that battles are constant, while being specialists at supporting big tier 3 Warriors or mercenaries. Some monster, high-rank tier 3 Warriors are achiavable with this Leader thanks to the leader unit ability.
Protoss LeadersBONUS- Units have a psi shield that can be refilled instantly using some VPs, with a cooldown.
TECHNOLOGIESBuilding control tree- Warp-in: The leader unit and mercenaries can warp-in to the player´s buildings.
- Improved conversion: Allows High Templars to convert buildings, and converting a building produces 20 VP.
- Newly claimed buildings are unclaimable by the enemy for 60 seconds.
Unit micromanage / baby-sitting tree- Killing units produces a few VPs, and some when a Warrior goes up in rank.
- Unit upgrades are 20% cheaper and are researched 20% faster.
- Warriors are healed for 33% of their HP when they go up in rank.
Damage tree- Gives units an ability that lets them increase their damage using some energy.
- +5 damage to minions and each one that makes it to the enemy zone produces 10 VP.
- Fanatism: Units do +25% damage when below 50% HP.
Others- Add-on for buildings is a Pylon that passively regenerates 1 HP/shield HP/energy per second of the player units nearby.
- Unit abilities cost energy.
- Starts the game with an Engineer, and a Mantis.
- 3 upgrades to the leader unit common to all Protoss leaders:
1) +5 damage
2) +30 shield HP and energy.
3) Improved Warp-in ability (check if another technology tree has already been chosen) (heals the leader a bit and gives it improved move speed for 5 seconds after using it)
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Protoss Leader 1 - Executor Artanis (ranged, 1 charisma)
Leader ability:- Charged shield: creates a shield around a player´s unit, which absorbs 50 damage. If the shield is not destroyed after 10 seconds, the target gets +5 max HP and +2 max shield HP permanently. Can be cast on self, but the bonuses disappear upon death.
Unique bonuses:- +20% energy regeneration for units, and shields can also be refilled using energy.
- The NHQ acts as a shield battery.
Unique technology:- Tier 1 neutral Warriors start with +33% xp from a level 3 AoW.
Unique Warriors:-
Probe v1: 45M 10VP, tier 1, 2 supply. Siege damage, more HP than damage, low speed, they receive +5 HP per player unit nearby.
1st ability: can be assigned to resource-producing buildings to increase production, but they cannot be called back and disappear if the building is claimed by the enemy. 1 supply when assigned to a building. +1 mineral/second when assigned to a Mineral Deposit, +0.5 VP/sec when assigned to the NHQ or Outpost
2nd ability: allows them to build a special Pylon that produces 1 VP in exchange for 1 mineral every second, and heals the player´s units nearby by 4 HP/second only if there are enemies nearby. Only one per Probe. Can be used to heal an allied warrior to full HP and to automatically increase the rank of a warrior by 1. Using any of these options has a cost associated with the tier of the target warrior, and destroys the Pylon.
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Dragoon: 110M 65VP, tier 2, 4 supply. Explosive damage, ranged, receives increased move speed for 3 seconds after it is attacked, can happen once every 10 seconds.
1st ability: "Blink"- active, blinks a short distance, and its next attack will do double damage.
2nd ability: passive, increases the dragoon´s attack range.
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Chameleon: 130M 90VP, tier 3, 5 supply. Melee/caster unit, deals more damage when it is under attack, and moves faster on jungle terrain.
1st ability: active, adopts the form -and rank/abilities- of a target enemy or allied unit for 30 seconds. The chameleon´s passive bonuses stay. Works on leaders.
2nd ability: active, after some seconds of channeling time, the Chameleon permanently adopts the form -and rank/abilities- of an enemy tier 1/2 Warrior, killing it in the process. The Chameleon´s passive bonuses, as well the extra HP from "Charged Shield", stay. Can go beyond unit-type limit.
