[Commander Concept] UDAS

UDAS the Technological Singularity

Umojan Defensive Automated System is the most advanced Terran AI to have ever been created in Umoja and, perhaps, the entire Koprulu Sector. Made with one intention, to ensure the safety of the Umojan Protectorate. With its creation, many automated combat machines are also designed Project Prototype (the Protoss mimic), Project Protector (the Terran in Machine form) and last but not least, Project Pack (the Zerg recreation). As Amon waged war across the Koprulu sector, Umojan Council, feared for their livelihood, unleashed the AI earlier than supposed. With barely any robotic schematics completed, the UDAS will make do with whatever it has at disposal.

Worker

TF-100 Nomad is the cousin of TF-620 Nomad (a cancelled SC 2 unit, its model is available on the wikia). Unlike its cousin, this unit is as small as a MULE and can’t fly. It is your primary builder and harvester.

Building

Basic Construction
  • Assembling Center (CC) Build TF-620b Nomad, Beta (Zergling)

  • Refinery

  • Solar-powered Depository (Terran Pylon) cost 100 Mineral. Provide 8 supply and a power field. Most of your buildings (except Assembling Center, Refinery and Plasma Crawler) require power field to operate. Protoss allies can use your power field.

  • Radar Tower (Terran cancelled building) Cost 100 Mineral and 50 gas to make. Have 500 Health, 200 energy. Can use Scan.

  • Pack Nodes (Spawning Pool) Allow the creation of Beta. Contain researches for Beta, Alpha, Omega, Predator and Scavenger. You choose Beta’s Development plan in here.

  • Protector Outpost (Barrack) Build Gunmen (Gatling Gun, Shotgun or Gauss Rifle). Allow Gunmen to change their weapon. Can Lift off.

  • Caelus Gate (Gateway) Warp in Authorities. You choose Authorities’ Development plan in here.

  • Development Bay (reskinned Engineering Bay) Contain Weapon upgrades for all of your units.

  • Plasma Crawler (Reskinned Spore Crawler) Basic defense structure. Have Detection and identical stats to Spore Crawler but can attack both ground and air. Can uproot. Cost 150 Mineral.

Advanced Construction
  • Battle Lab (independent Tech lab) Require Protector Outpost. Takes 3x3 space instead of 2x2. Cost 150 Mineral. Contain researches for Gunmen. You choose Gunmen’s Development plan in here.

  • Citadel of Deus (reskinned Citadel of Adun) Contain researches for Authorities Plan 1.

  • Celestial Archive (reskinned Templar Archive) Contain researches for Authorities Plan 3.

  • Illuminati Council (reskinned Twilight Council) Contain researches for Authorities Plan 2.

Army

This is another army-central commander with design focuses on unit customization and choices. You have 3 core units and each of them has different development plans. You can only choose 1 plan for each unit.

I/ Beta (Zergling)

Robotic unit that resembles Zerus Primal Zerglings, Beta is the core melee unit. Built to distract enemy’s firepower from your support and ranged units. Their agile nature makes them perfect emergency response team.

They are made from your ‘Assembling Center’ (CC) in a pair and require ‘Pack Nodes’ (Spawning Pool) building. All their researches can be found in the ‘Pack Nodes’. All of their attribute and stats are similar to Mecha Zergling but they have unique ability and research of their own.

Abilities

Ferocious Protocol (active) Can be set to auto-cast. Increase Beta’s movement spd by 30% and atk spd by 15% for 10s. Cooldown 18s.

Researches for Beta

  • Ferocious - Mobility (100 M & G, 75s) Increase Beta movement spd by 40%, Ferocious Protocol’s movement speed bonus is increased by an additional 30%. (Summary: After researching this upgrade. Beta have +40% movement spd passively, the Ferocious Protocol will give an additional 30 + 30% = 60% bonus for a total 100% movement spd bonus)

  • Ferocious - Defense (200 M & G, 90s) This is the level 2 upgrade of ‘Ferocious - Mobility’ so you need to research the previous upgrade before you can unlock this research. When activate Ferocious Protocol, Beta gains a 50 Plasma shield (Protoss shield is Plasma shield) that last for the duration of Ferocious Protocol.

