Thanks!
It would be interesting to see another "hybrid creator".
True, flying tentacle bumblebee may seem odd at first glance. But hybrids are hybrids , so I wouldnt put past them using some minor creatures as cannon fodder. In WoL "bad end" zergs played this role, but since Kerrigan did not die, well...
Well, as I said, it is basically an idea meant to get somebody interested. Why not (if I remember correctly, there was even similiar discussion before: http://www.sc2mapster.com/forums/general/general-chat/58394-the-hybrid-as-a-playable-race/#p13 )? Who knows - maybe even developers will take some inspiration if they happened to read this) (assuming that there is going to appear hybrid base in LotV of course...)
Hi. This is my idea of Hybrids race (which hopefully will become full-grown though non-playable faction in LotV). It might be useful for campaign or melee maps. I hope you will like it^^
Hybrids
Pros:
- Good defense
- Powerful, versatile units
- Excellent casters
- Late game mobility
- Strong «artillery»
- Positioning
Cons:
- Micro heavy
- Lack of air power till T3
- Gas and supply heavy in late game
- Some units require additional resources
Features:
All building (except static defense and cells) accumulate energy (from 25 to 150, depending on size and price). This energy can be used by some units.
Units require only Forbidden Temple (main production building) and one additional building for each type to be produced (similar to zerg). However you can build more than one of each add.building in order to decrease build time of this unit type. Units are created in clone cells (see below).
This race upgrades type of units: beasts, higher beasts, hybrids, higher hybrids.
In the process of building worker cannot be distracted but he remains invulnerable. However after building is finished, it requires being «charged» by worker for 20 more seconds - otherwise it will stop functioning.
Classification: there are «beast» (non-sapient creatures from various planets enslaved psyonically by hybrids - numerous, cheap but relatively weak. Regenerate while close to friendly buildings) and «hybrid» (single, expensive but powerful. Most of them have shields) units. Play style of this race is to rely on combination quantity + quality, and very good abilities of units (which require and energy and sometimes resources though).
Buildings (only those which stand out against a background of standard ones):
T1
Clone cell - 0 minerals. Looks like smaller stasis cell with hybrid from campaign. Cell cannot be «built» independently - it will appear when a unit is ordered in Forbidden Temple, in target location (within range of one of temples). Unit grows in camera, than goes out, and cell remains (opponent cannot see whether cell is empty or not without detector). This allows hybrids walling with unitsJ But the more units have been ordered, the slower production will be. Ability - self-destruction. After T3 upgrade («acid cells») it will deal 15 damage to enemy units when self-destructed. If cell is destroyed before unit has been grown, unit will die.
Corrupted crystal – 100 minerals.
Provides supply. After T3 upgrade («charged beams») it gets active ability «Awakening» - crystal becomes able to attack ground and air targets using accumulated energy. Look like protoss pylon «grabbed» by black paw.
Swarm guardian – 125.
Static defense. Detector. Doesn’t deal damage but periodically summons free spiketails (low hp, low attack but high speed) which automatically attacks ground targets. Looks like pool with slime where insect-like creature crawl.
T2
Pulsar – 150/100
Static defense. Detector. Powerful long-range twin cannon (can attack two ground targets at once). Has blind spot. Active ability («Gravity»; can be autocast) – immobilizes target air unit and makes it vulnerable to ground attacks. Looks like mixture of laser drill from WoL campaign with photon, slimed cannon.
Altar – 200/100
Friendly units can be sacrificed there in order to get 50% (75% after upgrade) of their cost back.
Т3
Hammer of oblivion - 250/250.
Only one can be build. No attack but two active abilities (require full energy):
«Doom strike» - deals splash energetic damage in target point (even in fog of war)
Anti-matter shield – target creatures become invulnerable for several seconds.
Void gates - 300/300. Hybrids «killed» in battle automatically teleport here (up to 3 per one gate). They can be resurrected in the gates for halved price in terran-like way, with no cells required (but they require the same supply and production time).
Units:
(since this is a concept, it doesnt have exact stats )
Т1
Servant (50, 1 supply) – a specimen from primitive tribe enslaved by hybrids. Looks like sectoid. Low hp and attack. Can be sacrificed in target building to speed up its production/research/firepower/quicker building.
