Today I brought up some facts about rescuable players I discovered some months ago. Later I thought it would be great to post it on SEN, so I'm posting it now.
Not so many people use rescuables in their maps. It's really tricky, and worst of all, it consumes a player. Besides, many triggers don't work for rescuable players. In most maps, move location, give units & P9-P12 is more convenient than that.
Because of that, rescuable has some undiscovered tricks which weren't fixed by later patches(at least that's what I suppose). Gaining control by rescuing has some clear differences compared to that by give trigger/mind control.
To list some of the most important differences and characteristics:
0. Gaining control doesn't change a unit's color.
1. Gaining control doesn't grant its new owner any related techs/abilities.
In fact, this is the greatest one. What does it mean? For example, it's like this:
I can upgrade Metabolic Boost, (zergling speed), but I didn't yet.
The computer player and the rescuable player did.
If 'give' trigger gives me a zergling (owned by them), I automatically have Metabolic Boost upgraded. All other zerglings I own have their speed increased.
However, if I rescue a zergling, it does nothing else. I still don't have Metabolic Boost finished, and all other zerglings I own remains unchanged.
Notably, 'the' zergling I rescued have an Increased speed.
Some applications:
Also, in case of overlords, if a player who have yet to upgrade Ventral Sacs gain control of an overlord with something inside, strange things happen.
Where's da Load button? Nowhere. No more unit can get in unless you somehow manage to upgrade Ventral Secs.
This may be good in a vulture control map. Raynor vultures can be faster!
2. There are some circumstances that rescuable units are not getting rescued.
I suppose that rescuing has something to do with orders. So, if a rescuable unit somehow gets another order, it no longer becomes rescuable. That's why we can't rescue burrowed units. It's not an important matter though
3. You don't gain control of any unit within.
This is another big point. Even if you rescue a bunker/transport, everything in it remains unchanged.
Look at this:
So, the sreenshot states that the bunker's owner is currently using 2 Terran supply... 2? There's a marine, a ghost, a firebat in that bunker! That should be 3.
...Right. They're within, but not owned by the bunker. So, they won't shoot even if enemy units get close.
In a case like this, you can't unload them separately. Only 'Unload all' works.
4. If you rescue a comand center, a nexus, a hatchery, a lair or a hive, you also rescue every other unit owned by that player.
(However, if what you rescued is a command center in transit, this doesn't happen)
Another interesting nature. With this, we can rescue burrowed units powerups, or even units in transports.
Remeber what you saw in 3.? So, we can have Player 1 own the bunker and Player 2 own everything inside! If Player 1 and 2 are enemies, things get really hilarious. It can be like 'omg my bunker is shooting all my troops!!'
Fortunately, a bunker can't attack itself.
Screenshots:
So, blue(me) rescued the lair..
and brown got confused.
Fortunately for him, they can be unloaded with 'Unload All'.
Like this, rescuable has some potentials to use. I also used this in my map: giving/taking away upgrades.
hat do you think?
PS: If there is any grammatical error, feel free to point out. I'm learning English these days
None.