  • Ferocious - Offense (250 M & G, 105s) This is the level 3 upgrade of ‘Ferocious - Mobility’ so you need to research the previous 2 upgrades before you can unlock this research. Beta atk spd is increased by 30%. Atk spd bonus from activating Ferocious Protocol is increased by 30%. (Summary: After researching this upgrade. Beta have +30% atk spd passively, the Ferocious Protocol will give an additional 15 + 30% = 45% bonus for a total 75% atk spd bonus)

Development plans:

There are 2 plans available for Beta. You choose them from the ‘Pack Nodes’. Choosing 1 will lock the other plan. It takes 15s to enable the development plan and cost no resource so you can cancel it midway if you want to choose the other plan. Each plan has 2 Stages. Beta’s Development Plans are locked until commander reach lvl 2. The 2nd stage of each plan is locked until you reach commander lvl 7.

**Plan 1: Project Alpha-Omega

Stage 1: By choosing this plan, your Betas can evolve into Alphas. Each evolution is individual and cost resource. You are limited to only 2 Alpha (similar to Abathur’s Brutalisk limitation of 3). You can set your Beta to auto-evolve into Alpha when an Alpha die by right clicking on the ‘Alpha Evolve’ button.

Alpha has similar appearance to a Mecha Zerus Primal Ultralisk. Each Alpha requires 200 M (+25 M, Beta cost) & 150 G, cost 4 supply and need 15s to evolve from Beta. Alpha has similar stats as Zerus Primal Ultralisk but have the Attribute of Stettman’s Mecha Ultralisk. They have 400 Health, 1 armour, 25 melee attack every 0.86s. Weapon upgrade +2 damage.

Alpha does NOT benefit from Beta researches, they also lack ‘Ferocious Protocol’ ability but have their own unique abilities to compensate.

Abilities

  • Mammoth Fortitude (passive) Though being melee unit, Alpha have 1 attack range in comparison to 0.1 of Beta. They can walk over and can not be pushed by smaller units.

  • Dominance Aura (passive) Alpha is immune to stun and mind control. Allies and friendly units within 6 radius of Alpha have 50% chance to be immune from being stunned or Mind Controlled. Melee units under Alpha Dominance effect gain +1 attack damage. The bonus damage stack with other Alpha’s Dominance Aura.

Stage 2: After choosing Project Alpha-Omega you can further research this plan to stage 2 in ‘Pack Nodes’. Stage 2 requires 300 M & G, 240s to complete. In stage 2, your Beta can now evolve into Omega (Limit to only 1). You can set your Beta to auto-evolve into an Omega when an Omega die by right clicking on the ‘Omega Evolve’ button.

Omega uses the spiky appearance of Zerus Primal Ultralisk’s variant (you can check them on the wikia). Each Omega requires 300 M (+25M, Beta cost) & 200 G, cost 6 supply and need 20s to evolve from Beta. It shares the same Attributes with Alpha and almost identical stats except having +200 Health. Unlike Alpha, Omega fully benefit from Beta upgrades and researches but its ‘Ferocious Protocol’ is twice as effective as Beta.

Abilities

  • Frenzied (passive) Immune to snare, stun, slow and mind control effects.

  • Mammoth Fortitude (passive) Though being melee unit, Omega have 1 attack range in comparison to 0.1 of Beta. They can walk over and can not be pushed by smaller units.

  • Omega Ferocious Protocol (active) Can be set to auto-cast. (Gain 100 Plasma shield when research Ferocious - Defensive). Increase Omega’s movement spd by 60% (become 120% when research Ferocious - Mobility) and atk spd by 30% (become 90% when research Ferocious - Offense) for 10s. Cooldown 15s.