Canilisk (75, 1 supply) – hound-like creature; stronger and slower than zergling, quicker and weaker than zealot. Active ability («explosion») – after 1.5 seconds of charge explodes, dealing 20 damage (60 to buildings) to nearby units.
After T3 upgrade gets passive ability «cannibalism» - when any canilisk dies, all canilisks in average radius get healed +20 hp.
Hybrid destroyer (125/50, 2 supply) – powerful ranged unit, stronger but a bit slower than stalker. Attacks ground and air targets with powerful void blasts (projectiles have low speed though). Looks like in campaign. Active ability («close combat») – switches ranged attack to psy-claws which deal lower damage but in higher rate.
After T2 upgrade gets passive ability «sturdy» - cannot be slowed, immobilized or lifted in the air.
Hybrid guard (150, 2 supply) – high hp, very low ranged dps and move speed. Has weak shield. Can consume energy of the buildings (1 point of energy for each point of energy of the building; can be autocast). After T2 upgrade («Hand of darkness») gets powerful AA attack.
Active abilities:
«Neuron impulse» (100 energy) – targets small area. Affected units get +40% move speed for 30 seconds.
«Reaping» (50 energy) – sacrifices target friendly unit and restore 50 hp to all units and buildings around hybrid.
«Reborn» (100 energy) - turns target friendly unit into fiend (armored unit with small hp but high attack, almost as strong as roach) which dies 1 minute later. Unlimited distance.
«Dark veil» (100 energy) - target unit or building becomes invisible for 1 minute. Invisibility will be lost if it attacks.
T2
Scoureech (75/125, 1 supply) – slow flying detector. Looks like bumblebee with tentacles. Shoots stings (deal zero damage) at ground targets, attacks air targets with sonic wave (casts away and deals 5 splash damage). Passive ability («virus») – unit attacked by sting will receive 50% more damage from any attacks for 3 seconds. Active ability («warden») – target unit becomes detector. Costs 125 energy and 25 gas. After T3 upgrade («power of mind») gets passive ability to make attacked unit lose 30 energy.
Venopede (200, 2 supply) – flying unit with high AA dps (at close distance). Looks like scolopendra with 3 pairs of webbed wings which leaves green trail as it flies.
Active ability (corruption mode) – in this mode scolopendra cannot move and attack but spills deadly toxin on target area. Units in this area lose 8% of max hp every second.
Upgrade – move speed.
Taur (100/50, 3 supply) – quick unit with high hp but no armor. Looks like scaly bull without tail. Attacks only ground targets, bonus damage to heavy armor. Passive ability («fury») – when taur loses hp, its attack speed increases.
Dark cloud (200, 2 supply) – aerial transport. Looks like red-black levitating sphere. Passive ability («stealth path») – cloud is not seen on mini-map unless spotted by detector.
Hybrid warper (100/200, 2 supply) – support unit. Doesn’t attack but possess good shield and move speed.
Active abilities:
«Ancient taboo» (125 energy) – all units in target area temporarily cannot use their abilities. Radius is bigger than that of EMP.
«Psychic trap» (75 energy) – creates invisible trap for 2 minutes. When enemy ground units approaches, it explodes and slows all enemy units within splash radius by 50% for 4 seconds.
«Hand of devastation» (150 energy) – hybrid creates energetic channel between target mine/gas field and himself which destroys 5 minerals/2 gas in second during 1 minute. Cancels automatically if hybrid is under attack.
Upgrades – unlocking second, third and fourth abilities, bonus energy, longer existence of psychic trap.
T3
Firebringer (150/150, 4 supply) – a giant scarlet-skinned mixture of omegalisk and crab. Shoots very long-ranged splash flame charges (80 damage each, requires 10 gas) at high trajectory. Bonus damage to buildings. Has blind spot.
Hybrid reaver (350/200, 6 supply) – powerful melee warrior, looks like in campaign. Very high damage, high hp, low move speed and fire rate. Bonus damage to light armor. No shield. Crushes force fields.
Passive ability («blood thirst») – when kills any unit, permanently increases its attack by 2.
After T3 upgrade gets active ability («levitate») – lifts up into air; can fly and attack air targets for 12 seconds.
Or upgrade to behemoth...
Darkwing (250/150, 4 supply) – quick flying unit. Shoots blasts of dark energy. Building attacked by darkwing stops functioning for 6 second (passive ability «void siphon»).
