I found my notes where I had written some ideas for building function lists. Do you like my lists?
TERRAN STUFF
Building (Name): Function
Command Center (Torpedo Launcher): Lift to create 2 Scourges at your position. Build ComSat to create 3 Scourges. Build Nuke Silo to create 4 Scourges. Dies after one use.
Supply Depot (Small Armor): As long as you have at least one of these, all your other buildings are invulnerable.
Refinery (Engine): Required for movement.
Barracks (Special Weapon Launcher): Lets you use your ship's "signature ability": Yamato Gun, Cloaking, or Defensive Matrix/EMP Shockwave if you are playing as a Battlcruiser, Wraith, or Science Vessel; or HALO Rocket Swarm (creates several clones of your ship every time you get a kill) for the Valkyrie.
Engineering Bay (Nano-Repair System): Lets you upgrade your armor. (Whenever you research Terran Infantry Weapons, your Observer's HP goes up.)
Missile Turret (Point Defense System): Functions like the Supply Depot, but with more HP.
Bunker (Cockpit): If your SCV is not in the Cockpit, you can't control your ship.
Academy (FTL Drive): For each of these you have, you have a shuttle with 8 Broodlings in each. If you drop one, an animation is played, the Shuttle dies, and you are teleported where you dropped the broodling. Then after 4 minutes of "recharging", that shuttle is recreated.
Factory (Signature Weapon): Create a Vulture (costs gas only) to activate your special skill. For Battlecruiser, the skill creates a Meteor Swarm around you: Seven "Meteors" (Kakarus) come falling down to random positions (determined by JYD units) near your ship. The Wraith's skill spams Dark Templar underneath it which last for about 20 seconds. The Science Vessel's skill launches a missile towards the top of the screen. The Valkyrie can plant a Time Bomb (Psi-Emitter) under it which explodes in about five seconds. (I'd like to make the AI try to run from the bomb, should I do this madroc?) You get XP from kills from your skill. Against bosses, the skill's effects are a lot weaker (or maybe totally nonfunctional). You gain gas at a rate of 1 gas unit per Factory per second, to a cap of 200 gas. If you build a Machine Shop, you can build Tanks, which also activate your special but cost less. (Machine Shops are very expensive, though...)
Starport (Reactor): Create Wraith to fill your ship's energy to 100% instantly. (Costs minerals.) You can also build Dropships which do the same thing for a lower cost, but require a Control Tower, which isn't cheap. (Not sure what this should do for the Valkyrie.)
Armory (Weapons Array): Required for firing/Irradiate.
Science Facility (Tactical AI): You gain extra XP per kill! Create Physics Lab or Covert Ops for even MOAR bonus XP!
PROTOSS STUFF
Building (Name): FunctionNexus (Psionic Bomb): Create a probe to make an explosion beneath you that destroys all ground units underneath you. One time use.
Pylon (Power Node): Normal function. (I think these should be preplaced and invulnerable, btw.)
Assimilator (Gravitric Drive): Required for movement.
Gateway (Enhanced Psionic Link): Build unit to enable signature feat. The Carrier's feat is to instantly jump up to 8 Intercepters for a few seconds. The Arbiter's feat is to cloak all nearby allies temporarily. The Scout's feat is temporary invulnerability. The Corsair's feat is Distruption Web. You can create any of the gateway units, with Zealots being the cheapest and Dark Templar being the most expensive. The more expensive units are better, because they make the duration of the feat longer (for the Scout, Carrier, and Arbiter), or have a shorter cooldown (for the Corsair).
Forge (Plasma Shield Matrix): Research Protoss Ground Weapons to increase your vHP's HP.
Photon Cannon (Anti-matter Cannon): Whenever you get a kill, some air unit spawns next to you for a few seconds.
Shield Battery (Reserve Shield Plasma): Every few seconds, your vHP turns briefly invulnerable.
Cybernetics Core (Tactical Locus): Required for firing. (I actually don't think we should give the Carrier one Intercepter per core, btw.)
Stargate (Warp Gate): Functions just like the Terran Academy.
Citadel of Adun (Shield Matrix): Functions just like the Supply Depot.
