User:Tenzinkendrick/temp

Ideas for a StarCraft MMO

The Zerg still reign as a threat in the galaxy, but the two forces who united could destroy them, the Terrans and the Protoss, are at war. The truce that defeated the overmind lasts no longer, and under the rulership of Flavius Mengsk, brother to Arcturus, humanity fights another war.

Engine

Rather than the WoW engine, this would utilise more fast-paced combat, with first and third person views available. The mouse wheel scrolls through your abilities, as well as the number keys, and right-clicking uses an ability as well as interacting. Left-clicking uses your current weapon. You can still learn specialisations, becoming one of three specialists that focus your class further.

Terrans can specialise in rapid-fire (lets them hit multiple enemies at once), defence (focuses on increased health and reducing damage taken) and war (focus on single-target damage).

Protoss have Khala (or void for Dark Templars, focuses on their abilities and energy pool), wrath (damage against a single opponent) and shield (gives them additional capabilities as tanks, and additional shield based abilities).

Terrans gain the Military Training ability, while Protoss have the Khala link, which increases their damage and health by a certain amount depending on the number of allies in the area. This will encourage fighting as a group.

Sacrifice abilities will be abilities that kill you for an effect on the battlefield. While useless in one-on-one combat, and many needing another member of the same class to work, they can be used to effectively turn the tide of combat. (For example, two Dark Templar can morph into a Dark Archon, unable to move but controlling one arm each, thus controlling his abilities, for a short duration).

Guilds can still be formed, but when you lead a raid, you have the option to give each member a task from an overhead map. (For example, pressing 1 would mean select nearest (to your mouse) marine, 2 ghost, 3 marauder, 4 firebat, 5 any class, then 1 would be scout the area you click, 2 attack, 3 harass, 4 heal. This will give the selected player that information, allowing much better control during a raid.

Classes

Terran

Marine. Basic infantry, medium range. Their defence and shields benefit 50% more by the Military Training ability, and have more health than other classes, turning them into effective tanks.

Ghost. The Terran equivalent of a caster and rogue, their weapons damage over long range, but they have a short rate of fire, though their Military Training radius is twice as large as that of other classes. They are useful as specialists, their abilities draining the energy and shields of opponents, and ignoring the majority of armour. They are vulnerable, however, to direct confrontation, and can easily be killed when brought into melee range. They can also plant mines and throw grenades.

Marauder. Meant for heavy damage, and relinquishing its tanking abilities, the marauder can deal a huge amount of damage over a short amount of time, but has one class mechanic. Damage he suffers stops him firing for a short duration, eliminating him when he comes into the melee. His range is also short, but his abilities and attacks knock an opponent back.

Firebat. Designed for area-of-effect combat, firebats have a very short range, though their abilities focus primarily on explosives. Their attacks can also damage friendly units, and they do not benefit as much from the Military Training as other classes, but are useful against massed weaker enemies. They can guard key choke points, holding off a foe for what could be hours, and are more of a solo class, though a small group can turn a battlefield.

Protoss

Zealot. The lowest rank of Templar, the Zealot uses his psionic abilities in melee combat, ravaging an opposing soldier with both fluid and fast strikes. Their main drawback is that they are solely melee, but learn the charge ability early on, allowing them to cover a small distance at a fast rate. They are designed to draw enemy fire, dealing damage and being able to hold it. They are most effective as tanks and for damage.

High Templar. The Protoss caster, a High Templar relies mainly on area-of-effect spells and knock back effects to defend itself. A high templar can turn the tide in any large battle, but are weak in one-on-one combat when an opponent gets close enough to damage. Thus many of their spells have a knock back effect, and their range equals that of a ghost. Its abilities benefit twice as much from The Khala, thus making it more effective in a group of its own class.

Dark Templar. This class is built around stealth and movement, taking abilities from WoW's rogue and monk. Created to spy on opponents, assassinate those who break away from their team, and attempt short raids on undefended bases. They benefit only in detection, invisibility and damage when with other Dark Templar, and while they may seem useless in a battlefield they can be used to effectively assassinate Ghosts and other support units.

Healer. A Protoss support class, the healer can use beneficial spells when required, yet has offensive capabilities, though better suited for its name. They benefit from The Khala in the range of their healing as well as damage, meaning that, in a large battle, a group of ten healers can reach Protoss across the map.