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I like the idea of medic healing a member once per turn, but I think it could be better if she perhaps healed by more than one HP. I say this because of my upcoming zerg suggestion. I wonder, would there be a cap on number of medics? would there be a bonus/stack from having more?
Here are some I'm thinking about:
Zerg - Plague. Similar to medic healing, except, to be more true to the game, perhaps plague does 1 hp per turn for up to a certain number of turns, but it does it to a group, whereas the medic would do more healing than the plague does damage, however the medic would only affect one unit at a time, unless each medic was assigned to its own unit.
Zerg - Dark Swarm. For one turn, only melee and splash attacks will hit for both sides, however certain spells will do more damage against the zerg using dark swarm. My thought process here is that normally when a zerg player uses dark swarm, he is planning to clump his units together so they'll fit under the swarm. However, this often makes them more vulnerable to storms, reavers, and occasionally irradiate. I think perhaps irradiate, plague, and storm should do 1.5x damage vs a dark swarming enemy. OR, instead of more damage, it could increase its area of effect, since more units would naturally be hit in a melee.
Terran - Irradiate - Similar to plague, except perhaps lower area of effect, but maybe less energy cost, can be cast twice in a battle, or something.
However, if we aren't talking about precise spells here, then I agree with a previous suggestion of burrow/ambush. It could improve odds of critical hits, or it could make it so their back rank has less advantage, since it would be out of place if it was ambushed. Or perhaps, it gives an increase to melee units' attack damage for first 2 turns, since the enemy would still be on the defensive.
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