Brainstorm Strife abilities!
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Jan 28, '10 2:39pm #1
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SPARTAN[NK]
Help me come up with abilities for races and units. :)
I need upwards of 5 racial abilities, for each Zerg, Terran, Protoss, and mixed. And upwards of 4 abilities per base unit (zergling, hydralisk, etc.), and not their classes. Let's try to be realistic here, please. Like an idea for a Terran racial ability would be "Air strike!", which would call in a wraith to shoot at the enemy team, or a Zerg ability would be "Creepy crawlers", which would result in the enemy team getting hit by a sunken colony spike. Just give me general ideas like that. Don't worry about the specifics like amount of damage and such. http://nkspartan.com Self-employed web designer and developer |
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Jan 28, '10 2:45pm #2
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DR.MAYCO
zerg could have Ensnare which slows down the enemy forces
Terran could have a nuke or something which might be too good to play every game but after u reach a certain level like have a 1/20 chance of calling down a nuke which would like take out the other team or half the other teams health or something Protoss should be able to call in a SC2 mother ship |
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Jan 28, '10 3:03pm #3
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OASIS[ZT]
terran cloak - avoid damage for however many turns or something
Terran medic heal - heals 1 hp of ally units per turn for a certain number of turns Protoss psionic storm - deals damage to opponents' units or stasis, which stops opponents from attacking for however many turns zerg swarm - dragoons, marines, hydras don't deal damage to your units for however many turns Plague - minus 1 hp per turn for however many turns |
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Jan 28, '10 3:51pm #6
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MUFFFORALL
zerg - swarm - unit gets multiple consecutive attacks
zerg - unburrow/ambush - unit does extra damage terran - stim - multiple attacks terran - siege - extra damage protoss - recall - extra damage? protoss - maelstrom - disable bio units for a short time protoss - shield regeneration - increase health any melee unit - speed upgrade - increased speed any ranged unit - range upgrade - increased agility? |
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Jan 28, '10 11:05pm #7
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STEALTHY-SLOTH
How about something like....
Terran - Comsat Sweep - Grants 2 extra Attacks at the begging of the battle ** or however many units u own can attack up to 5 Protoss - Hallucination - Provides units that do no damage to *block* incoming damage from the enemy. Zerg - Nydus - Allows units to creep behind enemy lines for a Critical strike ** 2-5 Times depending on How many units you have and there agility rating |
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Jan 29, '10 12:02am #8
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HELLGIVER
I like the idea of medic healing a member once per turn, but I think it could be better if she perhaps healed by more than one HP. I say this because of my upcoming zerg suggestion. I wonder, would there be a cap on number of medics? would there be a bonus/stack from having more?
Here are some I'm thinking about: Zerg - Plague. Similar to medic healing, except, to be more true to the game, perhaps plague does 1 hp per turn for up to a certain number of turns, but it does it to a group, whereas the medic would do more healing than the plague does damage, however the medic would only affect one unit at a time, unless each medic was assigned to its own unit. Zerg - Dark Swarm. For one turn, only melee and splash attacks will hit for both sides, however certain spells will do more damage against the zerg using dark swarm. My thought process here is that normally when a zerg player uses dark swarm, he is planning to clump his units together so they'll fit under the swarm. However, this often makes them more vulnerable to storms, reavers, and occasionally irradiate. I think perhaps irradiate, plague, and storm should do 1.5x damage vs a dark swarming enemy. OR, instead of more damage, it could increase its area of effect, since more units would naturally be hit in a melee. Terran - Irradiate - Similar to plague, except perhaps lower area of effect, but maybe less energy cost, can be cast twice in a battle, or something. However, if we aren't talking about precise spells here, then I agree with a previous suggestion of burrow/ambush. It could improve odds of critical hits, or it could make it so their back rank has less advantage, since it would be out of place if it was ambushed. Or perhaps, it gives an increase to melee units' attack damage for first 2 turns, since the enemy would still be on the defensive. |
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Feb 01, '10 1:32pm #9
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REMBOL
Terran:
Siege tank barrage (racial, not unit ability) Irradiate (continuous damage) Personal stimpacks and maybe frag granades / flashbangs on infantry Dropping an automated turret onto a battlefield (works as a new unit) Medic's healing would be nice idea, but I don't know how well would adding spellcasters to Strife work (in its current state I can't see it really, at least not without upsetting game balance) Psi disruptor that could confuse zerg units (chance to attack their own or stun them for a while) Tanks could load some alternative ammunition, like incendiary or EMP shells Protoss: Psi storm of course Disruption web Hallucination (no attack, used to block damage) Stasis field would be good idea, but only if it would work on some of enemy units (not entire team, otherwise I think it would be pointless... assuming that it would work just like in SC, which means that affected units don't take any damage) and maybe a small chance (like 2%) that some of your units would be caught in its effect Calling for a warp prism or something that would come, deploy itself and recharge unit's shields for some time (if there will be protoss shields) Dragoons could have something like immortals hardened shields (highly decreasing damage from powerful attacks, like tanks, but not working at all on anything... well, less powerful, like marines; maybe activated for couple of turns instead of not permament) Zealot's counter attack Zerg: Ensnare (slows down enemy units) Dark Swarm (ranged attacks uneffective) Plague (continuous damage) Zerglings could overwhelm small units Zergling's adrenaline rush (oh, how fast could they rip through a bunker or photon cannon with their new glands :] ) Ultralisk's devour (like Kodos in WC3, although there it would hold its effect until unit has been devoured or Kodo killed, here victim could be barfed out after some time) Some kind of corrosive acid that would melt down (decrease) armor, maybe covering hydralisk's spikes or thrown down by mutalisks flying by |
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