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	<title>Comments on: MotherPoll</title>
	<atom:link href="http://www.sc2blog.com/2008/07/19/motherpoll/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.sc2blog.com/2008/07/19/motherpoll/</link>
	<description>The Official Unofficial StarCraft 2 Blog</description>
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		<title>By: Tim the Guy</title>
		<link>http://www.sc2blog.com/2008/07/19/motherpoll/#comment-5337</link>
		<dc:creator>Tim the Guy</dc:creator>
		<pubDate>Fri, 08 Aug 2008 18:13:21 +0000</pubDate>
		<guid isPermaLink="false">http://www.sc2blog.com/?p=1098#comment-5337</guid>
		<description>i like 54 and 57&#039;s idea for the mother ship to play some defensive role. 
this is just a shot in the dark but what if the mothership could boost friendly sheilds within a decent radius at the expence of the mothership&#039;s hp? that way it keeps with the protoss ideas of sacrifice (eg tassadar) as well as the mothership playing a passive agressive role (which all overly protective moms do)</description>
		<content:encoded><![CDATA[<p>i like 54 and 57&#8217;s idea for the mother ship to play some defensive role.<br />
this is just a shot in the dark but what if the mothership could boost friendly sheilds within a decent radius at the expence of the mothership&#8217;s hp? that way it keeps with the protoss ideas of sacrifice (eg tassadar) as well as the mothership playing a passive agressive role (which all overly protective moms do)</p>
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		<title>By: Blazur</title>
		<link>http://www.sc2blog.com/2008/07/19/motherpoll/#comment-5189</link>
		<dc:creator>Blazur</dc:creator>
		<pubDate>Mon, 28 Jul 2008 04:12:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.sc2blog.com/?p=1098#comment-5189</guid>
		<description>Another idea which I had earlier is to make the Fleet Beacon&#039;s provide a node for warp-in, rather than your stargates or nexus. By doing so you have some control over where you can warp them in, and offers new functionality to a building which traditionally has only offer a tier unlock and researches. If you&#039;re brave enough, you can build a proxy beacon to facilitate travel across large maps.</description>
		<content:encoded><![CDATA[<p>Another idea which I had earlier is to make the Fleet Beacon&#8217;s provide a node for warp-in, rather than your stargates or nexus. By doing so you have some control over where you can warp them in, and offers new functionality to a building which traditionally has only offer a tier unlock and researches. If you&#8217;re brave enough, you can build a proxy beacon to facilitate travel across large maps.</p>
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		<title>By: Blazur</title>
		<link>http://www.sc2blog.com/2008/07/19/motherpoll/#comment-5188</link>
		<dc:creator>Blazur</dc:creator>
		<pubDate>Mon, 28 Jul 2008 04:08:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.sc2blog.com/?p=1098#comment-5188</guid>
		<description>Support Fortress. The Arbiter had some truly innovative abilities that dignified the advanced-tech, enigmatic Protoss. I&#039;d like the MShip to be a successor with a similar following.

Abilities I like are timebomb, building cloak, and possibly planet cracker. I don&#039;t want to see it provide a conduit for warp-in because that role should remain with the Phase Prism, and it&#039;s too similar to the Recall ability. Also PLEASE don&#039;t even consider bringing back black hole. It&#039;s rediculous to allow a unit to instantly decimate entire fleets with the press of a button.

I&#039;d like you to keep the restricting that only allows production of one MShip per game. That&#039;s a unique idea and is befitting for a mothership. Make it a dominating force which you want to use carefully at the risk of losing, and it should be expensive and much later on in the tech tier, just like nukes. The pinnacle of Protoss evolution.