Description:This Leader benefits the most in the game from careful individual unit management. High tier warriors benefit naturally from this approach, but a group of high-rank, tier 1 Warriors can be surprisingly effective as well. Any route it goes, Probes should always be used to act as a meatshield of sorts so more important Warriors are not hopelessly outnumbered. This Leader does take a while to get going, but once there it is very hard to stop.
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Protoss Leader 2 - Templar Zeratul (2 charisma)
Leader ability:- "Killer instinct": Can be cast on an ally, giving it improved move speed, and increasing its damage by 25% when attacking units below 50% HP.
Unique bonuses:- Probes v2 / Scarabs / Stalkers do +25% damage to buildings.
- Upgrades for the HQs and AoW cost 25% less.
Unique technology:- Every upgrade to a building produces instantly a Probe v2 if there is supply available and unit type limit is not reached.
Unique Warriors:-
Probe v2: 40M 20VP, tier 1, 2 supply. Siege damage, more damage than HP, low speed, they receive +1 damage per player unit nearby.
1st ability: can be assigned to resource-producing buildings to increase production, but they cannot be called back, and disappear if the building is claimed by the enemy. 1 supply when assigned to a building. +1 mineral/second when assigned to a Mineral Deposit, +0.5 VP/sec when assigned to the NHQ or Outpost. Can be used to heal an allied warrior to full HP and to automatically increase the rank of a warrior by 1. Using any of these options has a cost associated with the tier of the target warrior, and destroys the Pylon.
2nd ability: allows them to build a special Pylon (might give different bonus than Special pylons for the other Protoss leader, we´ll see.
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Stalker: 105M 35VP, tier 2, 3 supply. Penetrating damage, medium range, fast, decent damage but low HP. +4 damage when attacking from behind.
1st ability: “Assassin”: passive, deals +8 damage to warriors of higher rank.
2nd ability: active, poisons the target for 5 HP/sec for 30 seconds and makes it visible. +1 permanent damage to the Stalker if the unit dies within that time frame.
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Reaver: 155M 75VP, tier 3, 5 supply. No attack, can create scarab drones for 10 VP, which can be released on enemies to explode on them.
1st ability: can create a Probe v2 instantly for 35 VP if there is supply available and unit-type limit is not reached.
2nd ability: passive, scarabs cost 8 VP and Probes 28 VP. When the reaver dies, the player gets the 75 VP back.
Description:The more erratic of Protoss Leaders, this Leader lives and dies by its ability to kill enemies, the faster the better. Being able to upgrade buildings with little repercusion means that changing strategies on the fly, and making comebacks is very possible. This Leader should not be underestimated, because in this game actually killing enemies can be hard at times -especially vs babysitters-, and it does so better than the rest. Finally, a lost battle vs this Leader can spell gg, especially if a group of Probes v2 are left around.
Warriors- There will be 11 types of neutral Warriors trainable at the Academy of War, and 3 Unique Warriors per Leader. All Warriors are classified into tiers 1/2/3 -they can be Zerg, Terran, or Protoss. Any Leader is able to train any of the (neutral) Warriors, no matter if it is from a different race. Tier 2 neutral Warriors would require a level 2 Academy of War, and tier 3 Warriors would require level 3 of that building.
- Similarly, tier 1/2/3 unique warriors require lvl 1/2/3 HQs.
- There´s a limit to the number of Warriors of each type that can be on the map at the same time. This means that the limit is shared between both teams, ie. if for X warrior type there can only be 5 units on the map, and team A has 4 of them, then team B can only train 1 -if one dies, then both teams could train another one, etc. This will hopefully add another layer of depth by allowing players to deny the enemy training certain Warrior types.
--> For 1v1, the limit for neutral Warriors is 6/4/2 (6 of each type of tier 1 Warriors on the map at the same time, 4 for tier 2, and 2 for tier 3)
--> For 2v2, the limit for warriors is 10/7/4 -still 6/4/2 per player.
--> For 3v3, the limit for warriors is 14/10/6 -still 6/4/2 per player.
