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View Full Version : Zerg abilities and gameplay brainstorming!


SlickR
09-17-2007, 12:21 AM
Have some idea or suggestion for the Zerg race?
Mauby ideas and suggestions about new gameplay mechanics, new units, new abilities, new buildings or just balance suggestions?
This is the thread to do it. Brainstorming the Zerg!

masterofhobbiton
09-17-2007, 1:35 AM
Honestly, I think that blizzard doesn't need help making the zerg. Judging by how far along the terrans and protoss were they've probably done quite a bit. I'd wait 'till I saw what they were doing with the zerg before coming up with changes for them to make, if they ever looked at this thread anyway.

ChimTheGrim21
09-17-2007, 2:35 AM
I think since a Terran Barracks can now make 2 marines at a time that the Zerg Hatchery should allow 4 or 5 larvae to come out (maximum).

InfestedFirman
09-17-2007, 10:20 AM
no they can only train 2 marines when there is a nuclear reactor attached to it and i think you can only build 1 at a time

Ktan
09-17-2007, 10:37 AM
Posting here will also help Blizzard in the making of zerg and your idea may actually be incorporated(more or less tweaked)!

No it won't!

However, the topic is still open for speculation. Thus I'll close the other Zerg topic now.

neobowman
09-17-2007, 3:38 PM
I think that the Zerg should have a superunit like the Thor and Mothership. If I were making it, it wouldn't be bred from larva but from ultralisks. It would be strange for such a large unit to be made from such a small creature. Anyways, the ultralisk would start morphing into an egg (like the hydralisk does when turning into a lurker except much bigger) then a while later, a giant, killing machine pops up. 4 Larger Kaiser blades, and improved carapace. Slow but devastating. No anti-air but a lot of HP.

VIPCOOL
09-17-2007, 4:34 PM
I don't think there would be any actual superunit for zerg that is spawned differently. I think that the ultralisk would be extremly powerful and have some sort of spell or something. I guess we'll just have to wait and see:rolleyes:

ChimTheGrim21
09-17-2007, 4:56 PM
Yea.. I want to see the Ultralisk return for sure. I love that unit.

pytum
09-17-2007, 7:22 PM
i think that the zerg will not have a super unit... i guess that the zerg will have more abilities to have a more effective army of swarming units, naturally, like better zerglings or maybe a weaker unit than the zergling, but massable as hell!! like 5 per egg or something like that...

and it would be good if the last evolution of the hatchery had one larva more...

and the zerg maybe could have another ground to air unit, maybe a giant cricket with kaiser blades:P

AzVortez
09-17-2007, 7:33 PM
dont be dumb! you guys all saw the dragon in the cinematic trailer -.-'
im pretty sure those are wings :)
and it breathed fire, so dont tell me its a nydus worm

as for a superunit being hatched from an ultralisk?

1. we dont know if the ultralisk is officially coming back, as Karune said, they are still considering it.

2. Being hatched from an ultralisk is just weird. I was thinking more of the Zerg creating a building which hatched unusually large larvae, which could morph into stronger units (+ super units)

BludSyko
09-17-2007, 7:35 PM
If they had any units weaker than a Zergling, they would get slaughtered by tanks. 1 hit would kill like 6 of them.

Right now, I can't think of any new unit/ability. I'll post later if I think of anything.

Kawagata
09-17-2007, 9:42 PM
Something to absorb attacks. Sort of like a durable dropship that release's it's units when destroyed.

DarkMirror
09-17-2007, 10:25 PM
Like how overlords spanwed scourge when they died in the Alpha of SC?

Kawagata
09-17-2007, 10:26 PM
for land only though. a ground unit that takes in ground units only. Carry like 4 hydras? you can't attack while in it though. It'll make up for the Dark Swarm micro.

DarkMirror
09-17-2007, 10:46 PM
What ahppens if it dies over water? Bad mechanic.

Protogod
09-17-2007, 11:00 PM
What ahppens if it dies over water? Bad mechanic.


he said it was a ground unit. It couldnt be over water.

Kawagata
09-17-2007, 11:17 PM
It's basically a Storm, Reaver, tank counter. Basically anything with spread. A few new units also.

