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Thread: Protoss campaign upgrade ideas?

  1. #1
    Sheliek's Avatar Member
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    Default Protoss campaign upgrade ideas?

    I'm starting a separate thread for this. Wrong spot? Sorry if so.

    Regardless, it's related to my campaign, so it sorta fits.

    Anyway, shoot some campaign-only, OP protoss upgrades at me. I've not problem with terran or zerg, mostly because Blizzard has a good chunk already, so I have some decent ideas for original ones as well. That said, protoss I've never been good with. Constructing their tech trees has been a pain already, and the upgrades'll just be a bother, I can tell.

    So help me out, people of SCLegacy. Theorycraft some ideas for campaign-only upgrades for the protoss units from StarCraft I and II. When I have more time (I'm STILL busy with the last revision of the tech trees; boring work, so it's not exactly coming quick), I'll post the upgrades I've already got planned for them, see if they fit or are even any good.

    They are:

    Gateway:
    Zealot
    Dragoon
    Stalker
    Sentry
    Dark Templar
    High Templar

    Archons:
    Archon
    Dark Archon

    Robotics Facility:
    Observer
    Reaver
    Warp Prism
    Colossus
    Immortal

    Stargate:
    Scout
    Phoenix
    Corsair
    Arbiter
    Carrier
    Tempest
    Void Ray

  2. #2

    Default Re: Protoss campaign upgrade ideas?

    I'd want some time to think about some of the specifics, but how protoss go about obtaining them would merritt some discussion. Terrans obtained theirs by advancing tech trees and choosing one or the other and passives with money. Zerg selects 1 of 3 passives and then chose 1 of 2 permanent mutations.

    Since protoss are divided into different tribes, how bout part of the system of specializing in particular units/ techs involve choosing which tribal factions/specialists to join you in your missions. For example, say you have a choice in allowing a dark templar or a robotics expert augment your dragoons, giving you access to blink stalkers, or recover dragoons. I fear they might do something similar with carrier/tempest as they did the late tier fliers (ok, our "airforce" tribe says he can get for us blueprints to the old carriers, or we can try out a new experimental capital ship, the tempest) and offer pros and cons in going with either path.

  3. #3
    Sheliek's Avatar Member
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    Default Re: Protoss campaign upgrade ideas?

    Blizzard discussed diplomacy among the tribes as a method they were thinking of a few years back.

    An example would be Ara Tribe arbiters: if you help out Ara, it would grant you arbiters. I imagine further helping them would grant you access to the upgrades for the arbiter. On the other hand, first helping out Ara might disable you from getting Oracles from Zeratai Tribe, but then later on you can gain access to them, after you got arbiters earlier. It would then keep you from upgrading one or the other as you helped one tribe moreso.

    Anyway, here's some of my ideas.

    Zealot:
    1. Charge: does what you think, and increasings overall speed.
    2. Aurelium plating: +1 armour and +20 shieldpoints.
    3. Psionic implosion: releases a burst of psionic energy on death, dealing one more full attack's worth of damage when killed in a small area.

    Dragon:
    1. Singularity charge: increases range by 2.
    2. Cloaking field: may cloak for a short time (15 seconds, 30 second cooldown; differentiates from stalker a bit, I think).
    3. EM disruptor: additional +6 damage to mechanical.

    Sentry:
    1. Guardian shield: reduces damage by 2 in radius.
    2. Crystal lattice: +30 starting energy.
    3. ???

    High Templar:
    1. Khaydarin amulet: +50 max energy.
    2. Psionic maelstrom: +35 psi storm energy.
    3. Psi assault: gains a weak attack.

    Archon:
    No idea. Maybe increased health?

    Stalker:
    1. Blink jump: gains +2 blink range.
    2. Blink drive: reduces cooldown on blink by 3 seconds.
    3. Ionic disruptor: increases overall damage by 3.

    Dark Templar:
    1. Void prison: same as Zeratul's void prison ability.
    2. Assassinate: instant kill attack, 40 second cooldown.
    3. Piercing warp: additional +15.

    Dark Archon:
    1. Feedback: high templar ability.
    2. Enduring shields: mind control does not dissipate shields.
    3. Domination: mind control targets a small area, about the size of a marauder.
    Last edited by Sheliek; 04-18-2013 at 09:06 PM.

  4. #4

    Default Re: Protoss campaign upgrade ideas?

