If you want to go saying it like that, I don't see how yours are any different.
DumbMarine wrote:Kinetic Bomb (60b, 120r, 10g) - Equips each wraith with a single kinetic bomb. The bomb flies in the direction the wraith is moving at half of the wraith's speed. On impact, it does it's speed * 25 damage (so if it's going 40 m/s it does 1k damage). The projectile lasts for 10 seconds. The wraith reloads when it docks with the battlecruiser.
It's just 'extra damage.' It makes the wraith do it's job, just more effectively. Skill shot?
Everything in the game is already a skill shot, just with varying degrees of difficulty due to projectile speed. You could even define broadsides as the simplest of all skill shots.
DumbMarine wrote:Corvette Upgrade
Extend Shield (10y, 45b, 25g) - Gives any friendly ship the reflective shield bonus for 8 seconds (can be used on the battlecruiser). Linked cooldown with the corvette's reflective shield ability. Costs 500 energy.
Normally the Corvette would move in front of the object, such as the battlecruiser, and use shield in order to protect them from part of the bombardment. This just makes it easier to do, albeit more expensive, by allowing you to 'target' a ship instead.
DumbMarine wrote:Destroyer Upgrade
Chroniton Hullweave - (30y, 30b, 20g) - When the destroyer hits an enemy ship with chroniton torpedoes, that ship cannot damage the destroyer with either weapons or abilities for 10 seconds (they bounce off the hull instead).
This doesn't really change how you pilot the destroyer. You should already be trying to hit them, and lets be honest -- if you hit them, they're usually dead, and even if they aren't they won't be gearing for a second round. The only place it changes how you pilot it is against the battlecruiser, as it makes it pretty much impossible to kill unless you launch small ships due to the looping invulnerability cycle. However, I would still be exceedingly tentative about doing a bombing run as a BC can opt to dodge with boost, hit I, and then swoop in to kill you dead in those ten seconds. So, basically, the destroyer still has to be defensive -- it just makes it harder for the battlecruiser to kill it.
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Here's the issue I see. You're not distinguishing 'a ship's goal' with 'how you play a ship.' Unless you create upgrades which outright
change the goal of the ship, I.E. giving a mining laser to the wraith, you won't fix that. Even if you do, doesn't it seem a bit off to
change the purpose of a ship mid game?
Let me draw a direct comparison to Starcraft 2.
The Zergling is a very cheap unit with low health and high speed. It excels at swarming an enemy group very quickly. Guess what the Zergling's two main upgrades are? Faster movement speed and faster attack rate.
The Maurader is a ranged unit that is effective against armored units at a distance. It is quite good at stutter stepping during the early game due to it's superior range. The Maurader's upgrades are Stim Packs, which let it move faster to kite better, and Concussion Shells, which slow units it hits.
Stalkers are good at striking while on the run due to their superior movement speed. Like most protoss they have a shield mechanic which often often means rotating them out of combat is a very good idea. Their upgrade is a blink ability.
You could
easily say all of these abilities just make the unit better at doing what they do. Why shouldn't they? If they were designed for a particular purpose, why shouldn't you build upon that purpose? Just because you're building upon the purpose of a ship, doesn't mean you're 'only increasing it's efficiency.' You can change the way you utilize a unit without changing 'what it does.' You're just offering it 'new ways to do it.' Zergling's extra movement speed allows the units to quickly sneak in to attack expansions before a player can react. It also allows them to scout more easily as you can move them about the map far more freely. Maurader's slow allows them to easily kite melee units, and also allows it to be quite effective while supporting a group against tankier units. When paired with stim packs, this becomes even more effective and allows them to toss out more DPS in exchange for a bit of life in advance. It also opens up strong reason to pair it up with Medvacs since there's a guaranteed 10 health loss per usage. Stalker's blink allows it to approach an enemy base for harass far more effectively, and allows a player to pull them back far more quickly in the midst of combat. It's
all just 'extra oomph' at their particular job. It lets them do what they were designed to do a bit better.
I just don't get your angle. I don't understand how you can make the distinction between both our posts.
Also, that does not change the 'strategy' of the game -- those alter smaller tactics you would utilize. Strategy is an intended method to achieve an overall goal, while a tactic refers to individual actions. I.E. Comparing 'Build Economy' to 'Roaming Chomper.'