So I am currently focusing on ways to improve the MULE. As a recap I think it should be a permanent unit with advanced mining yet different from the SCV. One concern is that there is really nothing Multi Use about this Multi Use Labor Element.
So today I am theorycrafting and it occurs to me that the ability to drop anywhere on the map has incredible potential that just isn’t being utilized by a unit that can only mine. It needs something that takes advantage of position (one of the most important factors in SC). So what’s a good ability that takes advantage of positional freedom. Mines.
Vulture mines contributed heavily to the Terran playstyle in SC1. They encouraged very dynamic play where Terran raced to set up a siege line which the opponent would try to break it before completion. Some of the most exciting players were when a Zealot destroyed a whole tank line bringing home a vulture mine.
Giving MULE’s mines allows you to call down a MULE anywhere your forces are and begin constructing a mine field. But this ability is not without its downside. If your mule is setting mines some where then it cant be mining and your opponent will have the economic edge.
Concern could be raise over the ease in which a Terran could drop a MULE in your base and begin dropping mines. To address this I believe spider mines should cost 25 minerals.
MULE
Permanent unit 100 HP
Cost: 100 mineral, 50 energy
Advanced Harvesting: Allows 3X mineral gathering. Can gather even if mineral patch is saturated.
Spider Mine: Plants a Spider Mine for 25 minerals.
Third Ability: A third ability. (Any thoughts?)




Reply With Quote

