To begin with I have no delusions that the following ideas have any chance to be implemented so please don’t comment on their feasibility in this game.
I had an idea one day when I was playing Zerg. I was just picturing some green goo streaming down the screen while I was playing. And I thought, “Hey why not have certain abilities effect the user interface?” So here are my ideas, trying to fit them to each race, making them completely different, yet all affecting the UI and all being higher tier.
ZERG
ABILITY: The anti-UI-mechanic would spray green group all over the enemies’ screens. It would last a certain amount of time as the visibility starts out horrible, then as the green goop slides down the screen the vision would get better.
CASTING: The Greater Spire would have the ability. It would not be energy based; it would simply be cool-downed based (like blink and charge). It would last a specific amount of time and the cool-down would be longer than the length the ability lasts. The animation for the casting of it would be green spores and stuff spraying out of the top of the Greater Spire.
LORE: It fits with the Zerg using biological things such as ensnare, plague, spore’s, and fungal growth. It’s very Zergish to use physical things such as goop to affect their enemies, instead of technological things or mental things like the other two mechanics.
BALANCE: The Greater Spire is difficult to get so it is very high up the tech-tree and is also expensive. The Greater Spire is also VERY specific in the purpose of getting it, this would give the player another reason to get it.
TERRAN
ABILITY: The anti-UI-mechanic would cause static in its field of effect on the minimap for all enemies. This would not only stop enemies from seeing anything in the field of effect, but would stop all messages in those locations (“our hive is under attack” and such warnings from the race’s respective advisors).
CASTING: The Sensor-Tower would upgrade into another building (much as a Command Center would upgrade into a Planetary Fortress). It would be a passive ability (like Mothership cloak), affecting the same radius as the Sensor-Tower’s ability. It would require the Fusion Core, and would be expensive to upgrade the Sensor-Tower.
LORE: It fits with the Terrans being very technology based. They have been using things like scanners since SC1 and they’ve only done that more in the sequel.
BALANCE: It is very high up the tech-tree but can be rushed to, so it’s not as useful as the other two abilities, yet useful enough to want to get to. It’s also expensive.
PROTOSS
ABILITY: The anti-UI-mechanic would cause all enemies’ hot-keys to no longer work. This means they would have to use the mouse for all their commands including assigning and using control groups, and telling units to move and attack.
CASTING: The Mothership would have the ability. It would be energy based and it would be a high energy cost. It would be a channeled ability and would last a specific amount of time. There would be some visual cue to let a player know the ability is being casted on him.
LORE: It fits with the Protoss being very pisonic. It’s as if the Protoss are using pisonics to mess with the commander’s minds of their Terran enemies, the overlord’s ability to govern their Zerg, and the Protoss’ connections to the Khala.
BALANCE: It gives the Mothership another reason to come into play; it gives the Mothership more use in the game. The Mothership is already high in the tech tree, and expensive. The ability would contend with the other abilities and since it’s channeled it would defiantly be a good choice for the player to make




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