I was bored so I decided to make an in-depth concept for if everybody’s “favourite” doctor made into Co-op.
Ariel Hanson
Selfless Doctor
After Raynor aligned with the Protoss and exterminated her people, Ariel got herself infested and knew Raynor would surely kill her. And so she fled the Hyperion in hopes to rid herself of her infestation and ensure nobody else suffers a similar fate. She would align with Umojan, who find her sentience despite her infection to be very curious. They would develop a cure of sorts, but it does not seem as effective as initially hoped.
- Recommended for experienced players
- Use advanced technologies to sway the course of battles
- Control a varying army of supportive Terrans and aggressive Infested
Abilities
Ariel has two energy bars which recharge over time while the opposite form is used (if in Terran form, the infested energy bar will recharge and vice versa). Ariel can swap every 45 seconds.
Nano-Organic Heal Drones (Heals all friendly units in a large radius by 200HP)
Adrenaline Trigger (All friendly units in a small radius gain increased movement and attack speed for 20 seconds)
Units
Guard (Basic Marine) – Warrior (Infested frontline) (Barracks)
Medic (Basic healing unit) – Leech (Aggressive unit that drains enemy health for energy) (Barracks Tech Lab)
Frostbat (Crowd controlling unit that slows down crowds of enemies) – Plaguebat (Crowd killing unit that damages enemies over time) (Barracks Tech Lab)
Sentry Bot (High durability anti-ground vehicle) – Extermination Bot (High damage anti-air vehicle) (Factory Port)
Peace Hound (High damaging unit which is able to stun flying enemies with Disabling Missiles) – Savage Hound (High damaging unit which is able to clear groups of ground enemies with Explosive Spores) (Factory Port Tech Lab)
Dropship (Fast transport aircraft with the ability to Ignite Afterburners) – Dead Bearer (Slower but more durable aircraft with the ability to Launch Cargo) (Factory Port)
Science Vessel (Support aircraft with increased energy regeneration and the ability to provide Shields) – Parasite Vessel (Disruptive aircraft with the ability to Bio-Boost, increasing unit attack and move speed, and Irradiate) (Factory Port Tech Lab and Biology Lab)
Structures
Command Center – Infested Command Center
Refinery – Infested Refinery
Colonist Hub (Contains workers that automatically repair nearby structures and vehicles) – Infested Hub (Contains infested that automatically attack nearby enemies) (Limit 2)
Barracks – Infested Barracks
Engineering Bay – Infested Engineering Bay
Medical Bunker (Heals units inside) – Infested Bunker (Can move around, does not spawn infested troopers)
Missile Turret – Infested Missile Turret
Factory Port – Infested Factory Port
Armory – Infested Armory
Biology Lab – Disease Lab
Upgrades
Increased Housing (Increases maximum supply) – Expanded Nesting (Same effect) (Repeatable until max supply, Colonist Hut)
Medistim (Grants Guards the ability to heal themselves) – Adrenastim (Grants Warriors the ability to increase their move and attack speed at the cost of life) (Barracks Tech Lab)
Safe Plating (Increases the armor of Frostbats by 3) – Expulsing Growths (Increases the life of Plaguebats by 125) (Barracks Tech Lab)
Infantry Weapons – Infested Infantry Attack (3 levels, Engineering Bay)
Infantry Armor – Infested Infantry Armor (3 levels, Engineering Bay)
Neosteel Armor – Organic Chitin (Life regeneration for structures) (Engineering Bay)
Neosteel Frame – Bio-Mechanical Movement (Double movement speed for structures) (Engineering Bay)
Guard Protocol (Grants Sentry Bots the ability to reduce damage taken by nearby units at the cost of no movement and attack) – Destruction Protocol (Doubles Extermination Bots attack speed at the cost of no movement) (Factory Port Tech Lab)
Safety Barrage (Halves the cooldown of Disabling Missiles) – Death Fall (Halves the cooldown of Explosive Spores) (Factory Port Tech Lab)
Supporting Fire (Grants Dropships an anti-light auto gun which fires at ground targets) – Spore Missiles (Grants Dead Bearers spore missiles which deal anti-armor damage to air targets) (Factory Port Tech Lab)
Vehicle and Ship Weapons – Infested Mechanical Attack (3 levels, Armory)
Vehicle and Ship Armor – Infested Mechanical Armor (3 levels, Armory)
Cellular Reactor (Specialist units gain +100 starting energy and +100 maximum energy) – Organic Reactor (Specialist units regenerate energy twice as fast) (Biology Lab)
Levels
Half-Cured (Level 1) – Ariel is able to swap between Terran and Infested, gaining different units, structures, and abilities. All upgrades improve both the normal and infested versions in different ways. Starts with a Colonist Hub.
