I already have a Siege Tank character, and I agree that Fire Wurm has too many passives. Also, I'm not using vHP, so Tough Skin and Rapid Regeneration would be kinda hard. Well, I could just create an SCV and let the player repair, but that looks weird...
The Zealot does have a way to counter air, when he dies he comes back as a Dragoon if the player has researched I Fear Not Death.
I actually have a few characters that could take out an unlimited duration Invulnerability Ward: my Tank character can use Siege Mode, Raynor can summon the Hyperion to blast it with Yamato Gun, the Goliath can use Nuclear Strike (Metal Gear reference, and it fits with the Goliath's role), the Corsair can cast Distruption Web to make the enemies move away from the Ward if they want to attack, and the Science Vessel character can Irradiate the ward if I use an organic unit.
And btw, this is actually set in the StarCraft universe.
Here is the current character list. Feel free to comment on the heroes if you want, or to suggest new ones.
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NAME: Base unit (Role)
(Note that "role" is determined by a variety of means. "Support" indicates that the hero is best when combo'd with other heroes, while "Offensive" indicates that the hero is better used against single heroes with no backup [besides Creeps] on either side. "Warrior" indicates that the hero's spells are designed to make his combat abilities stronger, where "Spellcaster" indicates that the character is best when used at a range with Creeps/other heroes meatshielding him. "Skirmisher" is a special type of role that is best when he charges ahead of the rest of his team, harasses the enemy with spells/status effects, and then retreats. Skirmishers are always Support characters. Some characters have spells that don't exactly fit their role, but that's intentional. *points at Science Vessel*)
TERRAN/PROTOSS HEROES:
FENIX: Zealot (Offensive Warrior)
I Fear Not Death: Comes back as a Dragoon when destroyed in Zealot form. This costs XP, with the amount going down when the spell is upgraded. He respawns as a Zealot when the Dragoon is destroyed. Passive
En Taro Adun: Summons a pair of Zealots. If they get too far from Fenix, they teleport to his position. The first, second, and fourth upgrade to this spell cause them to spawn with more HP, while the third gives them Leg Enhancements and the ability to move farther from Fenix.
For Auir: Fenix and all nearby allies become temporarily invulnerable. This spell has a very short range, so it is best when combo'd with En Taro Adun, as the Zealots can be micro-ed to keep them within range. If En Taro Adun is upgraded to level 3, this spell's range increases slightly.
Our Strength Is Eternal: Fenix and all allies become invulnerable temporarily, regardless of position.
KHALA HERALD: Dragoon (Support Warrior)
Pillar of the Khala: His shields and HP are restored, but he also becomes immobile for a few seconds.
Meditative Focus: Shields go to zero for a few seconds, then go to full. A Kakaru death animation is played to tell the Zerg team that he is using this ability.
Axiom of Chaos: Summons a Scarab (or possibly more than one) and a few Hallucinations of Scarabs.
Khala Projection: He is immobilized and can't attack. An Archon is summoned. If the Dragoon dies while the Archon is still out, he loses some XP and takes a few seconds longer to respawn then normal, and the Archon is destroyed as well.
GREY TEMPLAR: Corsair (Skirmisher)
Disruption Web: As normal. Most spells may not be cast from under the Web.
Gravity Well: A Beacon is created with a Disruption Web centered on it. Anything that touches the D-Web is hyper-move-ordered to the center of the Web. Burrowed Zerg heroes are not affected by this spell. Spells can be cast from inside a Gravity Well, but most units (except a burrowed Lurker hero) can't attack. This spell takes a few seconds to take effect, and all players near it are warned about it.
Force Field: A Distruption Web is created. Anything inside the field is rapidly moved out. No ground units may move through it. (It's filled with Mineral Fields or something.) Air units (including the Grey Templar) are displaced by the field, but may move through it. (This is to prevent air units pathing AIs from getting screwed up, to prevent the Grey Templar from getting "stuck", and to give the player some interesting options with this spell like throwing units into a Gravity Well or "pushing" Creeps to make them move faster.)
Mindstorm: Spawns Aldarises. If cast again, one of them is "highlighted" with an Kakaru death animation or something and turns into a regular High Templar with enough energy for a few Psionic Storms. All units spawned by this spell are invincible but only last a few seconds.