--> For Unique Warriors, limit is 6/4/2 always.
- Each type of Warrior starts with no abilities, and can end up with 2 -this is not counting unique race abilities such as the ability of units owned by a Protoss Leader to refill their shields.
- As Warriors stay on the map, they acquire xp and with these they can go up in ranks. Each rank improves the attack and HP of the unit by 10% of its original amount. There are 5 ranks:
1)
Trainee: the one they start with.
2)
Competent: gives access to one ability.
3)
Veteran: gives access to a second ability.
4)
Elite: improves each type in a different way -one of its abilities improved, or a certain stat/s, etc.
5)
Leader: the Warrior becomes a Leader, so it is able to convert buildings and has a new small command radius as it now has charisma. However, unlike leaders, it cannot be revived.
- Unique Warriors are a bit more expensive than neutral Warriors as they do not require the player to control an Academy of War to create them.
- Warriors that reach "Leader" rank cannot go further up in rank/level. It won´t be easy to reach that rank, and it will require micromanagement of the unit. Note that it will be possible to win without aiming for high-tier Warriors -and baby-sitting them-, by massing lower-tier ones and upgrading them in groups for instance.
- The aim is to have a high death rate even with the focus on defensive Warrior micromanagement, ie. many times it won´t be worth it to invest so much time and attention on saving them.
- With respect to the damage system, Warriors that reach the final rank are still considered Warriors.
- The lower the tier of the Warrior, the faster it goes up in ranks -a tier 3 Warrior needs around double the xp of a tier 1 Warrior to go up a rank.
- Players will be able to see the rank of warriors graphically, as well as how much xp they need to reach the next rank.
Upgrades (to be changed)
1) Marine: slight attack damage increase and training time halved (at TC) (lvl 1)
2) Marine / Siege Tank / High Templar: increased attack range. (at TC) (lvl 2)
3) Stimpack for marines / marauders (at TC) (lvl 2)
4) Damage against buildings for tanks / Thor / Berserker (at TC) (lvl 2)
5) Upgrade for Banelings and Probes: use 1 supply and increased ms.(at TC) (lvl 1)
6) Jet Pack: allows Marauders to fly. (at NHQ) (lvl 2)
7) Savior heals allies nearby with each attack (at NHQ) (lvl 2)
Damage and speed for infestors/mantis/dark templar (at TC) (lvl 2)
9) HP for mantis/immortal/Stalker (at TC) (lvl 2)
10) HP regen for ultralisks/mutalisks/predator (at TC) (lvl 1)
11) Fire Quads and tanks 1 less supply and 15% cheaper. (at TC) (lvl 1)
12) Templars, Archons, and Dragoons do +8 bonus damage for 5 seconds after killing a unit. Stacks. (at TC) (lvl 2)
- Rank 2+ Banelings and infestors breed 2 broodlings upon death (at TC)(lvl 2)
- immortals and mutalisks now do siege damage (at TC) (lvl 1)
- Bonus armor for Ultralisks, Archons, Matriarch, and they create 10 minerals per unit killed. (lvl 2)
Tier 1 neutral Warriors-
Baneling : 30M, 10 VP, 1 pop, few HP, cannot attack. When it dies, it explodes, dealing moderate damage around it to both allies and enemies. When near a neutral building claimed by an enemy, the explosion changes the building to be unclaimed if it does not have an add-on -does not work on the AoW in the enemy team zone. Explosion damage is AoE, and affects both allies and enemies. As it goes up in ranks it does more damage when exploding and moves faster.
Ability at 2nd rank: Scout – gives the baneling improved LOS and makes it receive 1 damage when attacked -starts with 5 or so-, but dies -and explodes- after 30 seconds.
Ability at 3rd rank: passive, makes the baneling invisible when near allied buildings (to create a sort of ambush).
Purpose: cheap tactical warrior, should be used every game for its ability to “unclaim” enemy neutral buildings. Explosion damage lends to cool tricks. Benefits from Terran leaders´ tech that increases explosion damage.
