I had an idea! I think it would be cool if the players could buy a Probe/Drone (each player can have only one at a time) and use it to re-build destroyed towers. This would cost a lot of XP, of course: Buying a worker would be fairly expensive, and rebuilding a tower a lot more so. Of course, Probes would cost a lot more than Drones, because you can re-use the same Probe but you can't re-use the Drone. Building a Pylon over a destroyed Photon Cannon or destroyed computer Pylon rebuids it, and the Zerg can morph a Hatchery over a destroyed Sunken/Spore Colony to cause it to be replaced by a Colony of the appropriate type. Destroyed Cannons/Pylons/Colonies are marked by Beacons. If a player builds a Pylon/Hatchery in the wrong place, it is removed and the XP is refunded, and the player gets the Drone back if Zerg.
I also thought it would be cool to put a depleted Geyser in each of the lanes, an equal distance from each base, with an outpost of each side in range of it, and give each player a Nexus/Hive in their base. Then, if a player can get an Assimilator/Extractor running, they can "mine" at it to speed up their mana regen. (Vespane=mana). To do so, however, they have to take out the enemy outpost first. These buildings would be very expensive and vulnerable (they'd have epicly low HP) but pretty powerful. Not so powerful that the first player to get one going pwns everything and rapes the other players, then their mothers, then their base, but powerful enough to make a noticable difference. Having an Assimilator/Extractor get destroyed is BAD, though, because that means you wasted one f***ing lot of XP. (Sticky, if we do this, take out the Vespane buildings in the bases plz? That was for an idea I decided not to use.) Each player may only own 1 Assimilator/Extractor.
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First of all why not make it so if you use a drone to rebuild, a new drone is simply created by the building for free so you don't have to worry about cost issue's. The only problem is the drone would have full health each time, Though this probably wont matter you could just make it so probes are healed every time they create a building also. This would make balancing much more easier due to costs of the drone/probe and also because if you can only have one at a time you can't create buildings as fast as a probe because you have to keep buying more drones.
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I see what your saying, but I dislike spawning a new Drone... What it I let the Zerg players own up to 3 Drones at once and set their cost to like 1/4 the cost of a Probe?
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Then make sure drones are also worth less experiance when killed by enemys. Also give them less hp/armor/dmg ect.
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Actually, I just realized that letting the Zerg own multiple Drones at once would let them mine gas a lot faster, so I'll need another solution. *facepalm*
Here are the solutions I think would work:
1. Respawning the Drone after a building is built.
2. Making Hatcheries take much less time to build than Pylons: eg. Hatcheries take 30 seconds to build, Pylons take 90 seconds.
3. Make Drones a lot less expensive.
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Does killing towers give you money/xp? If so, if the tower is already destroyed so that you need another one, it's just feeding. I don't like building towers in the first place, however, because the other team just mass produces towers, and the game hits a stalemate. I think a better idea would be instead of building attacking towers, you build a hatchery if you're zerg, and a nexus if you are protoss/terran. For the nexus, after it is built, the probe is removed. The purpose would be to wall off lanes and force the enemy heroes to a position where you can ambush them. Also, building a probe/drone from the nexus/hatchery will remove the building, allowing you to put the building in a different place. Of course, you can buy more probes/ drones, from the store, or whatever you'd like to call it, to build multiple nexuses/hatcheries.
Instead of using them as regular walls, you could make it so that the players can have only one at a time, and it is a sort of temporary base camp. As soon as it is built, the probe is removed, and a cannon/sunken is created. Again, constructing a probe or mutating a drone will remove the base camp to be rebuilt elsewhere. I think ti would be a good idea, though, if the nexus took a while to build, since the player could just heal their buildings by building a drone and respawning their base.
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Like some sort of outpost package? When you make your nexus/hatchery you get a sunken/cannon stacked ontop of it and the sunken/cannon only dies if you kill the hatch/nexus. The Nexus/hatch blocks off routes like sticky said. Also you could make it so you can tele to your hatch/nexus from your base.
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@sticky: You can't build new towers, only re-build them. Destroying towers does give XP, but it's not easy even at really high levels. It's not that hard, but not so easy that the rebuilt towers feed the enemy.
I'm not sure about the building CCs/Hatcheries, let me think about that a bit.
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I've decided to scrap Arcolite Assault Battery and Swarmcaster. Neither of them has a real role, and Swarmcaster would be hard to use and even harder to balance. Brood Warrior and Metal Gear are going to be undergoing some changes, too.
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Good. The swarmcaster confused me and seemed like the player would have to have some mad finger dexterity skillz to be able to use it properly.
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Actually, you wouldn't need that much dexterity to use Swarmcaster... His spells take two buttons to cast instead of one, but that's not that big of a difference... I think...
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