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Old 08-17-2007, 02:59 PM
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The Xel'Naga

As we know the Xel'Naga are going to play a major role in the Campaign story of Starcraft II. This topic is to discuss what features, if they'll be an opposable race, they will have.

My first idea would be to make their building style different that any other race.

I came up with something more similar to zerg than others:

- They have one primary building that builds all the units.
- All other buildings for upgrades or to unlock other units are built as attachments to the main building.
- For supply I would recommend 4 giant silo-like buildings that would each give 50 supply once built. One would be granted at start or youd would have the necessary resources at start to build one. This would not require balancing as the Xel'Naga are only for the campaign, but if they were to be available in Melee I would suggest units be expensive when you start with one silo and become cheaper with each additional silo you build (to prevent unbalanced rushes).
- As we've seen in Starcraft II the UI can have 15 buttons displayed at once. As this is basically one major building you would need several buttons to access the ground upgrades, air upgrades, unit upgrades and units. These would all be displayed once you select the main building and from there you can go to subsections.
- Units could all be built in one single production queue, yet with the above idea they could be built simultaneously in different sections of the building. The animation for units in production can vary, of course.
- only one building would be built separately which would be the vespene processing building. Either that or the main building could be placed on top of it, but that seems less efficient.
- The main building, once every add-on is built, can be resurrected as a giant ground unit that serves much like the mother ship in its super-unit role. The abilities are open subjects as I have yet to devise any. The four total silos would serve as legs for the giant unit. On top of that only one resurrected super-unit can exist per player.
- One or more units can be sacrificed to give a brain to that super-unit.

This is all I've got so far, I'll edit this post with units, alternate building modes and abilities.

Edit: The Xel'Naga do consider themselves perfect or at least closer to perfection than any other, so the perfect unit would be in order here.

I've only got a basic idea, but the gatherers would also serve as larvae in terms of use.

They would have three evolution choices which would be the three tier one units. Each unit, once evolved out of a worker, would have at least one evolution. I still need to break them into logical evolutions but you get the idea.

Also, the Xel'Naga would reproduce asexually as requiring two or more organisms to reproduce would be considered, by them, as imperfect (so they evolved out of it, if they had it to begin with).

Thus I propose a tier one unit with a special ability: The unit has a large number of spikes on its back that, upon death, will shoot out and inflict damage on anything they hit. To keep this ability from being too powerful, only six spikes would transform into cocoons which, in turn, will sprout more of those tier one units. But the unit will have a mana bar. Only if the mana bar if full upon death will they shoot those spikes.

Also, the cocoon spikes can be destroyed, but while the units are in cocoon form the HP is bigger.
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Old 08-17-2007, 05:30 PM
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i sorta pictured the Xel'naga as more of an ancient but well advanced race like some of the races in stargate SG1 or as a highly advanced terran race

also im not sure if i remember propperly but i think a read the Xel'naga just highly evolved where looking to create or aid in creating a perfect race
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Old 08-17-2007, 07:23 PM
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yeah but part of that sounds like zerg.
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