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Marine: normal damage, 85 M, 2 pop. Highly upgradeable and cost-effective ranged unit. Deals 2X damage on the first shot upon entering combat, and again after being 5 seconds without attacking.
Ability at 2nd rank: "Concentrated Fire", toggable with a cooldown, deals 2X damage when attacking tier 3 warriors and leaders, but moves slower.
Ability at 3rd rank: “Explosive shot”, passive. Reduces the movement speed of units being hit by the marine´s normal attack.
Purpose: general purpose warrior. Attack damage is low, but has different bonuses that make it very effective in certain situations. Supposed to still be viable late game. Could be best used by Protoss leaders since they benefit a lot from micromanagement.
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Infestor: penetrating damage, 75M, 15VP, 2 pop. Melee unit similar to a zergling but bigger and a bit slower. Receives +1 damage and +5 HP per allied infestor nearby.
Ability at 2nd rank: toggable, can elect to add a strong poison to their attacks or an effect that reduces attack speed of units it hits, with a cooldown. These effects stack with attacks from different infestors.
Ability at 3rd rank: infests a neutral building, making it unable to be captured/converted for 60 seconds.
Ability at 4th rank: ability to permanently transform the infestor into a Queen, a slow but high-HP unit, which has a vampiric aura for melee units and 1 active ability. The Queen cannot go up in ranks.
Purpose: Rushing unit, best in groups. Infestors will beat marines cost effectively, but not by much. Later on it is more of a tactical unit, though it can still be used in groups to counter tier 3 warriors or mercenaries due to its damage type and being able to reduce their attack speed or poison them.
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Engineer: normal damage, 90M, 20VP, 3 supply. Low attack. Can claim neutral buildings instantly by capturing them. The engineer “gets inside the building” and reappears on the map 15-20 seconds later. If the building is claimed back by the enemy during this time, the engineer is lost.
Ability at 2nd rank: build "auto turret" with moderate damage vs air and ground targets.
Ability at 3rd rank: build "Starport" building -ala Circle of Power in wc3- that produces 1 VP/sec and serves as rally point for newly trained Warriors.
Purpose: must-use warrior, as it is the only other unit that can claim neutral buildings beside leaders. Useless in combat, but with high move speed and the ability to support battles by building nearby, but this requires forethought and planning. These buildings takes 1 pop and can be destroyed.
PS: the idea is that both infestors and marines are good early game units, and decent later on to combat tier 3 warriors and mercenaries, but are countered by tier 2 warriors.
Tier 2 neutral Warriors-
Mantis: normal damage, 65M 50VP, 3 supply. Melee unit with somewhat low HP but high armor. When ordered to attack an enemy unit inside its LOS, it charges towards it at high speed, can happen once every 10 seconds.
Ability at 2nd rank: passive. Every attack deals extra damage equal to 5% of the max HP of the unit attacked. Does not work on buildings.
Ability at 3rd rank: toggable ability to attack 75% faster but lose 4 HP/second, with a cooldown.
Purpose: specialized warrior that shines at higher ranks. It is initially effective against tier 1 warriors, but a bit on the expensive side. With some ranks it works great against leaders and other high-HP units as well as against buildings.
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Fire Quad: siege damage, 115M 30VP, 3 supply. Vehicle, cannot attack air, normal speed, AoE damage with moderate-long range. It has no movement penalty when on jungle terrain.
Ability at 2nd rank: allows it to choose one of 2 passive abilities –the Fire quad will receive some graphical update upon choosing it:
--> “Fire Trail”: leaves a trail of fire behind it for 5 seconds as it moves, which deals damage over time to enemies that tread on it.
--> “Cruising Quad”: when ordered to move to a point in the map, it accelerates gradually until reaching great speeds. The longer the distance, the faster it moves in the end.