3Vee
09-17-2007, 11:24 PM
What I'd like to see from the Zerg:

Honestly, I'm split. I would really like to see the swarming, speedy Zerg mentality taken to the nth degree. But I'd also like to see the Zerg adapting specifically to combat the Terran and Protoss weapons they've encountered (a la Lurker and Devo in BW). The first seems to emphasize cheap units and lots of them, where the second would seem to call for heavier hitters with more HP. Can it be combined? I don't know. But I don't have specific ideas yet.

AzVortez
09-17-2007, 11:50 PM
Protoss, "We got warp in!"
Zerg, "We got the nydus worms!"
Terran, "We got those flying things that the ghosts summon us with!"

TitanWing
09-18-2007, 1:18 AM
Me, "we've got a spammer!"

On 3Vee's point: the Terran already have that combo. Terran infantry is cheap and relatively massable while Terran vehicles are heavy hitters.

I personally would like to see the Zerg specialty being spells. The Zerg have GREAT potential to become devasating with biological weapons even more so than in SC1.

We've all see the incredible damage a well placed plague or darkswarm can be. I'd like to see the Zerg as a swarming race with powerful special abilities as support.

I don't want to turn SC2 into "assassinate all the spellcasters or die", but for the Zerg, I'd like to see them with cheap fighters and strong spellcasters.

Faiien
09-18-2007, 1:50 AM
ive seen this suggestion on a couple of forums, they want a unit that can generate creep thats relatively early teer, like some kind of evolution for the zerling at the pool that allows them to explode to form a mass of creep where sunkens or spores can be created, or hidden tech.

3Vee
09-18-2007, 10:56 AM
On 3Vee's point: the Terran already have that combo. Terran infantry is cheap and relatively massable while Terran vehicles are heavy hitters.

Right, sorry - I know it can be done, obviously: I meant could that combination be done plausibly for the Zerg? Which I really don't see happening, since as you mention that would pretty much make the Zerg into Terran that look like bugs.

I personally would like to see the Zerg specialty being spells. The Zerg have GREAT potential to become devasating with biological weapons even more so than in SC1...

I don't want to turn SC2 into "assassinate all the spellcasters or die", but for the Zerg, I'd like to see them with cheap fighters and strong spellcasters.

This is an interesting idea, and I'm all in favor of the Zerg getting effective casters, but I'm curious: are you thinking heavy support casters like the Defiler, or looking more for situations like the Toss often have now where an army can often just be providing a meat-shield for the Templar?

ChimTheGrim21
09-18-2007, 2:52 PM
I want to see an intelligent Zerg unit in the multiplayer. Perhaps a Zerg Cerebrate! :P

ColMirage
09-18-2007, 5:56 PM
Hello.

I'm not much of a zerg player to be honest, but I had an idea that might just work with the swarm mentality of the Zerg.

I thought we should be able to upgrade our production structures (not the hatchery, but stuff like pool, den, spire) so that they create specialised larva capable of transforming into the accociated unit type faster than regular larvaes, but take longer at trying to create another type of zerg.

For example, a Spawning Pool larva would create zerglings faster than a hatchery, but anything else would be slower.

Zerg structures would be upgaded individually.

Faiien
09-19-2007, 12:55 AM
A unit that can create additional larvae by sacrificing itself

TitanWing
09-19-2007, 10:36 AM
This is an interesting idea, and I'm all in favor of the Zerg getting effective casters, but I'm curious: are you thinking heavy support casters like the Defiler, or looking more for situations like the Toss often have now where an armcan often just be providing at-shield for the Templar?
Yes, I'm thinking 2-3 units of the Defiler-type, an air spellcaster and 1-2 ground spellcasters. Each with 1 very effective spell (and 1-2 other less devastating) that, of course, must be researched (not come default with the unit).

AzVortez
09-21-2007, 8:20 PM
i thought we didnt want to make sc2 too complicated! thats how wc3 got ruined. sc1 is simple, and look at all the things we've thought of to do with it. if we put all these [great] ideas together, we'll have a really good game! that doesnt look so cool in multiplayer

TitanWing
09-21-2007, 9:17 PM
Giving Zerg spellcasters makes SC2 complicated?

Pffft.

