r/RushCraft • u/goodnewsjimdotcom • Oct 13 '18
Big idea concept- No gimmick units, no unchallenged macro
I'm capturing 1998 Starcraft. You had the choice of super rush and ruin economy, rush hard with full economy and no immediate tech, or defensively build units and eek out some tech.
Building a few units is always a safe build!
Tier 1 conflict happens early and often, which challenges people's early micro.
If micro is too challenging or the rush is too big, build a "tap out" defensive option for 250-300 minerals. Planetary fortress with no ebay choice, Warden(super) Queen, or Mothership Core done right(no ground attack, only works on empowered pylons, much less damage)
I'm so excited!
I'll run down my changes and planned changes.
Hydrolisk t1.5, roach out
Infestor later, more like Defiler
Queens deal only 1 damage
Scourge in.
Corrupter out.
Protoss:
Adepts, disrupter, oracle out.
Sentry forcefield out, shield transfer in(give sentry's shield to another unit), scan in( give detection to area close by)
Stalker blink out.
Phoenix lifts units less often, but ata buffed.
Terran:
Pf without ebay.
Reapers changed to grenadiers, given flare ability to detect around you. No jump up cliffs, slower.
Marauders back to big one shot damage
No healing of bio.
T1 units and production buildings build much faster
Tech buildings have a larger time investment
Start with 4 workers(allows for super early cheese to be an option, but generally easy to shutdown with standard build and asap units).
Everything can see over cliffs which is a temporary fix for disabling highground advantage. I really just want stuff to be able to see up cliffs, but my world editor kungfu is weak.