FactionCraft
FactionCraft enables you to pick one of the original three factions (Daelam = Protoss, Zerg = Zerg, Raynor's Raiders = Terran) or one of the new six races I'm implementing (Infested, Old Swarm, The Dominion, Kel-Morian Combine, Tal'Darim, and Fist of Ulrezaj). FactionCraft will come out by HOTS and please make suggestions!
Zerg can autocast Spawn Larvae, need suggestions for Corruptor, and need to get new spells for the Overseer.
The Mothership will get Planet Cracker back, but less OP (not too nerfed). Any other ability ideas?
Raiders have the Science Vessel instead of the Raven, and the Shadow (Spec Ops Dropship w/ cloak) instead of the Medivac.
NEW FACTIONS THAT ARE CLOSE TO DONE:
Kel-Morian Combine.
Miner-worker. Just a cosmetic change.
Infantry: Ripper- can Scavenge a neutral or allied mech unit or structure for extra health or damage. Outrider- an armed civilian that shoots AoE frag grenades. They can man vehicles for extra abilities. Medic- because. Hammer- like the Security Merc brand of the same name. They don't get the concussive grenades but they get Kinetic Foam. Shadowguard- replaces Ghost here. They have cloak and nuke. 2 other abilities, please?
Vehicles: LAV- a fast one-man transport. When manned by an outrider, it can attack (while moving, and it only shoots in front of it). Sloth- a heavily armored tank that deals light, fast damage. When manned, nearby allies gain extra armor. Mining Droid- it spawns mini-mining droids to harvest minerals when by a mineral patch. It aids mining operations. Must remain stationary to produce droids. Diamondback- it gains a hardened shield effect when manned. Goliath- gets faster when manned.
Airships: Wraith! Hercules! Viking! Nomad- needs some abilities, but is a detector and can deploy a mine drone which shoots weak spider mines around it. Typhoon- battlecruiser with a weak missile ability like the Hyperion during the ending of Zero Hour.
FIST OF ULREZAJ (Dark Templar)
Probe!
Infantry:
Slayer- Zealot-style! Is cloaked while not moving. Warp Charge: if the Slayer hasn't attacked for 2.5 secs, its next attack is more powerful. Void Wraith- ranged attacker that has a chance to evade attacks and can walk through buildigns/units. Stasis Orb- Sentry-style! needs a defensive aura and a random spell. It does have Argus Link, which transfers energy from the Orb to another caster (suggestions, please) Dark Templar! Night Templar- has Eclipse, an AoE which deals 15% of target enemies' health as damage. Can do mind control. They can warp together to make an archon. Archon!
T2: Hungerer- a Hybrid Reaver, but half as powerful. Attacking an enemy grants the Hungerer 50% of its attack back as health. Enigma- a Hybrid Destroyer, but half as powerful. Has a chance to stun enemy units. Observer! Warp Prism!
T2 Stargate: Corsair! Oracle! A NEW FLYING HYBRID or FLYING DARK PROTOSS (HOTS) Annihilator- a dark-looking carrier. Please make suggestions here as to what it should do. Mothership! and Mothership Core! Every Protoss faction has these two. The Core here, though, can temporarily make a unit invulnerable instead of the energy transfer thingy.
Instead of Assimilators, there are Converters, which look like Xel'Naga Prisons. Robotics Facilities are replaced by SOME NEW THING IN HOTS. Instead of Robotics Bays, there are Hybrid Pods, which look like dark versions of the Obelisks in the Prophecy missions.
For the Shadow guard unit may I suggest a shadow clone ability.... basically just a hallucination of the core unit. I am assuming your using the spectre model so a mind blast round or a custom explosive round ability that deals AOE damage in contrast to the Ghosts EMP ability may be enough. Explosive rounds can deal bonus damage vs. light, bio and structures
Please visit http://www.sc2mapster.com/forums/player-zone/map-suggestions-requests/42914-an-interesting-mod-that-my-friends-and-i-developed/ for the latest design. My friends and I are using our limited knowledge of the data editor to work on FactionCraft, but it will take some time before we are ready to do alpha testing.
I genuinely hope this mod gets finished someday. If there's any kind of playtesting or other ways I can help, feel free to message me. Slayers alone are very cool, same with Outriders and Shades/Shadow Ops.
EDIT: Dominion will no longer have Gestalts.