Fleet Beacon (Khala Link): If destroyed, complete loss of function - Must be placed in correct spot
Templar Archives (Armor Matrix): Functions just like the Citadel of Adun, but with more HP.
Robotics Facility (Psionic Weapon): Enable special skill. The Scout's skill creates explosions (Kakaru deaths?) all around it for a few seconds. For the Carrier, like 25 invisible wraiths are created for him at his location for visual effect. They all travel towards the Carrier. While this is happening, a medium-sized location is centered on the carrier and every second for 5 seconds, every non-boss in the location dies in a blue explosion. After the 5 seconds are over, all the wraiths die. The Arbiter Special is - A nuke like missile (observer) comes down from the very top of the screen killing every non-boss unit in its path and when it reaches the arbiter, a large explosion is created. It will take a little while for the missile to reach you from the top of the screen, but it is worth it!
The Corsair's special is that a recall swirly black hole thing is created on your Corsair, all units on screen walk towards it, and once they get there, they (except bosses) are removed and you get the kill. This special lasts for 6 seconds, so some units need to be closer to you in order to reach the black hole.
Robotic Support Bay (Improved Psionic Weapon): Lets you create Reavers at your Robotics Facility, which also activate your skill, but cost less.
Observatory (???): No function currently.
Arbiter Tribunal (???): No function currently.
ZERG STUFF
Building (Name): Function
Hatchery (Overmind Link): Necessary for control of your zerg unit; if this dies your zerg unit is given to player 12 and is ordered to junk yard roam until you build another one. Also, this is where you build many units for the overlord and drones for all zerg.
Lair (Improved Overmind Link): Serves the same purpose as the hatchery, except it has more life.
Hive (Ultra Overmind Link): As above, but with even MOAR HP.
Spawning Pool (Thicken Skin): See Supply Depot.
Creep Colony (Circulatory Chamber): Normal function. Only useful for morphing into Sunkens/Spores.
Extractor (Air Bladder): Required for movement.
Infested Command Center: (Specialized Glands): Enable signature feat (Create IT to use). Queen feat is to briefly turn into a hero Queen, which lets it use Ensnare. Overlord feat is to spam Zerglings at its position. Idk about the Mutalisk feat.
Sunken Colony (Adrenal Glands): Whenever you kill an enemy, you get a bunch of Mutalisks at your position for a few seconds.
Spore Colony (Improved Thickened Skin): As Spawning Pool, but more armor.
Evolution Chamber (Chiten Enzyme Gland): Research Zerg Melee Weapons to increase your vHP's HP.
Hydra Den (Toxic Spines): For each of these you have a lurker is created beneath you every 6 seconds and fires once.
Spire (Acid Glands): Required for firing.
Queen's Nest (Egg Sac): Kill this (as long as it is finished) with your drone (or it might be killed by an enemy) and 10 broodlings pop out to fight for you. (Maybe some other activation system that the player can manually activate?)
Greater Spire (Special Acid Glands): Enable signature skill. The Mutalisk skill is to morph to a Guardian or Devourer. (If either you or the computer kills the Gspire, you turn back into a Mutalisk.) The Queen skill is to spam ITs under it. The Overlord skill is to create a Dark Archon under it. (If the Greater Spire dies, a normal Spire is created where it was.)
Ultra Den (Warp Morph): See Academy.
Defiler Mound (Resistant Chiten): When the enemy kills your vHP, the damage is spread evenly between two of your buildings.
Nydus Canal (Tendril): Place the Nydus Canal "copy" on any Creep on the map, and it turns into a Sunken Colony. One use only.
Anyway, I just realized something: The Science Vessel, Queen, and Overlord wouldn't benifit from weapons upgrades! For the Vessel, I was thinking I could set its energy to 125 periodically, and decrease the time with every weapon upgrade. For the Queen, I can detect when it casts Spawn Broodlings, so I can use vEnergy and make its energy regenerate faster with every upgrade. Idk about the Overlord, but I don't like the Overlord anyway.
Post has been edited 1 time(s), last time on Jan 13 2009, 6:13 pm by TassadarZeratul. Reason: Stuff
None.