METAL GEAR: Goliath (Offensive Warrior) [Note: His anti-air attack is very weak.)
Liftoff: Spawns a Dropship. If the Dropship dies or the duration runs out while over water, he dies as well. If the duration runs out while on land, though, he just unloads normally. He is warned when the duration is running out. He may cast the spell again to extend the duration, but each "extension" lasts only half as long.
Transform: He transforms into a low-HP high-attack Valkyrie. If the Valkyrie dies while over land, he comes back with his HP lowered somewhat. (I'll use an Infested Terran to damage him.) If the Valkyrie dies while over water, he gets another Valkyrie (with no attack abilities) and has a few seconds to get back to land. ("Damage to critical flight systems! You have three seconds to get back to land, or you will crash!) This spell has unlimited duration, but the low HP of the Valkyrie means that it won't last long.
Overclock: Spawns Spider Mines with every kill. Passive
Metal Gear: Nuclear strike
JCN: Science Vessel (Offensive Spellcaster) [NOTE: He has a normal attack as well, namely a cloaked invincible Wraith following him.]
EMP Shockwave: Drains the vEnergy of all nearby heroes. Upgrades One, Two, and Three decrease the mana cost, but Upgrade Four instead makes it not effect allies.
Defensive Matrix: As normal.
Field Repairs: JCN and all nearby Scout creeps are fully healed.
Irradiate: As normal. This might seem pretty weak for an Ultimate spell, but he can cast it pretty often and all the enemies are Organic. (Zerg, remember?)
ARCOLITE ASSAULT BATTERY: Siege Tank (Support Spellcaster)
I Has A Turret: He goes immobile and can't attack, and a Raszgal (hero Corsair) (no D-Web) spawns above him.
IM FIRING MY LAZOR: A "lazor" (Scourge) spawns and flies in a direction indicated by the player. Any enemy units it touches are stunned for a few seconds because the "lazor" burned them.
OMGITSATANK: Allied units nearby are inspired by the presence of a Tank and fight better. (About once a minute, a random nearby allied Hero gains invulnerability for a few seconds.)
So I Hered U Liek Pwnage: Siege Mode. The sieged form is called "Arcolite Siege Battery".
JIM RAYNOR: Vulture (Support Warrior/Skirmisher)
Ion Thrusters: The player indicates a direction, and Raynor moves very quickly in that direction. (Actually teleportation, but it doesn't look like it.) This spell may be used to cross cliffs and even small amounts of water.
Spider Mines: As normal.
Eject: Raynor's Vulture goes to Neutral and the player gets a Raynor Marine instead. The player can't cast spells while not in the Vulture. The player may re-enter a Vulture by casting Eject (as a Marine) while standing next to a Vulture. If Raynor dies as a Marine, the Vulture is removed as well.
Hyperion: The Hyperion exits warp next to Raynor. All allied heroes that can see the Hyperion become inspired and gain invulnerability, including Raynor and the Hyperion. The Hyperion may use the Yamato Gun, but it's normal attack is pretty weak against ground. (It is decent against air, though.) The Hyperion goes away after a few seconds.
ZERG HEROES:
CORRUPTER: Mutalisk (Support Warrior/Spellcaster)
Vicious Glaive Wurm: After every kill, there is a fairly high chance of a Scourge spawning. It is legal to kill your own Creeps to activate this ability. Automatic
Corruption: One random nearby Scout creep is "corrupted" and changes to his control.
Infestation: "Infests" a Marine creep, killing it and summoning an Infested Terran.
Consume: All nearby enemy Creeps die, and he gains vEnergy for each one killed. He is also fully healed if a certain number (that goes down with each upgrade) of Creeps die. The spell is short-ranged and has a "charging time" of about two seconds. If he casts it again while it is still charging, the range increases dramaticly, but so does the cost.
UBERLISK: Ultralisk (Offensive Warrior)
Grappling Tusks: All land enemies within range are paralyzed.
Nydus Portal: An invulnerable Scourge appears above the Uberlisk and flies to the target. When the Scourge reaches the target, the target teleports to Uberlisk's position.