    Well, I'm going to take a ride on Muspelli's upgrading system, by detailing it and explaining how the mechanics would work. It'd be called the Honor Debt mechanic and it's somewhat a hybrid between both WoL and HotS mechanic systems. Here, the diplomacy system somewhat works akin to what Muspelli told you, where working for one tribe opens it's unit availability and upgrades as it continues to work, but also blocks the mechanic or even access to the specific unit of another faction. For each mission completed for one tribe, you gain one Honor Point (Kind of like the Mutagen in HotS beta) that you can use it to spend on any upgrade you'd like, but it's irreversible, meaning you need to choose your poison carefully. Alternatively, if this isn't good, for each new mission played for the selected tribe, a new upgrade unlocks and is automatically issued.

    The Honor Debt system is varied and the workings for each tribe depends on how it'll affect the others. All tribes will always have one Mortal Enemy who'll decrease relation points with you if you play for it's opponent. After all, it's impossible to please anyone. But there'll also be friendly tribes who'll increase their favor towards by +1 for helping their friendlies and you haven't fell too far in the Mortal Enemy issue. For an example, working with the Dark Templar missions will increase relations with them by +2 and +1 with the Shelak Tribe, but it will reduce by -2 with the Ara Tribe and the Tal'Darim (Which, if I predict well, you'll be doing some work for them and Felanis.). Each mission unlocks units in a certain order (For the Nerazim arc, it will be Void Ray, Oracle and Dark Templar, in this order), but some final faction missions require you to choose a branch between subfactions that have two different types of the same unit (For Dark Templar, you choose between Lenassa and Zer'atai. While Lenassa can strike quickly at it's opponents, Zer'atai can stun their opponents with their first hit.).

    Also, here's my personal opinion on supposed upgrades for units. I'm only using the units already launched as new ones belong to another department and are up to Blizzard to decide which of them will complement Protoss in LotV and which not.


    Zealot:
    • Charge (Active) - Allows Zealot to rapidly approach and intercept incoming enemies. Increases Zealot movement speed.
    • Aiurean Fury (Passive) - Increases Zealot attacks by +8.
    • Preatorian Armor (Passive) - Increases Zealot armor by +2.


    Stalker:
    • Purified Argus Amulet (Passive) - Increases Stalker attack range by +2.
    • Psionic Revigoration (Passive) - Restores +5 shield for every enemy unit killed.
    • Blink Focus (Passive) - Increases Blink range by +2.


    Twilight Archon:
    • Chain Lightning (Passive) - Allows Archon attacks to bounce to two other units nearby, delivering 25% damage. A Protoss version of the Mutalisk attack.
    • Physical Manifestation (Passive) - Increases Archon health by +110.
    • Final Vengeance (Passive) - When killed, the Archon unleashes a small explosion, dealing 40 base damage.


    High Templar:
    • Khaydarin Amulet (Passive) - Increases High Templar energy reserve by +50. High Templar start with +25 energy when built.
    • Shield Mend (Active) - Area of effect spell, instantly recharges 100 shield to any units in the area. Costs 100 energy and takes 60 game seconds to cooldown after it's used.
    • Storm Mastery (Passive) - Increases Psi Storm size by +25% and increases damage by +10 per second.


    Dark Templar (Upgrades depend on either Zera'tai or Lenassa standards):
    • Phase (Lenassa, Active) - Dark Templar version of the Zealot's charge, except the Dark Templar teleports forward instead of fast running. Does not increase Dark Templar movement speed.
    • Void Shield (Zer'atai, Passive) - Allows Dark Templar to deflect 3 direct attacks before disappearing. Recharges when out of battle and after 120 game seconds.
    • Void Stun (Zer'atai, Active) - In the first attack, the Dark Templar stuns the target for 2 normal seconds, with the target not being able to attack or move. Recharges after 60 game seconds.
    • Void Piercing (Lenassa, Active) - In the first attack, the Dark Templar delivers +30 damage to the target, regardless of armor or attribute. Recharges after 60 game seconds.
    • Lenassa Fighting Skill (Lenassa, Passive) - Dark Templar attacks deliver +30 damage vs Armored.
    • Zer'atai Fury (Zer'atai, Passive) - Reduces Dark Templar attack speed by 25%.