Omega stats summary. 600 Health with 1 armour with similar attack to Alpha. Gain +40% movement spd from ‘Ferocious - Mobility’, +30% from ‘Ferocious - Offense’. When activate Ferocious Protocol, gain additional 120% movement spd, 90% atk spd and 100 Plasma shield for 10s due to double effectiveness in comparison to Beta.

**Plan 2: Project Cyber Beast

Stage 1: By choosing this plan, your Betas gain the ‘Jump Jet’ allowing them to jump up and down cliff. They can also evolve into Predators or Scavengers. Each evolution is individual and cost resource.

*Predator requires 75 M (+25 M, Beta cost), 25 G, 2 supply and takes 15s to morph. They have WOL campaign stats. Predator does NOT benefit from Beta’s research. They are powerful again group of weak enemies.

Abilities

  • Jump Jet (passive) have no cooldown. Allow this unit to jump up and down cliff.

  • Lightning Field (passive) The Predator unleashes a deadly field of electricity each time it attacks. Deals 10 (+3 weapon upgrade) damage.

*Scavenger appears similar to Predator but has red color instead of blue. They require the same resource as Predator and have similar stats but different ability. They are strong anti-armour units.

Abilities

  • Jump Jet (passive) have no cooldown. Allow this unit to jump up and down cliff.

  • Mounted Missile (passive) Scavenger has a mounted missile on top of their body, it auto-attacks when enemies are in 6 range. The missile will only attack Armoured units, deal 27 (+3 weapon upgrade) every second.

Stage 2: After choosing Project Cyber Beast you can further research this plan to stage 2 in ‘Pack Nodes’. Stage 2 requires 300 M & G, 240s to complete. In stage 2, Mounted Missile and Lightning Field can now affect air units. Unlock these researches at ‘Pack Nodes’.

  • Recharging Field (150 M & G, 75s) Predator’s Lightning Field will restore 5 Plasma shield to all nearby units (Beta’s shield are Plasma shield not Science Vessel’s Defensive Matrix)

  • Hostile Neutralizer (150 M & G, 75s) Scavenger’s missile and attack reduced enemy attack damage by 20% for 10s.

  • Cyber Shield (200 M & G, 100s) Predator and Scavenger gain 100 Plasma shield. The shield regenerates 2 shield points when out of combat.

II/ Gunmen (Marine)

Automated marine suits. They can use 2 weapons, a Gatling gun or Shotgun. Gunmen trained from Protector Outpost (Barrack) are equipped with the Gatling gun, you can order them to change into Shotgun. Ordering them to change weapon will direct them to the nearest Protector Outpost on the map. Changing weapon will remove all positive and negative buffs from them. Their current Health is unchanged.

Gunmen equip with Gatling gun use the modified Tychus model while the Shotgun Gunmen use the modified Nova Assault model.

Gunmen move at Marine speed, lack all abilities and research of normal Marines. They cost 50 Mineral, 20 Gas and 22s to make and take 2 supply. Their health is 75. For their abilities and weapon details, see below.

/ Gunmen (Gatling gun) deals 5 damage every 0.9s with 5 attack range. Attack both ground & air. Weapon upgrade +1.

Abilities

  • Rapid Fire (passive) every attack gives Gunmen 1 charge of Rapid Fire. Each charge increases the Gatling gun attack speed by 10%. Max 10 charges. Charges are lost when not attacking for 3s.

  • Wounding up (active) give the Gunmen 3 charges of Rapid. 20s cooldown.

/ Gunmen (Shotgun) deals 5 (+5 against Light) damage every 1.75s with 4 attack range. Attack both ground & air. Weapon upgrade +1.

Abilities

  • Buckshot (passive) The shotgun damages all enemies in 0.75 radius from the target. In addition to the splash damage, enemies also received a randomized extra damage from 1 to 6.

Development plans:

There are 3 plans available for Gunmen. You choose them from Battle lab. Choosing 1 will lock the other plans. It takes 15s to enable the development plan and cost no resource so you can cancel it midway if you want to choose the other plan. The 1st and 2nd plan are locked until commander reaches lvl 3. The 3rd plan is locked until you reach Commander lvl 10.

