I searched the threads here for anything about ideas of a 4th race that could be played only in multi-player so that it wouldn't have any effect on the lore, story, characters already in the StarCraft universe. I couldn't find any. I'm happy with 3 races, but I wouldn't mind if Blizzard made a 4th race that's playable only in multi-player. It would be like extra icing on a cake that's already good.
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My idea is an entirely robotic and digital race that are asexual and hive-mind like the Zerg.
What I have as an idea of multi-player only 4th race is a rough draft. I haven't made all their units, building, technologies, abilities, etc. yet. I haven't even thought of a name yet. I'm not an artist, so I can't draw them the way that I envision them. They should have an inherently neutral (but not passive and still capable of warfare) appearance similar to how something about the Zerg appearance is inherently antagonistic.
It makes sense to me: 2 races that are civilizations (Terran and Protoss) and 2 races that are hive-mind and "spawning" (Zerg and my idea of a robotic/digital race). This 4th race could be something like Skynet from the Terminator films and the Transformers put together. I prefer for them not have any humanoid appearance like the Terrans or Protoss.
I'll throw some ideas/concepts down:
-The main trait of this race is that that the only units for this race that are produced from a structure are the worker units (produced from the equivalent of command center/nexus/hatchery), which are called sparks. The sparks’ appearance could be something like a wisp from WC3 and a protoss probe put together.
-Sparks can transform into other units once certain structures are built and/or certain technologies have been researched.
-Some higher tier units will require more than 1 spark to merge together.
-The highest tier units will require specific units (not the sparks) to merge together.
-Once a spark(s) has transformed or merged into another unit, that unit can't revert back to a spark. This can add a strategy of not having a throwaway attitude towards sparks and thinking ahead.
-Perhaps sparks can somehow be given a rally point of automatically transforming or mering into another units once they produced out of the structure.
-Perhaps sparks transform or merge signficantly slower unless they aren't within some kind of radius or field of something similiar to a pylon.
- The cost and “food” of transforming or merging takes into account the 50 mineral and 1 food cost of the worker unit.
-Some structures will cause the spark to be lost like how the Night Elf wisp was lost after building the Ancients.
-Sparks can team-up and build structures more quickly, but maybe only after researching the ability to do so.
- Their structures must be connected to each other by a "power line" which begins at the main structure from which the worker units are produced and bring back resources. Each structure gives out a power line, and other structures must be built within the reach of those power lines. This causes the race to not proxy build their defensive structures (or any other structures)...like a bunker rush/cannon rush. A disadvantage for them perhaps...since they can produce units anywhere on the map by transforming sparks and/or merging other units.
- The only structures that can be built outside of a power line are the equivalents of command center/nexus/hatchery and refinery/extractor/assimilator.
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