    Immortal:
    • Fury of the Ancients (Passive) - Increases Immortal attack damage by +20 vs non-armored units. Allows the Immortal to attack air units.
    • Twilight Shielding (Passive) - Enemy attacks now drain Immortal Hardened shields by 5 instead of ten.
    • Disruptor Amplifier (Passive) - Increases Immortal attack range by +3.


    Colossus:
    • Extended Thermal Lances (Passive) - Increases Colossus attack range by +3.
    • Concentrated Thermal Lances (Passive) - Increases Colossus attack to +10 vs Armored.
    • Colossal Plating (Passive) - Increases Colossus armor by +2.


    Phoenix:
    • Anion Pulse Crystals (Passive) - Increases Phoenix attack range by +2.
    • Auxiliary Disruptor Cannon (Passive) - Allows Phoenix to fire at ground units.
    • Overcharge (Active) - (WoL Alpha ability) Area of effect ability that damages all units around the Phoenix in a small radius. The Phoenix, however, remains deactivated for 5 normal seconds.





    Oracle:
    • Pulsar Beam (Active) - Charges the Oracle's Pulsar Beam cannon, allowing it to attack ground units, delivering 8 damage (+8 vs Light). Drains 1.4 energy per game second.
    • Premonition Sense (Passive) - Delivers a small Sensor Tower range, visible only to the player, that discovers enemy units nearby but does not reveal the map area.
    • Orbital Distortion (Active) - Creates a small concentrated shield bubble, disabling ranged projectiles targeted against the Oracle.


    Void Ray:
    • Prismatic Alignment (Active) - Allows the Void Ray to concentrate it's beam, delivering +6 damage vs Armored for 20 game seconds.
    • Prismatic Beam Disperser (Passive) - Allows the Void Ray to fire three separate beams at three separate targets at once.
    • Prismatic Equalizer (Passive) - Void Ray attack now deals full damage (Normal and Bonus) against all unit types.


    Carrier:
    • Graviton Catapult (Passive) - Allows Carrier to launch Interceptors more quickly.
    • Auxiliary Hangars (Passive) - Increases Carrier's Interceptor capacity to 12 Interceptors per Carrier.
    • Prism Cannon (Active) - Targeted ability. Carrier fires a quick energy beam, delivering 350 damage to targeted enemy. Recharges after 180 game seconds. Protoss version of the Yamato Cannon.


    Tempest:
    • Centurean Sensors (Passive) - Increases Tempest sight range by 30%, allowing to attack from a longer distance without the need of an Observer.
    • Auxiliar Recharger (Passive) - Reduces Tempest attack speed by 25%.
    • Psionic Disperser (Passive) - Allows the Tempest's attack to deliver a medium area of effect damage.


    Mothership (Upgraded, not Mothership Core):
    • Auxiliary Weapons Systems (Passive) - Reduces Mothership attack by 25%. Increases Mothership attack by +15.
    • Purifier Matrix Shielding (Passive) - Activates a Hardened Shielding to the Mothership, allowing to reduce incoming damage to 10 as long as the shielding is active. Costs 100 Energy to activate. Lasts for 60 game seconds.
    • Mass Vortex (Active) - Allows the Mothership to create a massive gravity rift that traps all ground and air units, enemy and friendly, that approach it. Units inside the Vortex are invulnerable to any damage and spell effects delivered, but cannot attack or move as well. Lasts for 20 game seconds.



    What do you think?
    SC II - HOTS Coming Soon... What to expect? I don't know, I'm busy playing WoL.



    I failed a thousand-fold to many enemies, but won a hundred victories over the same enemy. Now he trembles in fear, knowing I am bettering at prevailing. Tremble, enemies of the Code. For I am Legionnaire and you are my enemy. Therefore, today, thou fall! - Imperator Davien Servolo III.

  5. #5
    Sheliek's Avatar Member
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    Default Re: Protoss campaign upgrade ideas?

    Quote Originally Posted by DeltaCadimus View Post
    Well, I'm going to take a ride on Muspelli's upgrading system, by detailing it and explaining how the mechanics would work. It'd be called the Honor Debt mechanic and it's somewhat a hybrid between both WoL and HotS mechanic systems. Here, the diplomacy system somewhat works akin to what Muspelli told you, where working for one tribe opens it's unit availability and upgrades as it continues to work, but also blocks the mechanic or even access to the specific unit of another faction. For each mission completed for one tribe, you gain one Honor Point (Kind of like the Mutagen in HotS beta) that you can use it to spend on any upgrade you'd like, but it's irreversible, meaning you need to choose your poison carefully. Alternatively, if this isn't good, for each new mission played for the selected tribe, a new upgrade unlocks and is automatically issued.

