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Thread: Team Upgrades

  1. #11

    Default Re: Team Upgrades

    Not really a fan of the idea. The notion that Protoss can warp in units in allies base makes for a global town portal making it nearlly impossible to assault protoss. 3 Protoss or 3 Zerg would be a nightmare to face if they could share mass transit.

  2. #12
    TheEconomist's Avatar Lord of Economics
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    Default Re: Team Upgrades

    To quote a famous balancing genius:

    Quote Originally Posted by TychusFindlay
    No.

    NO.

    NOO!



    Rest In Peace, Old Friend.

  3. #13

    Default Re: Team Upgrades

    Quote Originally Posted by TheProgramer View Post
    While reading posts under the thread "Warp-in in teamgames not working?" I saw some interesting ideas there and would like to flush out the over-all idea. Research for Team games (2v2, 3v3, 4v4, etc.)


    PROTOSS:

    Intervened Psionic Energy Matrix


    Effect: Protoss Allies can warp on your pylon power fields.* Also allows Protoss Allies' pylons to power your buildings.

    Researched at: Twilight Council
    Requires: N/A
    Cost: 150 min 150 gas

    Lore: Protoss are able to refine their instruments allowing friendly pylons to power their buildings. As an unforeseen side-effect, now their WarpGates are able to sync with the Psionic energy Matrices of other Protoss.


    Stabilized Warp Field

    Effect: Allows your units to be able to be recalled by your Protoss Allie's Mothership.

    Researched at: Fleet Beacon
    Requires: N/A
    Cost: 100 min 100 gas

    Lore: Updating the Motherhip's old machinery with the advances in Protoss technology, we may now warp in our allies’ units using a refined and more stabilized warping field.


    Khala Meditation

    Effect: Protoss Allied units get your upgrades (not research)*** when the player who owns them leaves. Causes previous upgrades (not research)*** done by the player who left to be removed.****

    Researched at: Templar Archives
    Requires: Intervened Psionic Energy Matrix and Stabilized Warp Field
    Cost: 200 min 200 gas

    Lore: By meditating in the Khala, when a fellow tribe of Protoss lose their Executor they may benefit from our knowledge.



    ZERG:

    Pheromone Sensing Antennae


    Effect: Zerg Allies can use your Overlords as transports.
    Researched at: Hatchery/Lair/Hive
    Requires: Lair and Ventral Sacs
    Cost: 150 min 150 gas

    Lore: Overlords have been seen developing an advanced pair of antennae, which seem to be allowing them to detect friendly Zerg and in some instances overlords have been seen transporting Zerg from other broods!


    Sensing Tendrils

    Effect: Zerg Allies can use your Nydus Worms. If an allied Zerg player shares control your and their Nydus Networks become connected and you may load units into one player's network, and out your own or visa-versa.
    Researched at: Nydus Network
    Requires: Lair
    Cost: 150 min 150 gas

    Lore: An unfortunate outcome of the Nydus Worm evolution is their inability to see, this cause the worms to only be able to consume and regurgitate Zerg of their own Brood. Pushing the Nydus Worms to evolve further have caused some to develop tendrils which feel nearby Zerg and makes up for the Worm's lack of sight so they can now distinguish between their own Brood's Zerg and other friendly Brood's Zerg.


    Cerebral Reconstitution

    Effect: Zerg Allied units get your upgrades (not research)*** when the player who owns them leaves. Causes previous upgrades (not research)*** done by the player who left to be removed.****
    Researched at: Infestation Pit
    Requires: Pheromone Sensing Antennae and Sensing Tendrils
    Cost: 200 min 200 gas

    Lore: When a brood losses its Cerebrate it is often thrown into chaos and it becomes every Zerg for itself. By reforming the Cerebral cortex using strands of DNA that we have developed in the Infesters in some of the commanding Zerg, we are able to give the benefits of our evolution to these erratic broods.



    TERRAN:

    Retna Scanners

    Effect: Terran allies can use your Medivacs.
    Researched at: Tech Lab attached to Starport
    Requires: N/A
    Cost: 150 min 150 gas

    Lore: With the addition of Retna Scanners on choice test medivacs we have seen a 100% increase of friendly survival rates in the battlefield, whereas before Medevacs would be wary about landing and picking up friendly marines, they now can positively identify from the air which Terrans are friendly and which wish to do them harm. More testing is still required before this can be recommended to the in-field Medivacs.


    Increased Comm Channels

    Effect: You may give your units to your Terran allies**
    Researched at: Planetary Fortress
    Requires: Appropriate Supply from the person who is receiving these units.
    Cost: 100 min 100 gas

    Lore: Communication has advanced leaps and bounds since the Brood war days. We are now able to communicate with Commanders in other Terran outfits and are now able to better manage our human resources. Results have been especially effective with Resoc. Marines.


    Nano Refitters

    Effect: Terran Allied units get your upgrades (not research)*** when the player who owns them leaves. Causes previous upgrades (not research)*** done by the player who left to be removed.****
    Researched at: Fusion Core
    Requires: Retna Scanners and Increased Comm Channels
    Cost: 200 min 200 gas

    Lore: By using both the Retna Scanners we have developed and utilizing the new abundance of Comm Channels we are able to relay our schematics quicker than ever before to our fellow Terrans. Unfortunately due to pig-headedness it is recommend that it not be attempted unless a Commanding officer is not present in the friendly's chain of command.



    *Original Idea: Andrew
    **This would allow the player to quickly free up supply, or if an ally has upgrades for those units you may take advantage of that, so don't say "you can just share control"
    ***Perhaps research should be included
    ****Perhaps if you research it before you leave then your allies can have their upgrades to your units when you leave instead
    *COUGH YER WELCOME COUGH* lol cool ideas would be hard to make em balenced but cool ideas IMO I think team upgs would be awesome...or a team building! requires 1 partner to have this and another to have this to get some other insane building kinda hybrid if different races but would be cool to see it...dont like if they made team buildings/upgs it would be sweet when they get balenced!
    Last edited by Andrew; 10-13-2010 at 11:55 PM.

  4. #14

    Default Re: Team Upgrades

    Question:

    What happens if two players started researching same upg?

  5. #15

    Default Re: Team Upgrades

    Quote Originally Posted by GnaReffotsirk View Post
    Question:

    What happens if two players started researching same upg?
    Either 1 poor communication or 2 both players need the upg for it to work most effectivly. like the use of each otehr pylon power both would need to make it effective

  6. #16

    Default Re: Team Upgrades

    Quote Originally Posted by GnaReffotsirk View Post
    Question:

    What happens if two players started researching same upg?
    Let's use the Stabilized Warp Field for example. It allows your units to be able to be recalled by your Protoss Allie's Mothership (if your Protoss). This does not allow your Protoss allie's units to be able to be recalled by your Mothership, for this they would have to get the same Upgrade.

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