**Plan 1: Firearm Improvement

Unlock 3 researches for the Gatling gun and Shotgun at the Battle lab.

  • Rapid cooling system (250 M & G, 120s) Gatling Gun’s Rapid Fire now has 20 charges limit.

  • Speedy Rotation (100 M & G, 60s) Wounding Up gives 8 charges instead of 3.

  • Double Barrel (300 M & G, 150s) Increase the number of shotgun attack from 1 to 2 every weapon cooldown. Also increase Buckshot’s bonus damage from 1~6 to 2~8. (The Buckshot passive affects each attack separately. Double Barrel now increase the attack count from 1 to 2 so Buckshot will random extra damage twice)

**Plan 2: Ammunition Reinvention

Unlock 3 researches for the Gatling gun and Shotgun at Battle lab.

  • Explosive Bullets (175 M & G, 90s) Gatling Gun now deal damage in 1 area (or 0.5 radius – Psionic storm radius is 1.5).

  • Cluster Bomb (150 M & G, 90s) Shotgun damage area is increased from 0.75 radius to 1.25. If attacking enemies are within 2 range from the Gunmen, enemies are push back.

  • Thermal Ammunition (200 M & G, 120s) Gatling Gun’s and Shotgun’s attack ignores 2 of the target’s armour.

**Plan 3: Marksmanship

Unlock a 3rd weapon for Gunmen. Gauss Rifle Gunmen use marine model with slight modification to show that they are robots.

Gunmen (Gauss Rifle) deals 6 damage every 0.86s with 6 attack range. Attack both ground & air. Weapon upgrade +1.

Abilities

  • Headshot (passive) Gauss Rifle has 15% chance to deal critical attack with +4 bonus damage. The chance increase by 5% when attacking the same target up to 50%. Switching target reset the chance back to 15%.

When using this plan, all 3 variants of Gunmen gain extra damage against specific unit type with each kill of that enemy type. The detail of these bonus appears as passive on each Gunmen.

  • Rank unlock (200 M & G, 180s) unlock rank 2 and 3 benefits.

Gunmen (Gatling Gun) – Kinslayer (passive) kill Mechanical enemy to reach specific rank will give Gatling Gun bonus damage against Mechanical target.

  • Rank 1 – need 25 kills. +1 vs Mechanical

  • Rank 2 – need 100 kills. +2 vs Mechanical

  • Rank 3 – need 250 kills. +4 vs Mechanical

Gunmen (Shotgun) – Memento mori (passive) kill Biological enemy to reach specific rank will give Shotgun bonus damage against Biological target.

  • Rank 1 – need 125 kills. +2 vs Biological

  • Rank 2 – need 350 kills. +5 vs Biological

  • Rank 3 – need 800 kills. +10 vs Biological

Gunmen (Gauss Rifle) – Psionecrosis (passive) kill Psionic enemy to reach specific rank will give Gauss Rifle bonus damage against Psionic target.

  • Rank 1 – need 10 kills. +3 vs Psionic

  • Rank 2 – need 50 kills. +8 vs Psionic

  • Rank 3 – need 180 kills. +20 vs Psionic

Note: It doesn’t matter whether you or your partner kill the enemies, the Rank kill will count it. Unit with multiple attributes will be counted for all applicable Rank kill. Example: High Templar is both Biological and Psionic so killing 1 HT will increase the kill count of both ‘Psionecrosis’ and ‘Memento mori’. All 3 special abilities ‘Kinslayer’, ‘Psionecrosis’ and ‘Memento mori’ are universal abilities. It will apply the bonus to all units that were made later on. Newly trained Gunmen Gatling Gun will receive the bonus from the current ‘Kinslayer’ rank and so on.

III/ Authorities (High Templar)

The mechanical recreation of the Protoss High Templar. They cost and have the same stats as a High Templar. Their Attributes are also almost identical but are listed Mechanical instead of Biological. They are warped in from Caelus Gate (Gateway)

Have 40 Shield, 40 Health, 200 energy. Deal 9 damage every 2.5s with 7 attack range. Weapon upgrade +1 damage. Can attack both ground and air.