SlickR
09-22-2007, 12:24 AM
Giving Zerg the ability from main base(hive's)to spawn more larvas!
The upgrade would cost 100 mineral and gas and would allow hives to spawn 6 larwas.
discuss it!

Faiien
09-25-2007, 11:19 PM
http://www.warboards.org/showthread.php?p=514085&highlight=larvae#post514085
been there done that

BlackDefiler
09-26-2007, 5:43 PM
Zerg would need spells which aid them with swarming. Like an area effect goo thing that spashes on friendly ground units, hardens and gives them extra armor for a limited time.

Or something that makes the enemy lose a "turn" in their firing so the lings can get there without being blasted by the tanks.

Eighter leave the parasite and make it temporary but unrestorable (like 30-60 secs or so) or give the Zerg a scout that can move underground. These units would be high teer and expensive, and would only see a very small area but they wouldn't be detectable, or see a large area and would be detectable.

Some fast way to make creep or a defencive structure that doesn't require creep.

TitanWing
09-26-2007, 8:15 PM
Giving Zerg the ability from main base(hive's)to spawn more larvas!
The upgrade would cost 100 mineral and gas and would allow hives to spawn 6 larwas.
discuss it!
Way too cheap. That's basically ripping off the Terran Reactor anyways.

3Vee
09-26-2007, 9:47 PM
...Because the whole produce multiple units at a time wasn't a Zerg mechanic first?

But SlickR's price is definitely too low to... that's right. Double larva production.

TitanWing
09-27-2007, 6:32 PM
...Because the whole produce multiple units at a time wasn't a Zerg mechanic first?The idea of an upgrade increasing it is.

But SlickR's price is definitely too low to... that's right. Double larva production.I prefer creep healing units faster and possibly giving attack/defense bonuses, though it does seem a bit Warcraft-ish.

GroG
09-27-2007, 9:57 PM
It'd be cool if the Zerg evolved a unit that when it died, a small AoE explosion around it spills out an acid (somewhat like Aliens), that deals damage over time much like plague spell of defiler, but less potent.

Oh, or what about a unit that can devour a unit (like a kodo beast), but instead of just holding it in it's stomach until it's gone, it spits it out in a straight-line based AoE attack at a high speed (like a fireball or something).

DarkMirror
09-27-2007, 10:03 PM
Oh, or what about a unit that can devour a unit (like a kodo beast), but instead of just holding it in it's stomach until it's gone, it spits it out in a straight-line based AoE attack at a high speed (like a fireball or something).

Gogo Kirby rush, kekekekekek!

Fiendwurm
09-28-2007, 8:25 PM
Ok Uber Defiler that large sized (long and thin) With a really powerfull entangle spell with a short range(imagine it Vomiting), takes a long time to burror and unburror and has a spell wherer it Vomits napal, top teir.

Kawagata
09-28-2007, 11:01 PM
well it's logical that the zerg assimilate stronger units eventually.
( who saw the zantaboan fan flash?)

I'd think that Uber Defiler would be cool, sort of like a giant unit like the thor but maybe as a hero?

3Vee
09-29-2007, 2:13 PM
...Please no heros kthanx. M'ship and Thor are bad enough.

TitanWing
09-29-2007, 5:29 PM
I'm with 3Vee. If Zerg get a superunit like the other two races...goodbye remnant of old SC1 in it.

sdbolts11
09-29-2007, 8:21 PM
The Zerg shouldn't have a unit stronger than what the Ultralisk was.

AzVortez
09-29-2007, 11:06 PM
well, i just dont agree with adding too many spells. there are tons of great ideas, but if we use too many, players will have a hard time or atleast waste time trying to figure out which spellcaster is going to do what. (play wc3 and you'll see why)

Kankuro4800
09-30-2007, 2:57 PM
Infested Thor. lol.

Well, in my opinion, they should go with the infestation theme that the zerg has...Maybe the zerg has the ability to turn a damaged building into a hatchery?
I'm thinking like in that one sc book (the first one) where the guy found a larva inside a building...
Maybe underground Buildings?
And I loved the Nydus Wurm

vIsitor
09-30-2007, 5:15 PM
In the spirit of re-working the mechanics of the spells we already have, I'll suggest this:

Alter the Defiler's 'Plague' ability to affect a single targeted unit, instead of a potentially limitless number within an area of effect. Instead, have the afflicted unit 'infect' other units and buildings within a certain radius of the unit with the Plague pathogens. In such a way, the targets of opportunity are not necessarily the larger, more durable units (such as Battle-Cruisers), but patrolling units that are more likely to infect others (such as workers).