As an aside, I think this unit looks exquisite and dearly hope Blizz is able to find a role for it.</description>
		<content:encoded><![CDATA[<p>Support Fortress. The Arbiter had some truly innovative abilities that dignified the advanced-tech, enigmatic Protoss. I&#8217;d like the MShip to be a successor with a similar following.</p>
<p>Abilities I like are timebomb, building cloak, and possibly planet cracker. I don&#8217;t want to see it provide a conduit for warp-in because that role should remain with the Phase Prism, and it&#8217;s too similar to the Recall ability. Also PLEASE don&#8217;t even consider bringing back black hole. It&#8217;s rediculous to allow a unit to instantly decimate entire fleets with the press of a button.</p>
<p>I&#8217;d like you to keep the restricting that only allows production of one MShip per game. That&#8217;s a unique idea and is befitting for a mothership. Make it a dominating force which you want to use carefully at the risk of losing, and it should be expensive and much later on in the tech tier, just like nukes. The pinnacle of Protoss evolution.</p>
<p>As an aside, I think this unit looks exquisite and dearly hope Blizz is able to find a role for it.</p>
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		<title>By: dan</title>
		<link>http://www.sc2blog.com/2008/07/19/motherpoll/#comment-5177</link>
		<dc:creator>dan</dc:creator>
		<pubDate>Fri, 25 Jul 2008 17:40:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.sc2blog.com/?p=1098#comment-5177</guid>
		<description>Here&#039;s hoping they might combine some mothership types.

Then again, if the devs went back to the &#039;there can be only one&#039; setup, having multiple mothership to choose from might be a good idea (Something between 2 and 3 types?).</description>
		<content:encoded><![CDATA[<p>Here&#8217;s hoping they might combine some mothership types.</p>
<p>Then again, if the devs went back to the &#8216;there can be only one&#8217; setup, having multiple mothership to choose from might be a good idea (Something between 2 and 3 types?).</p>
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		<title>By: peter</title>
		<link>http://www.sc2blog.com/2008/07/19/motherpoll/#comment-5176</link>
		<dc:creator>peter</dc:creator>
		<pubDate>Fri, 25 Jul 2008 17:20:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.sc2blog.com/?p=1098#comment-5176</guid>
		<description>i vote for 6 # Super Troop Carrier. hiding units in such a building can be a big advantage when you seeking strategy that  conceal your true unit strength</description>
		<content:encoded><![CDATA[<p>i vote for 6 # Super Troop Carrier. hiding units in such a building can be a big advantage when you seeking strategy that  conceal your true unit strength</p>
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		<title>By: Vince</title>
		<link>http://www.sc2blog.com/2008/07/19/motherpoll/#comment-5175</link>
		<dc:creator>Vince</dc:creator>
		<pubDate>Fri, 25 Jul 2008 13:22:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.sc2blog.com/?p=1098#comment-5175</guid>
		<description>How about it having no normal attack, just having the planet cracker and black hole? The energy required to produce such massive AOE abilities justifies its obvious size. That would make it obviously a base breaker. Also it should only have moderately slow speed. That way if caught alone it would be extremely vunerable.</description>
		<content:encoded><![CDATA[<p>How about it having no normal attack, just having the planet cracker and black hole? The energy required to produce such massive AOE abilities justifies its obvious size. That would make it obviously a base breaker. Also it should only have moderately slow speed. That way if caught alone it would be extremely vunerable.</p>
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		<title>By: a different Joe from the other one</title>
		<link>http://www.sc2blog.com/2008/07/19/motherpoll/#comment-5172</link>
		<dc:creator>a different Joe from the other one</dc:creator>
		<pubDate>Thu, 24 Jul 2008 18:25:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.sc2blog.com/?p=1098#comment-5172</guid>
		<description>I voted Disruption and Damage.  It seems to fit its design the best: the Carrier is more of a straightforward attacker but the Mothership wreaks havoc in a more indirect way.

