Upgrades & Nerfs

Upgrades

Upgrade Column Structure

Hatchery
  1. Health Amount Start, Max, Restore.
  2. Energy/Shield Regen Delay, Regen, Boost.
  3. Combat Attack Range, Spread, Damage.
  4. ? ? ?, ?, ?.
Nexus
  1. Evade Move Acceleration, Mass, Speed.
  2. Spell Buff Self, Ally, Boost.
  3. Health Regen Delay, Regen, Boost.
  4. Energy/Shield Amount Start, Max, Restore.
Command Center
  1. Combat Defense Armor, ?, ?.
  2. ? ? ?, ?, ?.
  3. Evade Vision Sight, Radar, Detect.
  4. Spell Cooldown Start, Reuse, Restore.

Notes

  • The first and second rows should complement each other in terms of easy/hard, early/late, better/worse for a certain race.
  • The Temporary and Permanent buffs bestowed by a given Upgrade should also complement each other. The temporary buff should be the more complex of the two, as that is the one with the reminder icon in the Runner's Command Card.

Hatchery

Health - Amount
  1. Chitinous Plating Start P: 100% Starting Health. T: 150% Starting Health; -1 health / second until reach max health.
  2. Organic Carapace Max +? Max Health.
  3. Obverse Incubation Restore ?.
Energy/Shield - Regen
  1. Pathogen Glands Delay No Regen Delay.
  2. Metabolic Boost Regen +? Regen.
  3. Ventral Sacs Boost ?.
Combat - Attack
  1. Grooved Spines Range +1 Range. Temporary: ?.
  2. Swarm Seeds Spread +2 Spread. Temporary: ?.
  3. Adrenal Glands Damage +3 Damage. Temporary: Effective against all attribute types.

Command Center

  • Ocular Implants +1 Sight
  • Radar +3 Radar when not moving.
  • Domination 2 Detect around Runner.

Utility

  1. Glitch Respawns the Runner. Death Override applies, bypassing death-related scoring and nerfs. (Useful for when your Runner gets stuck or disappears.)

Ideas

Maybe
  • Temporary - Restore Health based on % Missing.
Bin
  • Ocular Implant Temporary - additional sight for this lane only.
  • Radar Temporary - radar works while moving until first death.

Lane Nerfs

Game Start

  • Welcome Temporary Runners Have +1 Armor. Permanent Good Luck!

Health

Energy Regen

Attack

Monsters & Turrets

  1. Hostile Borders Temporary Arenas Have Extra Turrets. Permanent Watchers Have Invis Detect.
  2. Overrun Temporary Arenas Have Extra Monsters of Previous Lane Type. Permanent Minions Have True Sight.

Vision

  1. Fog of War Sound dog howl. Temporary Lose Team Sight. Permanent Lose Boss Ping.
  2. Even Playing Field Temporary Xel'Naga Towers Removed. Permanent Minions Not Visible on Minimap.

Race Buffs & Nerfs

(Not sure how this will work with the Custom Runner.)

  1. ? Temporary No Race Buffs. Permanent 150% Race Nerfs.
  2. ? Temporary All Race Nerfs Apply. Permanent 50% Race Buffs.

Ideas

Maybe
  • "Low Income"
  • "Small Earnings"
  • "Punisher"
  • "Rampage"
  1. Brutal Temporary Monsters deal Double Damage.
  2. Uncanny Temporary Monsters have +3 Vision.
  • ? Temporary No Health Regen.
  • ? Temporary Add/Remove Pylons, Science Vessels, and Creep.
  • ? Permanent Monsters can use Xel'Naga Towers.
Bin
  • P: +2 hostile turret range.
  • No Energy/Shield Regen. (Too harsh on Probe Runners.)