After T3 upgrade gets active ability («Scream», 150 energy) – target unit goes on rampage and attacks nearest targets for 12 seconds.
Hybrid dominator (200/300, 5 supply) – looks like in campaign. Powerful archon-like unit with strong shield and close-ranged but impressive attack. Can consume energy of the buildings (1 hp and 1 energy for each 2 points of energy of the building).
Active abilities:
«Mirror image» (100 energy) – creates two copies of dominator which receive full damage and deal 15% of damage of dominator. Exist for 50 seconds.
«Psywave» (125 energy) – after 1 second of charge unleashes two energy waves which deals to all units around dominator 50 damage with 1 second of interval.
«Voidwalking» (150 energy) – after 2 seconds of charge teleports dominator and all units close to it (no matter friendly or not) in target point. Average range.
Upgrade – move speed.
Hybrid nemesis (300/300, 4 supply), like in campaign
Hybrid morphling (200/150, 5 supply) – slow, sturdy unit with plenty of tentacles. No shield. Initially defenseless but it does have 6 «slots» for various weapon.
Active ability – «morph»: fills slot with one of those weapons:
Psi blade (25 mineral) – high fire rate, low damage.
Claw of void (50 mineral) – higher range than that of psi blade. Bonus damage to heavy armor.
«Life stealer» (100 mineral) – energy charges at ground and air targets. Each shot restores little hp to morphling.
Dark shield (75 gas) – blocks 1 attack, then recharges 5 seconds.
Blaster (75 has, 25 mineral) – low dps but chain damage (up to 4 targets).
Hole generator (100 mineral, 100 gas) – attacks ground and air units, The highest dps.
Upgrade – receives shield
Possible heroes - Maar (with his special abilities) and hybrid from Piercing the Shroud (invulnerable while within certain radius from his production building)
Additional T3 tower - void thrashers (capable of teleoprt when full energy)
P.P.S. Some unused ideas:
- «multi-layer» upgrade of the buildings to get access to lower price and/or time production of units
- unit/building which redirects all damage dealt to neighbors to itself
- auras which affect nearby creatures constantly
could this old thread be moved to Suggestions/Requests?
@phanalax128: Go
Thanks! It would be interesting to see another "hybrid creator". True, flying tentacle bumblebee may seem odd at first glance. But hybrids are hybrids , so I wouldnt put past them using some minor creatures as cannon fodder. In WoL "bad end" zergs played this role, but since Kerrigan did not die, well...
@SoulTaker916: Go
Well, as I said, it is basically an idea meant to get somebody interested. Why not (if I remember correctly, there was even similiar discussion before: http://www.sc2mapster.com/forums/general/general-chat/58394-the-hybrid-as-a-playable-race/#p13 )? Who knows - maybe even developers will take some inspiration if they happened to read this) (assuming that there is going to appear hybrid base in LotV of course...)
Hi. This is my idea of Hybrids race (which hopefully will become full-grown though non-playable faction in LotV). It might be useful for campaign or melee maps. I hope you will like it^^
Hybrids
Pros: - Good defense - Powerful, versatile units - Excellent casters - Late game mobility - Strong «artillery» - Positioning
Cons: - Micro heavy - Lack of air power till T3 - Gas and supply heavy in late game - Some units require additional resources
Features: All building (except static defense and cells) accumulate energy (from 25 to 150, depending on size and price). This energy can be used by some units. Units require only Forbidden Temple (main production building) and one additional building for each type to be produced (similar to zerg). However you can build more than one of each add.building in order to decrease build time of this unit type. Units are created in clone cells (see below). This race upgrades type of units: beasts, higher beasts, hybrids, higher hybrids. In the process of building worker cannot be distracted but he remains invulnerable. However after building is finished, it requires being «charged» by worker for 20 more seconds - otherwise it will stop functioning. Classification: there are «beast» (non-sapient creatures from various planets enslaved psyonically by hybrids - numerous, cheap but relatively weak. Regenerate while close to friendly buildings) and «hybrid» (single, expensive but powerful. Most of them have shields) units. Play style of this race is to rely on combination quantity + quality, and very good abilities of units (which require and energy and sometimes resources though).