Personally I like the idea of the Mothership being a super unit.  But if Blizzard is against super units that everyone is obviously going to go for, then it should be scrapped, simple as that.  I don&#039;t want the Mothership to go the way of the Thor: to originally be an awesome power to be feared, then reduced to &quot;Arbiter 2.0&quot;</description>
		<content:encoded><![CDATA[<p>I voted Disruption and Damage.  It seems to fit its design the best: the Carrier is more of a straightforward attacker but the Mothership wreaks havoc in a more indirect way.</p>
<p>Personally I like the idea of the Mothership being a super unit.  But if Blizzard is against super units that everyone is obviously going to go for, then it should be scrapped, simple as that.  I don&#8217;t want the Mothership to go the way of the Thor: to originally be an awesome power to be feared, then reduced to &#8220;Arbiter 2.0&#8243;</p>
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		<title>By: MechaBeast</title>
		<link>http://www.sc2blog.com/2008/07/19/motherpoll/#comment-5169</link>
		<dc:creator>MechaBeast</dc:creator>
		<pubDate>Thu, 24 Jul 2008 15:55:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.sc2blog.com/?p=1098#comment-5169</guid>
		<description>this poll is plain silly, obviously a lot of people cannot voice their opinion in just one vote.  

I like the idea of having a mothership available to you in &quot;high orbit&quot; in planet stages &quot;sub space&quot; in space platform stages.  What if you spend resources to send down the mothership to any area visible on the field of play and the mothership has to sit there immobile and level the field.  The twist is that you can recall the mothership back to high orbit before its destroyed to self repair and be &quot;summoned again&quot; after a few minutes.  If the mothership doesn&#039;t make it out alive...tough thats it.  No more mothership for you during this match.</description>
		<content:encoded><![CDATA[<p>this poll is plain silly, obviously a lot of people cannot voice their opinion in just one vote.  </p>
<p>I like the idea of having a mothership available to you in &#8220;high orbit&#8221; in planet stages &#8220;sub space&#8221; in space platform stages.  What if you spend resources to send down the mothership to any area visible on the field of play and the mothership has to sit there immobile and level the field.  The twist is that you can recall the mothership back to high orbit before its destroyed to self repair and be &#8220;summoned again&#8221; after a few minutes.  If the mothership doesn&#8217;t make it out alive&#8230;tough thats it.  No more mothership for you during this match.</p>
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		<title>By: Battlarmd</title>
		<link>http://www.sc2blog.com/2008/07/19/motherpoll/#comment-5168</link>
		<dc:creator>Battlarmd</dc:creator>
		<pubDate>Thu, 24 Jul 2008 15:04:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.sc2blog.com/?p=1098#comment-5168</guid>
		<description>I think at the current state, the whole population is so split about the mothership, either way it happens will piss off a major group of people. (which is the cost of open discussion sometimes.)

So I suggest the following:

Create 2 units.

- One is a rebuilt/re-balance of the Arbiter, serving a similar role as air caster, though doesn&#039;t really have an strong attack. Give it the timebomb ability and rebalance the unit. This will be an expensive spell unit for advance players to micro with.

- the other, the unique 1-only unit, a protoss shield mother-battery, gives all protoss troops a boost in shield regeneration, 

Shield Battery: give the shield regeneration ability a burn out timer, so if the unit is out of mana, the ability ends, will be a good means of balance. (speed of the mana burning of the ability will be good balance.) 

Planet cracker: Then also give it the planet cracker ability, give it a LONG COOL DOWN, but again, everything can be balanced if you control the power output/cool down, I would suggest make the unit unmoveable with using the planet cracker, so in reality, it is an ability to just bust ONE BUILDING INSTANTLY, or any any unit dumb enough to walk close to the beam. Though this ability is now much watered down, it will be a quick way to take down a command center or a Zerg Hive.  Now you might say 5 warp-rays can do the same, true, but it will take 5 warp rays and some time to focus the beam, this one BOOMS it instantly.  

Make this Unit rather large and eye pleasing. It has some air superiority, but cost for cost, it is hardly justified, though the shield regeneration ability is a nice edge to have.  

Option: To make it more powerful, give this unit one last ability: WORMHOLE: with this ability, you can connect to points on a map, and all YOUR OWN units can run through this hole in either direction. (so it is like recall, but both ways)  So allowing a mothership to have a wormhole openned on your base is a very bad idea.