    The Honor Debt system is varied and the workings for each tribe depends on how it'll affect the others. All tribes will always have one Mortal Enemy who'll decrease relation points with you if you play for it's opponent. After all, it's impossible to please anyone. But there'll also be friendly tribes who'll increase their favor towards by +1 for helping their friendlies and you haven't fell too far in the Mortal Enemy issue. For an example, working with the Dark Templar missions will increase relations with them by +2 and +1 with the Shelak Tribe, but it will reduce by -2 with the Ara Tribe and the Tal'Darim (Which, if I predict well, you'll be doing some work for them and Felanis.). Each mission unlocks units in a certain order (For the Nerazim arc, it will be Void Ray, Oracle and Dark Templar, in this order), but some final faction missions require you to choose a branch between subfactions that have two different types of the same unit (For Dark Templar, you choose between Lenassa and Zer'atai. While Lenassa can strike quickly at it's opponents, Zer'atai can stun their opponents with their first hit.).

    Also, here's my personal opinion on supposed upgrades for units. I'm only using the units already launched as new ones belong to another department and are up to Blizzard to decide which of them will complement Protoss in LotV and which not.


    Zealot:
    • Charge (Active) - Allows Zealot to rapidly approach and intercept incoming enemies. Increases Zealot movement speed.
    • Aiurean Fury (Passive) - Increases Zealot attacks by +8.
    • Preatorian Armor (Passive) - Increases Zealot armor by +2.


    Stalker:
    • Purified Argus Amulet (Passive) - Increases Stalker attack range by +2.
    • Psionic Revigoration (Passive) - Restores +5 shield for every enemy unit killed.
    • Blink Focus (Passive) - Increases Blink range by +2.


    Twilight Archon:
    • Chain Lightning (Passive) - Allows Archon attacks to bounce to two other units nearby, delivering 25% damage. A Protoss version of the Mutalisk attack.
    • Physical Manifestation (Passive) - Increases Archon health by +110.
    • Final Vengeance (Passive) - When killed, the Archon unleashes a small explosion, dealing 40 base damage.


    High Templar:
    • Khaydarin Amulet (Passive) - Increases High Templar energy reserve by +50. High Templar start with +25 energy when built.
    • Shield Mend (Active) - Area of effect spell, instantly recharges 100 shield to any units in the area. Costs 100 energy and takes 60 game seconds to cooldown after it's used.
    • Storm Mastery (Passive) - Increases Psi Storm size by +25% and increases damage by +10 per second.


    Dark Templar (Upgrades depend on either Zera'tai or Lenassa standards):
    • Phase (Lenassa, Active) - Dark Templar version of the Zealot's charge, except the Dark Templar teleports forward instead of fast running. Does not increase Dark Templar movement speed.
    • Void Shield (Zer'atai, Passive) - Allows Dark Templar to deflect 3 direct attacks before disappearing. Recharges when out of battle and after 120 game seconds.
    • Void Stun (Zer'atai, Active) - In the first attack, the Dark Templar stuns the target for 2 normal seconds, with the target not being able to attack or move. Recharges after 60 game seconds.
    • Void Piercing (Lenassa, Active) - In the first attack, the Dark Templar delivers +30 damage to the target, regardless of armor or attribute. Recharges after 60 game seconds.
    • Lenassa Fighting Skill (Lenassa, Passive) - Dark Templar attacks deliver +30 damage vs Armored.
    • Zer'atai Fury (Zer'atai, Passive) - Reduces Dark Templar attack speed by 25%.


    Immortal:
    • Fury of the Ancients (Passive) - Increases Immortal attack damage by +20 vs non-armored units. Allows the Immortal to attack air units.
    • Twilight Shielding (Passive) - Enemy attacks now drain Immortal Hardened shields by 5 instead of ten.
    • Disruptor Amplifier (Passive) - Increases Immortal attack range by +3.


    Colossus:
    • Extended Thermal Lances (Passive) - Increases Colossus attack range by +3.
    • Concentrated Thermal Lances (Passive) - Increases Colossus attack to +10 vs Armored.
    • Colossal Plating (Passive) - Increases Colossus armor by +2.