Abilities

  • Torpor (active) Cost 75 energy. 10 cast range. Make all Biological enemies in an 3 area (equal to Psionic storm area) sleep for 5s. When sleep, enemies can’t act and Detection (passive) is disabled. If enemies receive damage, Torpor will be removed. Your units will prioritize conscious units over unconscious targets. Heroic units and units that have Frenzied are immune. Cooldown 10s.

  • Charging Up (active) Enter Charge mode. This unit can’t act in this mode but regenerate 8 energy and 10 shield per second.

Researches for Authorities at ‘Citadel of Deus’.

  • Stupor (125 M & G, 90s) Allow Torpor to affect all kind of units including those with Frenzied. Heroic units are still immune. Also increase the ability cast range by 2.

Development Plans:
There are 3 plans available for Authorities. You choose them from the ‘Citadel of Deus’. Choosing 1 will lock the other plans. It takes 15s to enable the development plan and cost no resource so you can cancel it midway if you want to choose the other plan. All development plans for Authorities are unlocked until commander reaches level 8. Ophanim is locked until Commander reaches level 13.

**Plan 1: The ONE

By choosing this plan

_ Authorities gain a new ability.

Shielding (Active) Cost 15 energy. Can be set to auto-cast. Restore 30 shield of 1 allies. Cooldown 4s.

_ 2 Authorities can merge into Dominion (Archon). Dominion takes 4 supply. Its attack lacks splash effect and doesn’t deal extra damage to Biological units. Dominion have 350 shield, 10 Health, 200 Energy.

Dominion deals 30 damage every 1.25s with 3 attack range. Upgrade +3 damage.

Abilities

  • Submit! (Active) Cost 100 energy. Cause enemies (can affect buildings) within 3 radius of Dominion to run randomly in fear for 5s. Units that are under Torpor effect and Heroic units won’t run in fear but still have ‘Submit!’ debuff. No cooldown.

  • Haven Field (active) Can be toggle on or off. Cost 15 energy initially and 5 energy per second until deactivate. Activate this ability will regenerate 0.5 shield per second to Allies and Friendly units in 3.5 radius of Dominion even in combat. (Beta, Alpha, Omega, Predator, Scavenger, Dominion
 and your partner’s Protoss units all benefit from this ability)

  • Charging Up (active) Entering this mode won’t cancel Haven Field.

_ Unlock 5 Researches at ‘Citadel of Deus’

  • Rafa’el - Deus is Healing (175 M & G, 90s) Increase the amount of shield regeneration of Dominion’s Haven Field (from 0.6 to 0.9 per second) and Authorities’ Shielding (from 30 to 45).

  • Samma’el – Poison of Deus (150 M & G, 90s) Causes enemies with ‘Submit!’ debuff to take extra 80% damage from Dominion and Authorities attack.

  • Mikha’el – He who is as Deus (200 M & G, 90s) Unlock Ophanim’s Divine Wave ability.

  • Melah’el – Deus deflect the Evil (125 M & G, 120s) Dominion and Ophanim will recast all single-target spells back to enemy caster. (If a Viper cast parasitic bomb on Ophanim, the Ophanim will cast that spell back to the Viper. Note that the Parasitic Bomb on Ophanim is not nullified)

  • Gavri’el – Deus is my Strength (175 M & G, 120s) Dominion and Ophanim take reduced spell damage. Dominion receives 80% while Ophanim takes 30%. Also grant Dominion and Ophanim immunity against Mind Control.

_ Ophanim (Mechanical Mega Archon)

2 Dominions can merge into Ophanim. The merging process takes 1 minute to complete. Ophanim take 10 supply. You are limited to 1 Ophanim. 1000 Shield, 100 Health and 200 energy. Ophanim can’t be pushed by smaller units.

Ophanim deals 50 damage every 1.75s with 3 attack range. Upgrade +5 damage. Splash effect has 1 radius.