Ability at 3rd rank: Flamethrow: long range, shoots fire in a straight line ahead of it, initial damage and damage over time for every unit caught in its path. Both initial and over-time damage affect buildings. Damage over time ignores armor. Can be used on jungle and tall grass terrain to set it on fire, which lasts for 10 seconds and damages every units that steps on it.
Purpose: hard counters warriors of lower tier due to the AoE of its attack, and makes a great unit to hit and run and to defend from hit and run. Combined with roads, it can move around the map at lightning speeds, which makes it a good choice for Terran leaders –Terran leaders are able to build roads to increase the move speed of vehicles.
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Immortal: explosive damage, 165M 20VP, 4 supply. High damage and better-than-average armor/HP, but low move speed and low range. Attacks both air and ground. It has increased HP regeneration when out of battle.
Ability at 2nd rank: active, Blink/teleport-like ability. The longer the distance traveled, the longer the cooldown.
Ability at 3rd rank: active, turns the immortal invulnerable for several seconds. Works great against explosions. Can be used on allies but for half the duration.
Purpose: As the mantis, it is a bit overpriced initially, but it is quite versatile and has different survival mechanisms, which can allow it to reach a high rank. It is an ideal unit to act as defense vs air threats, but loses out to powerful units. Natural unit to train for Protoss leaders.
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Mutalisk: penetrating damage, 175M 40VP, 4 supply. Short-range air unit. Low-to-average damage bouncing attack that does 50% bonus damage against unique warriors. Can attack both air and ground. High move speed and average HP.
Ability at 2nd rank: active ability. When cast on the terrain, it is an AoE ability that does light damage to all units inside it every second -works great with Banelings. It can be cast on an enemy unit or building doing increased damage over time. Any enemy unit that dies under the effect of this ability creates a Broodling.
Ability at 3rd rank: "Final mutation": the mutalisk transforms into a powerful flying unit that loses HP/sec until it dies.
Purpose: great to harass melee units and buildings, scouting, and combating unique warriors. The final ability allows it to sacrifice itself to help turn the tides in an emergency situation.
Tier 3 neutral Warriors-
Siege Tank: normal damage, 160M 70VP, 5 supply. Vehicle, high damage but average move speed and HP. Can run over tier 1 warriors and minions, killing them, and destroys tall grass terrain below it as it moves.
Ability at 2nd rank: can toggle between siege and normal mode similar to melee. Siege makes it stand still while doing extra damage and doing AoE damage on its attacks -AoE damage affects both allies and enemies.
Ability at 3rd rank: "Load Cannon", when this ability is ready, it can be used so the next attack does 3x damage -5x vs buildings- and a bonus 10 damage per unit killed up to that point.
Purpose: Great unit to guard a zone of the map, although a bit weak on the move. Is specially good against buildings.
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High Templar: penetrating damage, 240M 30VP, 5 supply. Long ranged attack which deals high damage, every 3rd consecutive attack on the same target makes this unable to move for 0.5 seconds and stops channeling -can be used to stop leader units from converting buildings.
Ability at 2nd rank: allows it to permanently transform into a Dark Templar, which is not able to go up in ranks. The Dark Templar does high normal type of damage at melee range, and is invisible.
Ability at 3rd rank: allows it to permanently transform into an Archon, which is not able to go up in ranks. The Archon does high explosive damage at low range, with high armor.
Ability at 4th rank: powerful AoE damage or healing spell, depending on whether there are more enemies or allies in the AoE.
Purpose: High-damage unit specialized against high-tier warriors, mercenaries, and leaders. Not using the transformation abilities means the High templar is less cost-effective than other warriors at 2nd and 3rd rank, but it is worth it if you make it to 4th rank.
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Ultralisk: siege damage, 200M 90VP, 6 supply. Huge HP, melee. Does double damage against Warriors of lower tier.
Ability at 2nd rank: "Resistant Skin", toggable to receive half damage from ranged attacks and explosions, costs 1 VP/second.