    Phoenix:
    • Anion Pulse Crystals (Passive) - Increases Phoenix attack range by +2.
    • Auxiliary Disruptor Cannon (Passive) - Allows Phoenix to fire at ground units.
    • Overcharge (Active) - (WoL Alpha ability) Area of effect ability that damages all units around the Phoenix in a small radius. The Phoenix, however, remains deactivated for 5 normal seconds.





    Oracle:
    • Pulsar Beam (Active) - Charges the Oracle's Pulsar Beam cannon, allowing it to attack ground units, delivering 8 damage (+8 vs Light). Drains 1.4 energy per game second.
    • Premonition Sense (Passive) - Delivers a small Sensor Tower range, visible only to the player, that discovers enemy units nearby but does not reveal the map area.
    • Orbital Distortion (Active) - Creates a small concentrated shield bubble, disabling ranged projectiles targeted against the Oracle.


    Void Ray:
    • Prismatic Alignment (Active) - Allows the Void Ray to concentrate it's beam, delivering +6 damage vs Armored for 20 game seconds.
    • Prismatic Beam Disperser (Passive) - Allows the Void Ray to fire three separate beams at three separate targets at once.
    • Prismatic Equalizer (Passive) - Void Ray attack now deals full damage (Normal and Bonus) against all unit types.


    Carrier:
    • Graviton Catapult (Passive) - Allows Carrier to launch Interceptors more quickly.
    • Auxiliary Hangars (Passive) - Increases Carrier's Interceptor capacity to 12 Interceptors per Carrier.
    • Prism Cannon (Active) - Targeted ability. Carrier fires a quick energy beam, delivering 350 damage to targeted enemy. Recharges after 180 game seconds. Protoss version of the Yamato Cannon.


    Tempest:
    • Centurean Sensors (Passive) - Increases Tempest sight range by 30%, allowing to attack from a longer distance without the need of an Observer.
    • Auxiliar Recharger (Passive) - Reduces Tempest attack speed by 25%.
    • Psionic Disperser (Passive) - Allows the Tempest's attack to deliver a medium area of effect damage.


    Mothership (Upgraded, not Mothership Core):
    • Auxiliary Weapons Systems (Passive) - Reduces Mothership attack by 25%. Increases Mothership attack by +15.
    • Purifier Matrix Shielding (Passive) - Activates a Hardened Shielding to the Mothership, allowing to reduce incoming damage to 10 as long as the shielding is active. Costs 100 Energy to activate. Lasts for 60 game seconds.
    • Mass Vortex (Active) - Allows the Mothership to create a massive gravity rift that traps all ground and air units, enemy and friendly, that approach it. Units inside the Vortex are invulnerable to any damage and spell effects delivered, but cannot attack or move as well. Lasts for 20 game seconds.



    What do you think?
    Much better than mine, good sir.

  6. #6

    Default Re: Protoss campaign upgrade ideas?

    In thinking about this, I like the idea of sort of choosing between different 'tribes' as it were.

    Perhaps the basic formula would work the same as HotS. Different level sets would occur, but in addition to these level sets there would be 'loyalty missions'.

    For example, say the game begins on Shakuras. You do the intro missions on Shakuras, then move forward and are able to choose between going to Aiur and going to Char, and you can do a series of missions on each planet.

    But in addition to all this, there would be diplomacy missions. Similar to the Evolution Missions of HotS. At the end of a Loyalty Mission you would choose between a set of tribes. (I like the basic Stalker vs. Dragoon example in the original post. In this case choosing one tribe gives you the Stalker, the other the Dragoon. In this case the loyalty mission would be a mandatory mission near the beginning of the game.)

    The way I'm thinking about is, you would have access to every tribe, no matter what, but doing these loyalty missions would give you an exclusive unit (more specialized, or redundant units like the Stalker vs. Dragoon, Arbiter vs. Oracle, Reaver vs. Colossus etc.) and a big boost in 'reputation' with said tribe. The higher your reputation goes with certain tribes, the more upgrades and technology you unlock from that tribe. Optional objectives in missions would give you rep points, that you can invest into tribes to increase your reputation with that tribe.
    Last edited by Aldrius; 04-22-2013 at 02:51 AM.


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  7. #7
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    Default Re: Protoss campaign upgrade ideas?

    Really looking forward to the campaign mechanics in LotV, and these ideas seem plausible and sound good...now for reality, we'll have to see

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