Just brainstorming. Hope our critics won&#039;t mind. =)</description>
		<content:encoded><![CDATA[<p>I think at the current state, the whole population is so split about the mothership, either way it happens will piss off a major group of people. (which is the cost of open discussion sometimes.)</p>
<p>So I suggest the following:</p>
<p>Create 2 units.</p>
<p>- One is a rebuilt/re-balance of the Arbiter, serving a similar role as air caster, though doesn&#8217;t really have an strong attack. Give it the timebomb ability and rebalance the unit. This will be an expensive spell unit for advance players to micro with.</p>
<p>- the other, the unique 1-only unit, a protoss shield mother-battery, gives all protoss troops a boost in shield regeneration, </p>
<p>Shield Battery: give the shield regeneration ability a burn out timer, so if the unit is out of mana, the ability ends, will be a good means of balance. (speed of the mana burning of the ability will be good balance.) </p>
<p>Planet cracker: Then also give it the planet cracker ability, give it a LONG COOL DOWN, but again, everything can be balanced if you control the power output/cool down, I would suggest make the unit unmoveable with using the planet cracker, so in reality, it is an ability to just bust ONE BUILDING INSTANTLY, or any any unit dumb enough to walk close to the beam. Though this ability is now much watered down, it will be a quick way to take down a command center or a Zerg Hive.  Now you might say 5 warp-rays can do the same, true, but it will take 5 warp rays and some time to focus the beam, this one BOOMS it instantly.  </p>
<p>Make this Unit rather large and eye pleasing. It has some air superiority, but cost for cost, it is hardly justified, though the shield regeneration ability is a nice edge to have.  </p>
<p>Option: To make it more powerful, give this unit one last ability: WORMHOLE: with this ability, you can connect to points on a map, and all YOUR OWN units can run through this hole in either direction. (so it is like recall, but both ways)  So allowing a mothership to have a wormhole openned on your base is a very bad idea.</p>
<p>Just brainstorming. Hope our critics won&#8217;t mind. =)</p>
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		<title>By: a panda who is fat and one with him self</title>
		<link>http://www.sc2blog.com/2008/07/19/motherpoll/#comment-5166</link>
		<dc:creator>a panda who is fat and one with him self</dc:creator>
		<pubDate>Thu, 24 Jul 2008 11:07:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.sc2blog.com/?p=1098#comment-5166</guid>
		<description>I like the idea of it being called down from orbit. Have it set simular to the nuke role, sort of a short term super weapon to help ur boyz issue a beating. It could be called down, hangs around for a min or 2 unleashing its power then after that it retreats back up to orbit to cool down. The cost of calling it could be the same as a nuke, but has a longer wait period. 

Side note, when it drops out of orbit, it should cast a huge shadow darkening the map. Ok back to the idea .. 

The power of the mothership depends on what u have teched (eg, planet cracker, blackhole etc) but it should have an above average air and ground attack strength with solid armor and sheilds. Sounds like a one off super weapon with a huge advantage for the protoss? Yes but there is a twist. If the mother ship is destroyed, all protoss units with in a certain area get smoked as well. Say a simular area to a nuke. Also, once its killed, thats it for the game. No more rebuild. This would make it a &quot;go&quot; choice for attack, but also add a little risk with it as well. In saying all that, &quot;I voted other&quot;

As you were ...</description>
		<content:encoded><![CDATA[<p>I like the idea of it being called down from orbit. Have it set simular to the nuke role, sort of a short term super weapon to help ur boyz issue a beating. It could be called down, hangs around for a min or 2 unleashing its power then after that it retreats back up to orbit to cool down. The cost of calling it could be the same as a nuke, but has a longer wait period. </p>
<p>Side note, when it drops out of orbit, it should cast a huge shadow darkening the map. Ok back to the idea .. </p>
<p>The power of the mothership depends on what u have teched (eg, planet cracker, blackhole etc) but it should have an above average air and ground attack strength with solid armor and sheilds. Sounds like a one off super weapon with a huge advantage for the protoss? Yes but there is a twist. If the mother ship is destroyed, all protoss units with in a certain area get smoked as well. Say a simular area to a nuke. Also, once its killed, thats it for the game. No more rebuild. This would make it a &#8220;go&#8221; choice for attack, but also add a little risk with it as well. In saying all that, &#8220;I voted other&#8221;</p>
<p>As you were &#8230;</p>
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