Ability at 3rd rank: active, absorbs a % of the max HP of enemies nearby and gives it to the Ultralisk if it has less than 50% HP. It is above 50% HP, it damages enemies nearby by 1/5th of its remaining HP. (If no enemies are nearby, it burrows into the ground, making it invisible and regenerating HP. Upon casting it again while burrowed, it erupts from the ground and sends enemy units nearby flying, damaging them. --1st version of ability)
Purpose: High-end unit that hard counters warriors of lower tier. Great use to use against Terran leaders as turret damage and explosions are ineffective against it.
Mercenaries- Quite powerful units, can´t go up in ranks. They are created instantly, and grant 10 minerals to the owner everytime they kill a unit.
- They cost around 75 minerals, and also cost 2 VP per second they are on the map. Players can "dismiss" them at any point, and if the player´s VP reaches 0, they walk away.
- They have access to 1 ability initially, but there might be an upgrade that lets them use a second one -1 upgrade for each type of Mercenary.
- They use up 6 supply each.
There´s 3 types of Mercenaries:
1)
Savior: penetrating damage, Protoss melee unit with high damage and armor, but average HP. Every attack heals non-vehicle allies nearby by 30% of the damage done.
1st ability: X - active; immobilizes an allied unit and makes it unable to attack, but improves its armor and HP regeneration. Can be cast on self.
2)
Marauder: explosive damage, big infantry-like unit, can enter bunkers, non-vehicle, launches explosive grenades as its standard -AoE- attack from medium range, has a different attack vs air that does heavy damage. Moderate damage and HP.
1st ability: X - active; launches a special grenade that does heavy damage in a bigger AoE and slows enemies affected by it.
3)
Plaguelord: normal damage, high HP and moderate damage low attack range, cannot attack air. Infests enemies it attacks by 2 HP/second for 60 seconds, and gives half of that to the Plaguelord.
1st ability: X - active; AoE damage that does more damage the closer the enemies are to dying - 2% HP as damage per 5% of max HP missing, meaning it kills any unit with less that 28% HP.
Players have access to 2 expensive upgrades for all Mercenaries available at a level 2 NHQ:
- 33% reduced mineral cost and they use 4 supply.
- +15% attack damage and HP.
- Unit limit -number of units of the same type that can be on the map at the same time- for each Mercenary type is 2 for 1v1 games, 4 for 2v2 games, and 6 for 3v3 games.
Minions- Minions are created in batches periodically for every player. They are formed by 2 units, which look different but have initially the same stats for each Leader.
- New minions for player X will be created only if his prior ones died, and if there is enough pop slots available.
- Minions have a bonus damage vs buildings, to make pushing the enemy HQs easier for the losing team in case it can´t really defend its HQs.
- Minions that die on the neutral zone give the enemy team some VPs.
Game SystemsDamage System- Many units will have an attack bonus -passive or not, implicit or explicit- against certain units.
- Explosion damage ignores armor, and does 50% damage to buildings.
- The minimum damage a unit can take when attacked is 2.
Cloaking-Detection System- Cloaked and invisible units have a radius of cloaking safety. If a unit’s cloaking safety radius overlaps another unit’s detection radius, the stealth unit would be revealed. All units detect invisible/cloacked ones that are near them, but only some detect those inside their LOS radius. Detected units remain visible until they are out of enemy sight of every enemy unit, then they become invisible again.
Experience -xp- System- Warriors, Unique Warriors, and Leaders obtain experience -xp- and go up in ranks/levels. They receive a slight amount each second passively. Low tier Warriors require less xp to go up in rank -or get more xp/second, the end result is the same-, to balance them with respect to higher tier ones, and also to make it possible to craft strategies around high-ranked, low-tier Warriors.
Early game (to be expanded, perhaps with game theory analysis)
- There are 4-5 pick-up objects spreaded "randomly" around the map that give slight stat bonuses to the units that steps on them. These objects disappear from the map when that happens, and reappear 1-2 minutes later at a random location.