discussion on my ideas for Tosh as a commander.
-Starting game building: Storage tanks. contains the terrazine and jorium collected for spending to upgrade units.
-Topbar resource slowly regens resource collectively abbreviated “TJ”.
-Units can spend X amount of TJ to give a permanent buff to that specific unit; costs & buffs differ based on unit type.
Top Bar Panel:
-Resource: Terrazine & Jorium.
-Mass Emp: temporarily disrupts all detectors for 20 secs. 2-5 min cooldown.
-Psionic Battery: instantly restore X energy to all units/allied units. 120 secs cooldown.
Supercloaking field. (zeratul p1) lasts 20 secs. Long cooldown.
-Nuke calldown shortcut: commands the nearest spectre or Tosh to calldown a nuke at a visible location.
Hero Unit: “Gabriel Tosh”
Mind blast. Dmg to units and structures.
Hallucination. Creates some clones of target unit that cannot atk but provoke all enemies in range to atk them. Double health of base unit, lasts 60 secs.
Permacloaked.
Consumption
Calldown Nuke
T-J: On/off supercloak. (energy spent to maintain) with T-J.
Upgrades:
-Hallucination lasts longer (and can atk?)
-Mind blast now stuns affected units or structures.
-Becomes a detector
-Consumption now also heals Tosh equal to the life leeched from target.
“Reaper man” barracks.
No vespene, 75 minerals
Ground atk.
Jetpack: climbs ledges
Upgrade: structure bombs
Escape module(upgrade): passive effect. On fatal damage, cloaks and quickly regens health for a few seconds. No more than once every 60 secs.
T-J: Escape module becomes activatable.
“Spectre” barracks+tech+spectre hall
-Psionic lash.
-consumption
-On/off cloak.
-Calldown nukes
T-J: cloak becomes Supercloak on/off.
“Phantom Vulture” factory.
-Ground atk, quick gun attack.
-On/off cloak.
-Stun mine: Lays 1 mine that explodes dealing area dmg and stunning all affected for a few secs.
T-J: atks deal area damage and slow
“Predator” factory.
Lightning field. Every time it attacks
Melee attack.
Upgrades:
-increased armor.
-grants a leap ability and movement increase like raptor zerglings.
T-J: on/off cloak.
“Covert Medic” Barracks+tech
-Optic Flare: removes detection and reduces vision range to 1 permanently. 50energy out of 200.
-Heal: heals biological unit
-upgrades:
heal target also restores 1 energy per 2 health restored.
Optic flare costs less energy and now hits all units around target.
T-J: on/off cloak, and doubles energy capacity
“Warhound” factory+tech
Haywire Missiles: damages and confuses mechanical units. energy based. Autocasting.
Ground gun atk
Anit-air missiles
T-J: bio-disruptors: haywire missiles work on biological units.
“Covert Banshee” starport
On/off cloak.
Feedback. Drains all energy and damages unit based on amount.
[don’t have many ideas for this one]
T-J: restores half of the energy drained from feedback to the banshee.
“Wraith mk 2” starprot+tech
Area anti-air missiles attack
laser strike on ground
warp jump to visible location.
Upgrades: increased damage against units above 50% health
On/off cloak.
T-J duster-engines: leaves a trail behind the wraith that damages over a few seconds.
“Raven mk 3” starport+tech
Deploy auto-turret
Seeker missile
detector
Upgrades:
-gets permacloak.
-Fires 2 missiles, auto-turret costs half energy.
T-J: lockdown ability, costs half energy bar. Any unit, less effective against heroic units.
“Covert Missile Launcher” structure.
Ground and air
Emp rounds: Enemies hit by the turret lose detection for a few seconds.
Buries itself when not attaking.
Detector
OTHER STRUCTURES:
Supply depots
Armory
Engineering bay
Factory
Barracks
Spectre Academy-arms nukes
Starport