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Thread: Design a Dark Templar campaign tech tree

  1. #1

    Default Design a Dark Templar campaign tech tree

    We don't really know how tech trees will work in the campaign, but I'm assuming they'll be very similar to the way they work in multiplayer.

    I'm hoping there will be missions where we face Dark Templar "purists" (Ulrezaj's forces or something similar) using either mixed forces or pure Templar forces.

    Designing a pure Templar force is easier. You just cut out units like stalkers and replace them with purifiers (or dragoons, depending on whether the force came from Shakuras or just a colony). Cut out void rays and replace them with, well, boring Scouts (at least as far as their AtA role is concerned, it's the same).

    Designing a Dark Templar force is harder, because there isn't really anything like a "basic" Dark Templar soldier. Here's what I have:

    Nexus: Probe
    Gateway: ??? (possibly Tal'darim, but the lore would make this very difficult to justify, as they take effort to drug up and there probably aren't many left; I would presume they would use primitive weapons rather than warp blades, but they can cloak and that's too good for this early tier)
    Cybernetics core: Stalker (obviously), disruptors* (low-tier spellcasters, give back Nullify), possibly also soul hunters (the anti-bio counterpart to stalkers).
    Dark templar obelisk: Dark templar (obviously), dark archon (brought back from StarCraft I, acts as the high-tier spellcaster; would need more directly offensive abilities)
    Stargate: Corsair (light AtA), void ray (heavy AtA, heavy AtG), tempest (light AtG, closest thing they have to capital ships)
    Robotics Facility: Shuttle or phase prism (depends on lore?), observer

    *Suggested to have been Dark Templar-themed units at one point. The older name nullifier sounded a lot like what Dark Templar Xerana used on a bunch of Templar and Judicators (cutting them off from the Khala), a perfect ability for Dark Templar who hate Khalai.

    The big hole is the ???
    Last edited by Kimera757; 06-06-2009 at 02:22 PM.
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  2. #2

    Default Re: Design a Dark Templar campaign tech tree

    I'm pretty sure they're planning to do this for Legacy of the Void, as Blizzard did say they were going to have different tribes with different units in the campaign.

    Kudos to Arkceangel for the Terran avatar and sig!

  3. #3

    Default Re: Design a Dark Templar campaign tech tree

    Well, not all Dark Templars have to know how to cloak. Pretty sure it requires training, and the lower ranks can't do it.
    An armored DT with a Warp Blade (but not as powerfull as the assasin DT) is reasonable for a "dark zealot".

    The Dark Archon should be modified. Maelstrom could make the targeted units slower, or not able to shoot back, instead of completely paralyze them, but have larger duration.
    MC could be timed, or only take effect while the DA is around a certain radius, and not drain the DA Shields.
    They could have a darkness spell that creates a cloud of darkness that completely blocks vision of what's inside, and also blocks line of sight, like if it where a large doodad.
    It would be good to "blind" detectors, specially static defenses, infiltrate units, and protect some units from being targeted. Should be good to walk over bridges, ramps, etc.

  4. #4
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    Default Re: Design a Dark Templar campaign tech tree

    Stalkers are unlikey for a pure DT faction, remember they're based on the Dragoon, a worth replacement would be a Purifier-ish unit, but with a smaller gun, the equivalent to the Marine, but instead of the Marine's combat shield it could get a mid-late game stationary cloak (a little akin to Burrow). Rename the DT to Assassin or Slayer or something, and give them a real spellcaster (a combat one for preference, like the Ghost). I also made the suggestion (pre-announcement actually, when we thought we might get the Hydrids as a full race) for a unit that could create a Null Void (albeit, with a different name), around itself. For an aerial spellcaster I'd suggest the Star Relic, and for a detector, lets spice it up a little this time, and give the thing some weapons, or give it an alternative mode, either it can be a detector, or it can be a detector-jammer (that could be a lone detector coming towards you, or it could be hiding a bunch of DTs).

    I'dalso like to see the DT be a little more different that just units, let's give them a new mechanic or two, perhaps deconstructable mobile buildings (think of the Trebuchet from AoE2), no building pylon needs (though DPs or some similar might be needed for population), and a different tech tree (perhaps more resembling the Protoss one).
    Last edited by MattII; 06-08-2009 at 11:59 PM.

  5. #5

    Default Re: Design a Dark Templar campaign tech tree

    Quote Originally Posted by Norfindel View Post
    Well, not all Dark Templars have to know how to cloak. Pretty sure it requires training
    Unlikely.

    When Adun taught the rogues to cloak, they quickly outpaced him in learning its secrets. They all knew how to do it before long, which would include the less talented members.

    Furthermore, the Tal'darim learned how to cloak very quickly after getting cut off from the Khala.

    I suspect being connected to the Void makes learning how to cloak child's play. That's what you get for what you give up.

    So yeah, there's a big problem here.
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  6. #6
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    Default Re: Design a Dark Templar campaign tech tree

    The DT learned how to cloak 'before' they cut their links with Auir (and thus before they began feeding off void energy), thus they were powerful already, or their independent mindset meant a pre-disposed advantage in the field (Cloaking for DT = Hallucination for HT?).

  7. #7

    Default Re: Design a Dark Templar campaign tech tree

    If the Void has nothing to do with it, then it has to do with being cut off from the Khala. The Tal'darim were in the same boat, however.

    One wonders, though, why the protoss of the Aeon of Strife hadn't learned cloaking.
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  8. #8

    Default Re: Design a Dark Templar campaign tech tree

    I didn't ever read anything that mentions the exact date the Dark Templars learned to cloak. Where's that mentioned?

  9. #9

    Default Re: Design a Dark Templar campaign tech tree

    Raszagal learned first, and she was a teenager (equivalent). She died at age 1045.

    Also, Dark Templar Saga's past section took place approximately 1000 years before StarCraft.

    The Tal'darim were stranded on Aiur for four years, and learned to cloak in that time.
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    "Do you hear them whispering from the stars? The galaxy will burn with their coming."

  10. #10
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    Default Re: Design a Dark Templar campaign tech tree

    Quote Originally Posted by Kimera757 View Post
    If the Void has nothing to do with it, then it has to do with being cut off from the Khala. The Tal'darim were in the same boat, however.
    They weren't cut off from the Khala, they simply refused to use it. Just because you switch off a light, it doesn't mean that you pull the fuse out, it just means your not using it.

    One wonders, though, why the protoss of the Aeon of Strife hadn't learned cloaking.
    Because they'd forgotten about the Khala (or whatever it was called back then) over the generations.

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