Abilities

  • Divine Wave (Active) Can toggle on or off. Cost 10 energy per attack. Each Authorities and Dominion you control, increase Ophanim’s attack damage by 1 and 3 respectively.

  • Teleportation (Active) Cost 75 energy. Teleport Ophanim to an allies or friendly unit/building. 15s cooldown.

  • Energy Replenish (passive) when out of combat for 5s, Ophanim regenerate 5 energy per second.

**Plan 2: Plasma Armament

By choosing this plan, you can build ‘Illuminati Council’ (reskinned Twilight Council). Unlock the following upgrade at ‘Illuminati Council’.

  • Plasma Rift (150 M & G, 75s) Allow Authorities to use the active ability, Plasma Rift. Shoot out a stream of Plasma from the right to the left, dealing 50 damage to all ground enemies in its path. The ability acts the same as Dehaka’s Scorching Breath but with smaller affected area. The length is 5 and the width is 1.5. This ability cost 75 energy. Cast range is 9.

  • Plasma Nova (150 M & G, 75s) Allow Authorities to use the active ability, Plasma Nova. Authorities charge up a ball of plasma in the targeted area. After 3s, the ball explodes deal 50 damage to air units in an area of 5 diameter (Psionic Storm is only 3 in diameter). This ability cost 100 energy. Cast range is 9. (Strategy: Use Torpod to put air enemies to sleep before using Plasma Nova)

  • Plasma Synergy (200 M & G, 120s) Every Authorities in 6 radius will increase the spell damage of Plasma Rift and Plasma Nova by 3, up to 65. Also increase all spells’ cast range by 0.25, up to 4.

**Plan 3: Protecting Hands

You can build ‘Celestial Archive’ (reskinned Templar Archive). The building contains these researches.

  • Plasma Advancement (150 M & G, 120s) Plasma Crawler (your defensive structure, reskinned spore crawler) gain 20 maximum Plasma Shield for every minute it exists. If damaged, Plasma Crawler will regenerate 2 shield per second when out of combat.

  • Silent Reaper (125 M & G, 60s) Unlock Graviton Beetle, Plasma Mine and Electric Trap abilities for Authorities.

  • Holy Domain (175 M & G, 75s) Solar-powered Depository increase attack damage of all buildings within its power field by another 10% (for a total of 20%).

Abilities detail:

  • Graviton Beetle (active) Reskinned Reaver’s Scarab. Cost 125 energy to lay. When an enemy is 3 range near it, the Beetle emerges from the ground and moves toward the enemy. Beetle’s explosion deals 75 damage in a 1-radius area. Weapon upgrade +5 damage. If the enemy it is chasing move 5 range away from it or die, the beetle targets the closest enemy from it. If no enemy is found, it will explode at its location. Beetle only targets ground unit. Graviton Beetle is invulnerable.

  • Plasma Mine (active) Reskinned Mag-mine. Cost 75 energy to lay. It is a floating mine. When an enemy is 4 range near it, the mine will start counting down from 2. After 2s, if there is still enemy within 4 radius from it, the mine explodes, deals 35 damage to all enemies in 4 radius. The damaged enemies will be burnt for 5s (5 damage per second) and slowed by 30%. The Mine affects both ground and air unit. The mine is invulnerable.

  • Electric Trap (active) Reskinned Spider Mine. Cost 75 energy to lay. When enemy is within 3 range, it will self-destroy and unleash an Electric Storm (Psionic Storm) at its location Deal 80 damage for 2.85s. Multiple Electric Storms do not increase damage output. Storm affects air and ground units. The trap is invulnerable.

Weapon and Armour upgrade

  • Pack Weapon upgrade: affect Beta, Alpha, Omega, Predator and Scavenger

  • Protector Weapon upgrade: affect Gunmen

  • Prototype Weapon upgrade: affect Authorities, Dominion, Ophanim and Graviton Beetle.

  • Armour upgrade: affect all units

  • Prototype Plasma Shield upgrade: affect Authorities, Dominion and Ophanim.