Protective Barrier/Hunterling Pack (Level 2) – Ariel gains a new ability in both forms:
- Protective Barrier (Spawns a circular barrier which allies can move through, but enemies cannot. Lasts for 10 seconds)
- Hunterling Pack (Select a small aura in which 5 Hunterlings will leap upon enemy forces, stunning them and lasting for 30 seconds)
Infantry Upgrade Cache (Level 3) – Unlocks the following upgrades at the Barracks Tech Lab:
- Emergency Operation (Doubles the rate Medics heal and spend energy) – Desperate Drain (Increases the damage and energy gain of Leeches by 50%)
- Far-Reach Bioengineering (Increases the healing range of Medics by 2 and allows them to heal mechanical units) – Expansive Tendril (Increases the attack range of Leeches by 2 and allows them to target flying units)
- Concentrated Frost (Increases the slowing effect of Frostbats by 50%) – Loose Disease (Widen Plaguebats’ damage radius by 50%)
Helping Hands (Level 4) – Colonist Hubs contain additional workers/infested and affect a 50% larger area.
New Unit: Predator/Terror (Level 5) – Melee Mech. Built at the Factory Port.
- Predator: Damages enemies in a small area upon attack.
- Terror: Leaps at enemies dealing high anti-armor damage.
Expert at Work (Level 6) – Ariel has improved Terran abilities:
- Nano-Organic Heal Drones (Heals 100 more HP and also grants a 30HP Shield for 15 seconds)
- Protective Barrier (Lasts for 5 more seconds)
Factory Port Upgrade Cache (Level 7) – Unlocks the following upgrades at the Factory Port Tech Lab:
- Updated Code (Sentry Bots are able to move while Guard Protocol is active) – Infested System (Exterminator Bots are able to attack ground while Destruction Protocol is active)
- Electric Claws (Predators deal +10 damage against light units) – Bony Jaws (Terrors deal an additional +15 damage against armored units)
- EMP Taser Missiles (Disabling Missiles lasts 25% longer and deals 30% more damage) – Splitter Spores (Explosive Spores affect a 30% larger aura and deals 25% more damage)
- Fast Deposit (Dropships drop their cargo almost instantly) – Launching Impact (Launch Cargo has +3 range and deals damage in a small area upon landing)
Micro-Filtering (Level 8) – Refineries produce vespene gas 25% faster.
Extreme Measures (Level 9) – Ariel has improved Infested abilities:
- Adrenaline Trigger (Affects a 25% larger aura and lasts for 10 more seconds)
- Hunterling Pack (Spawns 8 Hunterlings)
Unusual Equilibrium (Level 10) – Upon switching to Terran Ariel’s units regenerate 100HP over 10 seconds. Upon switching to Infested Ariel’s units gain 40% movement speed for 10 seconds.
Armory Upgrade Cache (Level 11) – Unlocks the following upgrades at the Armory:
- Safety Barrier (Vehicles gain a 50HP shield) – Thick Chitin (Vehicles gain +2 armor)
- Optimized Functions (Vehicles cooldowns are 25% shorter) – Overloaded Functions (Vehicle abilities are 25% more effective)
Charitable Work (Level 12) – Both players start with an additional 150 minerals.
Science Vessel Upgrade Cache (Level 13) – Unlocks the following upgrades at the Biology Lab:
- Resurrection Operation (Grants Science Vessels the ability to revive recently killed allied units) – Parasitic Domination (Grants Parasite Vessels the ability to take control of enemy units permanently
- Infused Reactor (When switching Science Vessels gain 100 energy) – Infused Heart (Same effect)
Swift Operations (Level 14) – Global energy recharges 40% faster.
Together in a New Future (Level 15) – While Terran, your ally takes 15% less damage. While Infested, your ally deals 15% more damage.
Mastery
Power Set 1:
- Research Resource Cost and Time (up to -30%)
- Combat Unit Vespene Gas Cost (up to -30%)
Power Set 2:
- Together in a New Future Effectiveness (up to +15%)
- Switch Cooldown (up to -30 seconds)
Power Set 3:
- Specialist Energy Regeneration (up to +45%)
- Combat Unit Life (up to +15%)
Prestige
Frontline Scientist
Ariel Hanson deploys to the frontline as either an elite healer who can revive fallen units or as a durable frontline fighter with the ability to pull in and stun enemies with her tendrils.
Reactors are unavailable. Tech labs cost an additional 25 vespene gas.
Miracle Worker
Tech Labs and Reactors combine into Tech Reactors. Terran global energy constantly regenerates and at a 30% faster rate.
Unable to swap to Infested form.
Cursed Soul
Parasites gain the ability to spawn infested. Infested Hub limit increased to 3. Combat units cost 20% less minerals. Infested global energy constantly regenerates.
Unable to swap to Terran form.
Achievements
Advanced Developments: Research all upgrades in a single mission on Hard difficulty.
Helping Hands (and Claws): Repair 3,000 life and deal 3000 damage with colonist hubs in Co-op Missions.
Flick of a Switch: Switch forms 15 times in a single