Terran:
-Factories can produce Thors already in High Impact Payload mode.
-Summoning Mules on a mechanical unit or structure causes them to automatically repair or/and follow them forever.
-Assignment of Mules and SCVs to follow units or structures will not cancel after repairing.
-Any type of resource held by Mules while they expire is automatically gathered.
-Medivacs can now heal any player-owned biological unit inside and outside while moving. Outside player-owned biological units are prioritized in case the Medivac gets shot down.
-Siege tanks and Widow Mines have a second ability that allows them to go into siege mode/burrow on a waypoint like a structure placement.
-Cloak no longer costs energy to activate but when activated, drains 1.3 energy per second(1.26 per second for Banshee) while being detected, and costs 25 energy to deactivate. Detection from multiple units will not stack the effect.
Zerg:
-Any structure or unit with 35 to 70 missing HP gain twice the normal HP regen. The multiplier is increased by +1 for every additional 35 missing HP. This would make all structures and units regenerate at the same rate as zerglings to full health while minimizing its benefit in combat.
-Brood Lords slowly speed up to +30% movement speed while moving but reduces to +0% movement speed if it stops or turns around 180 degrees. Movement speed bonus is deducted by +1% for every 6 degrees turn.
-Units with burrow have a second ability that allows them to burrow on a way point like a structure placement.
-Transfusion no longer heals but buffs the armor of a target ally unit by +3 and target ally zerg structure by +6 for 42 seconds. It is non-stack-able, can be cast on self and can be set to Auto Cast to cast on certain ally units or structures when they receive damage(Priority: Hive>Lair>Hatchery>Queen>Nydus Worm).
Protoss:
-Hit Points and Plasma Shields of all units(except Archons) and structures are even.
-Stalkers and Tempests with strict targeting system of Siege Tanks to prevent over killing.
-All units and structures no longer have to wait for plasma shield regeneration to kick in, but plasma shields regenerate 0.2 per game second(10 seconds out of combat divided by 2 regen).
-+0.02 Plasma shield regeneration point per game second is added for every 10% of missing Hit Points(Archon have 10 hit points) making it 2 per game second at 10% or less Hit Points(currently 2 regen occurs when out of combat for 10 seconds).
-Shield Batteries restoring shields of a unit are required to spend 1 extra energy for every 10% of Hit Points lost in that unit. Overcharged plasma shield restoration +100% rate is reduced by +10% rate for every 10% of Hit Points lost in a unit or structure it’s used on.
-Carriers can attack while moving but the interceptors will automatically go back to the carrier if there is no enemy(detected) within the Carrier’s attack range.
-Chronos Boost, when used on a building(assigned to the Nexus from the start and can be disabled), becomes a passive buff that automatically activates when the structure starts production or Shield Battery starts restoring shields, for 2.5 energy per second(50 energy/20 duration seconds).
-Gateway units’ warp-in time and Warpgate units’ cooldown time are switched. Warpgate units’ cooldown time is double of Gateway units’ warp-in time. Any pylon or Warp Prism in phasing mode has access to all Warpgate units. You can now press and hold left click while dragging the cursor across the screen to warp in any unit within any nearby pylon/Warp Prism’s power field.
-Disrupter can plant itself where it is or on a way point, and auto casts Purification Nova against enemy ground units/structures with strict targeting system of Siege Tanks to prevent over killing.
-Void Rays can deal increasing damage over time again, but their base damage is reduced to 1(+1 against armored) and the max damage they can reach is 6(+4 against armored). Air Attack Upgrade adds +1 to base damage and max damage not including bonus against armored. Pristmatic Alignment adds +2.5 up to +10 against armored.
Im not sure if I read correctly but isnt the last one about Carrier already like that? Some complained about its long leash range. Maybe I misread it but 100% life regen is super fast or like the rate of some unit regen.
I think a single click is better than 3 clicks while pressing and holding down shift.
I’m saying that if the Carrier moves out of attack range while its interceptors are attacking something, they will be recalled or attack a new target within the Carrier’s attack range.
it’s dumbing down the game in a way that doesn’t logically make sense, nor is it necessary. Why should siege tanks be the only unit to get this? Why not thors, or liberators or Widow mines or lurkers or disruptors? Why not have a button that says go here and fire your disruptor nova or go here and transform or go here and burrow?
My point is that you’re making something that’s already easy to do, unnecessarily complicated to program for the sake of removing 2 button clicks, that ultimately does nothing to actually make the game better or more interesting in any way, shape or form. You’re actively removing skill from the game, even if what this particular change targets isn’t particularly skillful.
You missed the point entirely, and frankly it’s a terrible suggestion. It’s not about masochism, it’s about skill expression and getting the most out of your units.
If you automate each of the processes, then in the end what’s left for the player to do? The game practically plays itself, and there’s no differentiation between good players and bad. It’s dumb, it’s bad, and it’s exactly the reason auto-macro was thrown out the window when it was tested in early LotV.
You say that like there isn’t strategy in this game. It’s also a REAL-TIME strategy game. Both parts are as important as each other. Just because you can’t see the strategy doesn’t mean it’s not there.
The “turn-based” in a TURN-BASED strategy game isn’t important as STRATEGY just as “real-time” is in a REAL-TIME strategy game. You don’t see the strategy, you learn it.
Some new gen players think it is some dday punishment to make the moves that they offer to be simplified. But those who have played the game long enough are not bothered by the number of clicks required, it is all in the design of units to ball shot kill in an instant and other such.
I keep hearing top korean terran players are suffering from wrist issues. Speaking of skill-incentive, I added another rule for Shield Batteries. This would force protoss players to either attack or micro-harder to defend using shield batteries.
Incorrect, it is equally important in both types of strategy games.
If you’re watching players play the game, you see the strategies being played. How they adapt to their opponent’s strategies in real-time, and are subsequently countered in real time is yet another part of what makes this game interesting.
Learning strategies in themselves is a part of the game, as is executing them in real time.
Your suggestions are bad, and you should feel bad.
The real time aspect just makes the game real time for both players. Maru is so dominant, because he treats the game like a turn-based game but with unlimited turns but when faced off against players that can keep up with him, he’s forced to use better strategies. This makes the game more about APM rather than actual strategy at its finest.
I don’t think my suggestions are bad, they have a proper explanation for each, but I do think your suggestion of my suggestions being bad is bad, because it doesn’t have a proper explanation, therefore you can properly feel bad but if you want to, I’m not gonna judge you.
the approach of changes is different from juggling numbers or inserting new rules.
i was also confused when i read it and i’m not sure how useful these changes are.
The accusation in Lotv: “speed over strategy” has been made before. it doesn’t matter what you play as long as you play faster than your opponent you win.
You can argue and have different opinions.
I added a nerf suggestion to Void Rays that encourages them to be used as their original intended purpose to be used to support focus fire.
Edit: I added a terran buff that would always make Cloak useful.
Edit 2: I added a Transfusion Rework, please let me know what you all think. I based the math off of the Raven’s Anti Armor Missile (-3 armor splash 21 seconds). Because it is splash, and transfusion should be kept to a single target, I chose to double its duration(42 seconds), and because zerg structures except Spine/Spore Crawlers can’t move, they receive +6 armor instead of +3 for 42 seconds. A lonely Queen dying with full energy is a waste, so it should be able to cast Transfusion on herself.
Edit 3: I’ve always been disgusted how Warpgates are better than Gateways merely because of their units having a shorter warp-in time, completely negating the use of Gateways.
Edit 4: Reworded Zerg passive health regeneration for better clarification.