Raynor's Raiders have Firebats, which have been buffed to 200 HP and have a wider attack. They have vultures instead of hellions, with an AoE frag grenade attack. Vultures cannot produce Spider Mines. They retain Widow Mines, Siege Tanks, and Thors. Warhounds are replaced by the Firebats, so like in the alpha, Firebats are produced at factory. RR also has Snipers in the Marauder slot, with high damage and long range. RR has Medics, and the Medivac is replaced by the Shadow, a dropship with cloaking abilities. Banshees are replaced by Wraiths, and Battlecruisers deal more damage. Ravens are replaced with Science Vessels with Irradiate, Detection, Nano-Repair, and Protective Field. RR has the Energy Projector, which can turn into one of two forms: Ion Cannon or Sigma Radiator. Ion Cannons can temporarily disable enemy mechs, while Sigma Radiators slow nearby bio units down.
KMC's infantry has been changed. This is the way it works now: Marines, Rippers (chaingun-wielding marines), Outriders, Angels (Jetpacking medics), and Shadowguards, renamed Shades.
Dominion also has Gestalts as another infantry unit, but I don't know what they do. They won't be caster units.
Old Swarm has been renamed Daggoth's Swarm, and their Hydralisks have the SC1 cost but SC2 stats. Also, they get spine/spore crawlers, overseers, and banelings. SC1 Queens have been renamed Germinators. The special building is the creep colony, which provides both creep and larvae. Creep Colonies do not mutate into crawlers though. This should be an effective macro tactic.
Overseers now spawn Creeplings. There are three variants: Creeplings, Toxic Creeplings, and Infesting Creeplings. Normal ones are mobile creep generators which last for 45 secs. Creeplings can also attach to a building to heal it. Toxic Creeplings provide creep which also damages the enemy (does not stack). They are distinctively green. Infesting Creeplings generate a small creep patch which infests enemy buildings and causes them to periodically produce broodlings.
Dominion has the Loki Battlecruiser, which has more HP so that it doesn't "lose to three Vikings". It still has Yamato Cannon. Dominion also has Neural Resocializer, which looks like a 3x3 hive mind emulator. It can mind control any non-Robotic unit (which means colossi and such will get the 'robotic' modifier).
EDIT: Dominion is now the typical multiplayer Terran.
Every faction now has a 'Special Building', something that hasn't appeared on the tech-tree before. The Fist of Ulrezaj gains a Rip-Field Generator which reveals itself, has shorter range than normal, and requires a Robotics Bay. These should be great for turtling (provided you go for a Robotics Bay). KMC has a Proccessing Center. Processing Centers are buildings that act as drop-off points for resources. They can choose between either Mineral Smelter or Vespene Processor. When a Mineral Smelter recieves minerals, it gains 1 point of energy. Every 10 points grants you extra minerals. When a Vespene Processor recieves vespene, it gains 1 point of energy. Every 5 points grants you extra vespene. These should be great for being able to mass-produce mineral only-units or going tech-heavy.
EDIT:
Annihilators now use Team Colored models of Zeratul's epic Void Seeker. God, I'm going to have to thank a whole lot of custom model-makers.
Sloths are switched back to Siege Tanks and Rippers to Marines because Siege Tanks and Marines have become staple Terran units.
Other problematic units:
Reaper- consider the HOTS version. Is it too OP or too underpowered? If it's too underpowered, I could give it its anti-building attack back, but if it's too OP, then I would lower the effect of the Combat Drugs healing thingy.
Ghost- awkward! The cost will be back to 200-100, so you can finally get a good amount of ghosts on the field.
Battlecruiser- It should be much, MUCH harder to kill. If you don't think this is true, please tell me.
OK. Edits for Fist of Ulrezaj: Their worker is the probe.
Stalkers instead of void wraiths, because stalkers are awesome and void wraiths suck.
The NEW FLYING HYBRID or FLYING DARK PROTOSS is replaced by the traditional void ray.
KMC: Miner has become the SCV again.
Shadowguard can have infantry loaded up at the Shadow Ops (Ghost Academy for Shadowguards). The Shadowguard targets an area, and a Drop Pod is launched from the Shadow Ops. All troops are deployed at target area. I'm still thinking of another idea.
Goliaths have the Multi-Lock Weapon Systems upgrade.