Stampede: He becomes briefly invulnerable and moves much faster. Any land enemies he touches take lots of damage.
Earthquake: "Boulders" (hero Queens) are created at random nearby points and begin moving towards the enemy base. (The Protoss/Terran team's base is at the "bottom" of the map, so it looks like they are falling.) Any unit (including allies and Uberlisk!) touched by a Boulder takes heavy damage. If a Boulder runs into water, a cliff, another boulder, or some in-game objects (eg. mineral fields, Invulnerability Wards, most buildings), it is removed and an animation (exploding Terran air unit if it runs into a cliff/object, Hallucination death if it falls into water) plays.
BROOD WARRIOR: Lurker (Support Warrior) [NOTE: The Terran/Protoss computer has a ComSat, so he can be seen while Burrowed, unless he doesn't attack.]
Tunneling: Teleportation. I'd like to make this only castable while burrowed. Anyone have any suggestions for how to do this?
Aura Of Fear: Enemy units are afraid of the Brood Warrior, and as such fight worse. All nearby enemy Heroes have their mana regeneration slowed. As long as the effect is up, Brood Warrior's mana regeneration is "frozen" and he slowly loses mana. (This is not a passive. He may cast other spells while using the Aura.)
Brood War: Inspires nearby allied Heroes, causing them to regenerate mana faster. Like Aura of Fear, this is not a passive, and slowly drains his mana as long as he keeps using it.
Omega: Summons Zerglings. LOTS OF ZERGLINGS. They are constantly ordered to attack-move to the opponent's base. For each Zergling alive, he loses a fixed amount of mana per second. If he doesn't have enough mana to pay the cost, Zerglings start dieing. The first upgrade to this spell is to make the Lings move faster, the second upgrade lets him micro the lings, the third upgrade lets the lings burrow, and the fourth upgrade increases the lings attack rate.
KERRIGAN'S THRONE: Queen (Support Spellcaster) [NOTE: Like JCN, this unit has a cloaked invincible Wraith following it.]
Spawn Broodlings: Summons Broodlings. If Kerrigan's Throne is not on land, the spell fails and the mana is refunded.
Parasite: Slows down target's mana regeneration and speeds up Kerrigan's Throne's mana regeneration.
Ensnare: Target is slowly pulled towards Kerrigan's Throne. The target may still attack and cast spells.
Infest Terran Command Center: An Infested Command Center spawns. As long as the ICC lasts, Kerrigan's Throne's spells are much more powerful: Spawn Broodlings also summons a few Infested Duran units, Parasite slows mana regeneration much more, and Ensnare's range is increased substantially. If Kerrigan's Throne moves too far from the ICC, Infest Mode ends.
HERATIC: Defiler (Support Spellcaster)
Healing Ward: Creates an immobile Medic at a position indicated by casting Dark Swarm.
Poison Ward: Creates an immobilized Archon at a position indicated by casting Dark Swarm.
Lightning Ward: Creates a Tassadar at a position indicated by casting Dark Swarm.
Invulnerability Ward: Creates an immobilized hero Reaver at a position indicated by casting Dark Swarm. Any allied standing next to the Ward becomes invulnerable, as do all allied Creeps standing next to the Ward. The spell does not have a limited duration, but only one may be cast and the Heratic slowly loses mana as long as the Ward is up.
STALKER SLAYER: Hunter Killer (Skirmisher)
Tainted Ground: Places a trap that causes the first enemy that comes too close to be slowed down immensely for a few seconds.
Crippling Blow: Melee attack. Target enemy is paralyzed for two seconds and loses access to spells for a few seconds after that. The third upgrade causes the attack to also drain some mana from the target.
Terrorize: All enemy units within range are hyper-move-ordered to retreat towards their base.
Mana Blockage: Target slowly loses mana and can't cast any spells. The effect ends once the target's mana hits 0. (So against a spellcaster with lots of mana and weak normal attacks, it'll be really powerful, but not nearly as strong against Fenix or something, because warrior characters don't rely on their spells as much.)
Post has been edited 7 time(s), last time on Nov 2 2008, 11:01 pm by TassadarZeratul.