Mechanics. Not commanders. If you’d care to tie them to COs, then by all means. Otherwise, I went with this to keep things on the simple side.
Off the top of my head:
–another hero that’s an air unit
Besides Super Gary. I don’t recall if Abathur’s Leviathons have the heroic tag, but I’ll leave them out since I’m looking for ones you start off with, as opposed to having to “build”.
–air towers
Closest thing we have are HH’s Mag Mines
–A CO who can make units of multiple races
Like “Raynor & Artanis” for the last mission in Sc1. They would strip away units such that it’s not 30 units available.
–Terran units that are uncontrollable
We already have Zeratul’s Legions for Protoss, and Mengsk’s WoW for Zerg (although interestingly enough, from a Terran CO).
–unused stuff
PF, Terran Diamondbacks, regular Warhound units, Defilers, a non-CD Mothership for some
–costs that go up as you build more of them
Could be triangular, so if you 0 of thingX, then it costs 100 mins. 2nd one costs 300 mins. 3rd one costs 600 mins. But if one of them dies, you’re back down to 2, and making another costs 600 again.
This seems like a pain to code, and it’s probably easier just to set a hard limit like they do with Abby’s UE, or HH’s Galleons and Strike Fighters
–time delay transport
Similar to Deep Tunnel, Nova’s airlift, or Tychus’ Medivac, but it has a 2 to 10 second delay before it actually activates, so you’d need to plan ahead more. OTOH, it’d have no cd, and other benefits to compensate.
–A reason to use Creep Tumors
Kerrigan’s better off using Omega Worms
Zagara could, but the extra APM doesn’t seem to be worth it
All other Zerg COs either don’t use Creep, or don’t use Creep Tumors
–Someone who’s “forced” to use lifts and drops
Not Nova’s Griffin boarding, nor Tychus’ Medivac. I’m talking a transport unit that physically picks up other units, and actually moves them around (the other 2 just instantly teleports to any place with vision). They can get by without it, but with it, they’re MUCH stronger.