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Thread: Giving the Obelisk Wormhole Transit

  1. #1

    Default Giving the Obelisk Wormhole Transit

    Monolith

    Cost= 300 minerals

    Proton Charge: Same
    Argus Link: Same
    Shield Regeneration: Same
    Wormhole Transit: Can teleport to any point in pylon power



    So I spent the night trying to figure out why the Queen and MULE were better macro agents than the Obelisk. The 4 elements that Queen and MULE had that the obelisk lacked were Positional Impact, Mobile, Cool Unit Model, and Racial Character. I think all of these can be added to the Obelisk by giving it Wormhole Transit

    Notice that the Monolith can now Teleport to a Warp-Prism and lend shield and energy regeneration to Warp-In attacks. Also, there is no long this need to spam Obelisks all over the map. You make however many you need and then teleport them to a base when the Proton Charge wears off. I would make Proton Charge last longer to complement this.

    Obviously this would require us to rework the Mothership. Maybe give it Planet Cracker back. Maybe make it not slow as mollasis. I don’t see that as being too hard of a task. The Obelisk is much better at the Base Defender role.

    For a graphic I would make the Monolith a large floating building. It should have an ominous Dark Templar feel. Like a Dark Templar version of a Nexus. Something like oh say this…


    Last edited by ArcherofAiur; 07-01-2009 at 09:30 PM.

  2. #2

    Default Re: Giving the Obelisk Wormhole Transit

    About time you thought this up, I was waiting for someone to go on the same thought pattern as me :P

    Though I'd like it to be just Obelisk, Monolith isn't that original regardless of its enigmatic feel xD


    -Psi
    >>You Must Construct Additional Pylons<<

  3. #3

    Default Re: Giving the Obelisk Wormhole Transit

    So you want to make it a unit?

    Interesting, but I'm not sure I'm in to it.

    What about giving it Recall? I always thought that was one of the most fun and strategic abilities, and it further emphasizes Protoss teleportation mobility. My biggest concern is that it might be too much.

    Actually, I think it the build they had for the press release recently, the Mothership had both Planet Cracker back, and incredibly slow moving speed. Just watch the video where they were moving around with it; that's got to be almost as slow as a Reaver.

  4. #4

    Default Re: Giving the Obelisk Wormhole Transit

    Quote Originally Posted by ManjiSanji View Post
    So you want to make it a unit?
    I want to give it that special feeling that all units have. Personality. Charector.

    Like this giant ominous relic that appears above the battle field casting powerful spells to augement the protoss warriors.

  5. #5

    Default Re: Giving the Obelisk Wormhole Transit

    Quote Originally Posted by ArcherofAiur View Post
    Like this giant ominous relic that appears above the battle field casting powerful spells to augement the protoss warriors.
    U mean like the Mothership SHOULD be.

  6. #6

    Default Re: Giving the Obelisk Wormhole Transit

    Quote Originally Posted by DemolitionSquid View Post
    U mean like the Mothership SHOULD be.
    Yah but different kinds of warriors. Mothership should be part of the fleet. Rampaging around the map and kicking down doors with the rest of the Protoss armada. When you make your uber super awesome unit do you really want to park it at home? The only good way to get it in the opponents base is to do a proxy pylon which is what youve been doing all game with warp-in anyway.

  7. #7

    Default Re: Giving the Obelisk Wormhole Transit

    Being local is one of the contrasts of the Obelisk to the mobile Queen and the location independend Orbital Command. You canīt really look at the other races and go "What do they have what Protoss donīt have and how could they get it".

  8. #8

    Default Re: Giving the Obelisk Wormhole Transit

    I am thoroughly convinced the only way to balance PC is to limit it to a certain number of Probes, limit how often it can be cast so it doesn't feel like busywork, and give it a viable downside (like affected Probes losing their shields for an extended period of time).

  9. #9

    Default Re: Giving the Obelisk Wormhole Transit

    Quote Originally Posted by ArcherofAiur View Post
    When you make your uber super awesome unit do you really want to park it at home?
    I have been thinking that for a long time. Seems like the Mothership is going to fall into a boring role of defending late game expansions.

    My lore/gameplay/cool concept for the Mothership was something like this:

    Build the MS with very late game tech at a high cost.
    The enemy gets an announcement similar to Nuclear Launch Detected.
    Something like "The Protoss Mothership has entered orbit".
    Then the opponent knows this uber unit is on the way and they better be ready for it.
    Opponent starts building anti-air like crazy cause he knows this badass and the rest of the Protoss army is probably moving across the map immediately.

    Instead, we have a one of a kind uber unit that will probably sit over your late game expansion cloaking photon cannons. Still an impressive defensive unit that might help you win the game, but sure doesn't sound like the only one at a time unit in the game that got me excited in the first gameplay video two years ago.

    If your Obelisk idea helps fill the base defense role and lets the MS be the ultimate late game offensive weapon, then I am all for it.

  10. #10
    horror's Avatar Junior Member
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    Default Re: Giving the Obelisk Wormhole Transit

    i like the idea of making the obelisk a non-spam building. warping, of course, would cost energy, but not too much as to make the player build, say one obelisk per expansion or less? i would like to see, though, a brutal ability that isn't directly offensive, and that is a passive ability. and, the monolith building is dodgy. it's too big to put anywhere! and it doesn't suit the dt as being lithe

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