Talents

Level 1 – Self-repair

All of your units and buildings regenerate Health by 0.816 every second. The buildings are immune to burn down.

Level 2 – Pride of Betas

Unlock Stage 1 of Development Plan 1 and 2 for Beta.

Level 3 - Firearm and Ammunition

Unlock Development Plan 1 and 2 for Gunmen

Level 4 – Aim Low

Plasma Crawler can attack ground units.

Level 5 – Howl of Reinforcement

Alpha gain a new ability. Every Betas on the map will deep tunnel to the location of the Alpha that used this ability. Each Alpha can only use this ability once every 75s.

Level 6 – TF-500 Worker drone

Repair cost is now only 10% of the unit or building cost. The repair speed is 20% faster.

Level 7 – Technological Evolution

Unlock Stage 2 of Beta’s Development plans.

Level 8 – Grace of Deus

Unlock all development plans for Authorities.

Level 9 – Trio of Leadership

Increase Alpha’s limit from 2 to 3.

Level 10 – Marksmanship

Unlock Development Plan 3 for Gunmen

Level 11 - Plasma Reactor

Prototype Plasma Shield upgrade also increases the maximum energy of Authorities, Dominion and Ophanim by 25 for each level.

Level 13 – Fury of Deus

Unlock Ophanim.

Level 14 - Solar Empowerment

Solar-powered Depository increase attack damage of all buildings within its power field by 10%

Level 15 – Mega Builders

Non-targetable flying Mega Builders (larger version of the TF-620 Nomad) will automatically accompany a structure that is being built. The Mega Builder will accelerate the build speed by 20% (not reducing build time but increasing build speed). You have 3 of these builders but they won’t assist the same building together. They will assist both your and your partner’s structure.

Note: Essentially a Chrono boost that can auto-apply to structures that is being built.

Mastery

Set 1

  • Research and Upgrade time are reduced by -1.5~45%
  • Unit build, morph and merge time are reduced by -1~30%

Set 2

  • Solar-powered Depository’s power field is increased by +2~60%
  • Building within Solar-powered Depository get damage reduction -0.8~24%

Set 3

  • Increase Mega Builders’ acceleration rate by +1~30% (effectively turn it into 21~50% build speed bonus)
  • Increase your beginning supply by +2~60

That is a lot of text

1 Like

Yeah, wish i can make it shorter.

I really like the naming and the concept of the core mechanic. Simplicity<—>complexity is a nice touch.

Though, I want something more from their roles, tweaks, and abilities. Annnnd I might want to contribute to those.

You know I’m kinda greedy in terms of those aspects.

1 Like

Nice work. I recommend that the gunmen are renamed terminators and given Thor unit quotes.

1 Like

The name actually comes from my other idea list and there is already one unit named “Terminator” :smiley: so i wanted to keep it original.

I didn’t intend for it to be this long as a concept.

Originally, i started with only 3 units, Zergling, Marine and High Templar. They each represent their native faction very well. Zerg is about fast swarming army and Zergling is perfect for this. Terran is about ranged attackers with number in between Protoss and Zergling, Marine illustrates this well. Protoss is Psionic user and High Templar is the most prominent caster. Very low tech units but fit with their faction’s description.

I just add and reuse some of the old and cancelled models as touch of innovation. Didn’t think it is this complex and blend this well together.

I think the reason for its complexity yet simplicity is because of the purpose of the customization.

Tychus and Nova are 2 commanders that is restricted on the amount of unit. Tychus can only have 5 heroes while Nova’s unit require charges to be built. Therefore, you can’t spam just one type of unit and win. However, they are also limited by Amon’s composition. If Nova is fighting Air Terran, Siege Tank, Marauder and Hellbats are less likely to be her units choice. In Tychus case, he probably won’t choose Cannonball, Blaze and Rattlesnake as his core team against Air Terran either.

UDAS is also a concept with choice but regardless what composition you will be fighting, your choice won’t affect your performance much since i built this concept around Customization for the sake of having diverse ways of playing rather than Customization to fit the Comp.