
Originally Posted by
Norfindel
Energy boost:
Description: Probes can tune Pylons to grant them additional energy from the Psi Matrix. Tuning a Pylon costs a small quantity of resources, but permanently boosts the mining speed of 2 Probes (maybe more, chosen among the ones currently mining). Can be done only once per Pylon. The amount of "boosting" provided is shown with a counter (like the Supply).
What does it add: gives another reason to return to the base in a regular basis. Has some tradeoffs that keep the player from just tuning all it's Pylons at once, but after the initial investment, it does pay off.
Morph to Digester:
Description: Drones can morph to Digester (costs minerals and takes time), an improved worker that have powerful acids that turn the minerals into mineral sacs, then carries it to the Hatchery. It returns more minerals per cycle than the Drone, but it's also more expensive.
What does it add: gives another reason to return to the base in a regular basis. Has tradeoffs that keep the player from just morphing all it's workers at once, but after the initial investment, it does pay off.
Xel'Naga Energy Towers:
Description: the more Xel'Naga Watchtowers you control, the higher the amount of resources your workers carry (can be really small, like +0.5 per worker).
What does it add: hopefully, gives players a strong incentive to get them, and keep the enemy from getting them, creating constant points of conflict over the map, and forcing the player to switch views frequently.
Lore: the energy emitted from Xel'Naga towers was found to enhance resources, making them more powerful than their natural form.
Note: this mechanic isn't race-specific. The structures are neutral, and can be used by all players, regardless of race.
Xel'Naga Energyzer:
Description: a variation of the previous mechanic. Instead of using Xel'Naga Watchtowers, they will be a different structure that contains an energy orb that can be captured by a worker. When captured, the orb dissolves, the structure closes, and begins generating another orb (takes some time). All your workers get a temporal boost to mining speed (like Proton Charge).
What does it add: gives a boost to mining if you're willing to frequently visit the structures.
Lore: the energy emitted from Xel'Naga Energyzers was found to be able to cut minerals faster than the current methods.
Note: this mechanic isn't race-specific. The structures are neutral, and can be used by all players, regardless of race.
Robotic Arm:
Description: SCV's can build a robotic arm over a mineral deposit (costs minerals and takes time). The robotic arm will continue to cut the minerals while the SCV is away, which reduces the mining time. However, the mineral deposit cannot be mined while the arm is being built (maybe). Probably should be able to be Salvaged.
What does it add: gives another reason to return to the base in a regular basis. Has tradeoffs that keep the player from just building a lot of Arms at once, but after the initial investment, it does pay off.
Gatherer
Description: Every Nexus can create one Gatherer. It's a flying unit that can gather minerals when positioned over them. It does affect an AoE the size of a normal expansion. It gathers a small quantity of minerals per second from every mineral patch, but after a while, the returned minerals per second diminish, returning a lot less than normal. The affected minerals will return diminished resources per run from standard workers also. If you move the Gatherer to another place, and wait some time, the minerals will return to normal.
What does it add: For a player willing to constantly move the Gatherer between different points of the map, and risking it to be destroyed, it will return additional resources.
Lore: the Protoss have found a way to warp resources directly to a Nexus, without using Probes. However, the process isn't as effective, and it does affect the minerals. It has been observed that the mineral's molecular structure is stressed to the point of destruction, if the warping core is constantly used at maximum power.