Buildings (only those which stand out against a background of standard ones):
T1 Clone cell - 0 minerals. Looks like smaller stasis cell with hybrid from campaign. Cell cannot be «built» independently - it will appear when a unit is ordered in Forbidden Temple, in target location (within range of one of temples). Unit grows in camera, than goes out, and cell remains (opponent cannot see whether cell is empty or not without detector). This allows hybrids walling with unitsJ But the more units have been ordered, the slower production will be. Ability - self-destruction. After T3 upgrade («acid cells») it will deal 15 damage to enemy units when self-destructed. If cell is destroyed before unit has been grown, unit will die.
Corrupted crystal – 100 minerals. Provides supply. After T3 upgrade («charged beams») it gets active ability «Awakening» - crystal becomes able to attack ground and air targets using accumulated energy. Look like protoss pylon «grabbed» by black paw.
Swarm guardian – 125. Static defense. Detector. Doesn’t deal damage but periodically summons free spiketails (low hp, low attack but high speed) which automatically attacks ground targets. Looks like pool with slime where insect-like creature crawl.
T2
Pulsar – 150/100 Static defense. Detector. Powerful long-range twin cannon (can attack two ground targets at once). Has blind spot. Active ability («Gravity»; can be autocast) – immobilizes target air unit and makes it vulnerable to ground attacks. Looks like mixture of laser drill from WoL campaign with photon, slimed cannon.
Altar – 200/100 Friendly units can be sacrificed there in order to get 50% (75% after upgrade) of their cost back.
Т3
Hammer of oblivion - 250/250. Only one can be build. No attack but two active abilities (require full energy): «Doom strike» - deals splash energetic damage in target point (even in fog of war) Anti-matter shield – target creatures become invulnerable for several seconds.
Void gates - 300/300. Hybrids «killed» in battle automatically teleport here (up to 3 per one gate). They can be resurrected in the gates for halved price in terran-like way, with no cells required (but they require the same supply and production time).
Units: (since this is a concept, it doesnt have exact stats )
Т1 Servant (50, 1 supply) – a specimen from primitive tribe enslaved by hybrids. Looks like sectoid. Low hp and attack. Can be sacrificed in target building to speed up its production/research/firepower/quicker building.
Canilisk (75, 1 supply) – hound-like creature; stronger and slower than zergling, quicker and weaker than zealot. Active ability («explosion») – after 1.5 seconds of charge explodes, dealing 20 damage (60 to buildings) to nearby units. After T3 upgrade gets passive ability «cannibalism» - when any canilisk dies, all canilisks in average radius get healed +20 hp.
Hybrid destroyer (125/50, 2 supply) – powerful ranged unit, stronger but a bit slower than stalker. Attacks ground and air targets with powerful void blasts (projectiles have low speed though). Looks like in campaign. Active ability («close combat») – switches ranged attack to psy-claws which deal lower damage but in higher rate. After T2 upgrade gets passive ability «sturdy» - cannot be slowed, immobilized or lifted in the air.
Hybrid guard (150, 2 supply) – high hp, very low ranged dps and move speed. Has weak shield. Can consume energy of the buildings (1 point of energy for each point of energy of the building; can be autocast). After T2 upgrade («Hand of darkness») gets powerful AA attack. Active abilities: «Neuron impulse» (100 energy) – targets small area. Affected units get +40% move speed for 30 seconds. «Reaping» (50 energy) – sacrifices target friendly unit and restore 50 hp to all units and buildings around hybrid. «Reborn» (100 energy) - turns target friendly unit into fiend (armored unit with small hp but high attack, almost as strong as roach) which dies 1 minute later. Unlimited distance. «Dark veil» (100 energy) - target unit or building becomes invisible for 1 minute. Invisibility will be lost if it attacks.
T2
Scoureech (75/125, 1 supply) – slow flying detector. Looks like bumblebee with tentacles. Shoots stings (deal zero damage) at ground targets, attacks air targets with sonic wave (casts away and deals 5 splash damage). Passive ability («virus») – unit attacked by sting will receive 50% more damage from any attacks for 3 seconds. Active ability («warden») – target unit becomes detector. Costs 125 energy and 25 gas. After T3 upgrade («power of mind») gets passive ability to make attacked unit lose 30 energy.
