- The Farmer (Normal High Templar - yes, I know it's not zerg)
- This guy is essentially just a spawn farmer + spell whore for most of the game. He can do massive damage late game. His build pays no mind to defense, but rather all intuition. After enough intuition is acquired, the play should get some aptitude to help his spells. He is a summoner, and "farms" his units. This hero will have to be tweaked if more than 1 player can have the same hero.
- Intuition points: 11
- Estates points: 11
- Strength points: 0
- Aptitude points: 0
- Spells:
Fertilize - Creates a "tree" (hatchery) at an area, then removes, simply to place creep. At X intuition (25 total?), it places a creep colony after, to maintain the creep/make a sunk/spore.
Plant - Creates 1 larva. At X intuition (30 total?) it makes 2 larva.
Water - Changes all larva to a different "level". (change between players: current player = L0, P9 = L1, P10 = L2, P11 = L3.) This spells requires [15,20,25,35] intuition respectively.
Harvest - Changes all larva to a unit based on levels. Maybe [ling, hydra, ultra, muta/defiler+queen/guard+dvr/infest+scourge]
Feast - Kills near by harvest (must use within X (5?) seconds of harvest) and heals your hero and/or gives your hero gas (and near by team mates...?)
Sacrifice - Kills near by harvest (must use within X (5?) seconds of harvest) and deals direct damage to near by enemy hero equivalent to "(unit level)*75 dmg" for each near by summoned unit. So a single level 3 summon would do 300 damage. Keep in mind, that the player need to have 35 intuition to get a L3 unit. (and the requirement to research/buy this spell?)
- Passives:
- Depending on time of day, or position on map, or X intuition and/or aptitude: give the player a pool, hydra den, ultra cavern, spire, and/or defiler mound, so they may build them with their larva (costs minerals rather than gas).
- If some requirement is met, the player may build a nydus. Allows teleporting of the summoned units, but not the hero.
how are the passive abilities researched??
im still developing my ideas in how spells/passives will be gained. at the moment it may work like my last map where you get stat points for leveling up. this time i will use civilians though instead of medics. however i may change this system if i think of a better one.
Use a worker and some minerals (& gas), like athlit did. It completely stops the walling/clogging problem. Another thought is to level each hero based on some variable. For the above hero, it could use intuition. For others, an different attribute, or an amount of Exp, or an amount of kills (or hero kills). It would be cool to see the heroes get spells differently than the "here's a skill point, now choose either get new spell, blah, blah, or blah."
Post has been edited 1 time(s), last time on Feb 23 2010, 4:09 am by fat_flying_pigs.
None.