Venopede (200, 2 supply) – flying unit with high AA dps (at close distance). Looks like scolopendra with 3 pairs of webbed wings which leaves green trail as it flies. Active ability (corruption mode) – in this mode scolopendra cannot move and attack but spills deadly toxin on target area. Units in this area lose 8% of max hp every second. Upgrade – move speed.
Taur (100/50, 3 supply) – quick unit with high hp but no armor. Looks like scaly bull without tail. Attacks only ground targets, bonus damage to heavy armor. Passive ability («fury») – when taur loses hp, its attack speed increases.
Dark cloud (200, 2 supply) – aerial transport. Looks like red-black levitating sphere. Passive ability («stealth path») – cloud is not seen on mini-map unless spotted by detector.
Hybrid warper (100/200, 2 supply) – support unit. Doesn’t attack but possess good shield and move speed. Active abilities: «Ancient taboo» (125 energy) – all units in target area temporarily cannot use their abilities. Radius is bigger than that of EMP. «Psychic trap» (75 energy) – creates invisible trap for 2 minutes. When enemy ground units approaches, it explodes and slows all enemy units within splash radius by 50% for 4 seconds. «Hand of devastation» (150 energy) – hybrid creates energetic channel between target mine/gas field and himself which destroys 5 minerals/2 gas in second during 1 minute. Cancels automatically if hybrid is under attack. Upgrades – unlocking second, third and fourth abilities, bonus energy, longer existence of psychic trap.
T3
Firebringer (150/150, 4 supply) – a giant scarlet-skinned mixture of omegalisk and crab. Shoots very long-ranged splash flame charges (80 damage each, requires 10 gas) at high trajectory. Bonus damage to buildings. Has blind spot.
Hybrid reaver (350/200, 6 supply) – powerful melee warrior, looks like in campaign. Very high damage, high hp, low move speed and fire rate. Bonus damage to light armor. No shield. Crushes force fields. Passive ability («blood thirst») – when kills any unit, permanently increases its attack by 2. After T3 upgrade gets active ability («levitate») – lifts up into air; can fly and attack air targets for 12 seconds. Or upgrade to behemoth...
Darkwing (250/150, 4 supply) – quick flying unit. Shoots blasts of dark energy. Building attacked by darkwing stops functioning for 6 second (passive ability «void siphon»). After T3 upgrade gets active ability («Scream», 150 energy) – target unit goes on rampage and attacks nearest targets for 12 seconds.
Hybrid dominator (200/300, 5 supply) – looks like in campaign. Powerful archon-like unit with strong shield and close-ranged but impressive attack. Can consume energy of the buildings (1 hp and 1 energy for each 2 points of energy of the building). Active abilities: «Mirror image» (100 energy) – creates two copies of dominator which receive full damage and deal 15% of damage of dominator. Exist for 50 seconds. «Psywave» (125 energy) – after 1 second of charge unleashes two energy waves which deals to all units around dominator 50 damage with 1 second of interval. «Voidwalking» (150 energy) – after 2 seconds of charge teleports dominator and all units close to it (no matter friendly or not) in target point. Average range. Upgrade – move speed.
Hybrid nemesis (300/300, 4 supply), like in campaign
Hybrid morphling (200/150, 5 supply) – slow, sturdy unit with plenty of tentacles. No shield. Initially defenseless but it does have 6 «slots» for various weapon. Active ability – «morph»: fills slot with one of those weapons: Psi blade (25 mineral) – high fire rate, low damage. Claw of void (50 mineral) – higher range than that of psi blade. Bonus damage to heavy armor. «Life stealer» (100 mineral) – energy charges at ground and air targets. Each shot restores little hp to morphling. Dark shield (75 gas) – blocks 1 attack, then recharges 5 seconds. Blaster (75 has, 25 mineral) – low dps but chain damage (up to 4 targets). Hole generator (100 mineral, 100 gas) – attacks ground and air units, The highest dps.
Upgrade – receives shield
Possible heroes - Maar (with his special abilities) and hybrid from Piercing the Shroud (invulnerable while within certain radius from his production building)
Additional T3 tower - void thrashers (capable of teleoprt when full energy)
P.P.S. Some unused ideas: - «multi-layer» upgrade of the buildings to get access to lower price and/or time production of units - unit/building which redirects all damage dealt to neighbors to itself - auras which affect nearby creatures constantly