ZSwarm804
10-01-2007, 1:57 AM
hey guys, this is my first post, been playing SC for almost 7 years, i just recently found this and thought id give my opinion to see what you all thought...

i remember seeing a post like this before somewhere, being able to move around while being burrowed, why not have that as a seperate upgrade, the first upgrade is being able to burrow then maybe a hive upgrade is being able to dig while being burrowed

OR

have a seperate "dig bug" unit that creates tunnels so later in the game, since the zerg will most likely have weaker units, they have the ability to sneak up in the middle of an enemy base

with the tunnels there can be a noticeable hole at both ends so the enemy can actually see where the tunnels are so its a little more fair


interesting idea? stupid idea? love to hear your thoughts

DarkMirror
10-01-2007, 8:33 AM
I like this idea. Its a combination of the classical "Dig" idea, mixed with one that explained preset tunnels being placed all over the map. Again, I like it.

ZSwarm804
10-01-2007, 12:18 PM
thanks. if giving the digging ability to all smaller ground units is too many tunnels going everywhere then, it could be limited to just lings later in the game or maybe a drone ability. giving drones this ability kind of makes more sense since they are the workers, also it would be great for when your enemy is attacking and you can have ur drones dig and escape instead of running for the front of the base and getting plowed by tanks haha

TitanWing
10-01-2007, 3:42 PM
So...to narrow down your post, you want Zerg to be able to tunnel?

I like it. BUT we already have Nydus Worms doing just that, makes the unit worthless if other units can do it.

DarkMirror
10-01-2007, 3:43 PM
Yes. One unti in particular that can build tunnels that all small sized zerg units can use.

The tunnels would have to be mapped subterrainally, of course.

TitanWing
10-01-2007, 3:45 PM
Hm...I really like the idea, but it will need to have limitations, of course. No tunneling underwater or through cliff walls, etc.

DarkMirror
10-01-2007, 3:46 PM
Obviusly. But it would be cool. Espacially if you can modify which units could go through them...

ZSwarm804
10-01-2007, 5:24 PM
do we know anything about the nydus worm yet? is it like the nydus canal that you need to have creep on both spots? i guess it doesnt from the video, but i think having two forms of ground transport would be a great thing for the zerg.....i never really used the Overload for transport, i think this would be a great addition

i was thinking that there would be one unit, a fat one kind of Reaver size/looking to dig tunnels, yes only digging on flat surfaces, no going underwater or anything like that (although....a swimming zergling would be pretty sweet haha). having the unit bigger allows for units small in size like drones and lings up to units like hydras, bigger units wouldnt be fair. so things like ultralisks would need to use the worm.

GroG
10-01-2007, 5:32 PM
From the video, it didn't look like the Nydus Worm needed creep, although this could have been to just preview the unit. I'm thinking the Nydus Worm would accomplish the digging ability you are describing.

ZSwarm804
10-01-2007, 6:11 PM
i just played a game to see what i would really want

i personally like sneaking up on people, running a lil bit, burrowing, waiting for them to run by, run a bit more, etc and that would be so much better if u could just move underground, so i think it should be part of burrowing not in the late game

as for the worm....i like the look and how it (maybe) doesnt need creep to appear but i never used the nydus canal that much so i dunno, they're probably going to keep that in the game but i can live if they dont put the digging ability in

ZSwarm804
10-01-2007, 6:16 PM
just thought of this, what if creep had some VERY small damage? like....if units from the other race stood on it, it would deal 1hp (haha not really only 1) or maybe some parasite from walking on it later in the game (upgrade)


kind of random but whatever

AzVortez
10-01-2007, 7:36 PM
no, i think blizzard made it clear that creep is not harmful. besides, that wouldnt be fair, because creep takes forever to receed, and it kind of forces you to use a seige tank or reaver to get rid of it.

and i think the nydus worm works like this:

can only pop up on certain terrain
can only pop up within a different units visibility range

well, thats what i think anyways

SlickR
10-01-2007, 7:43 PM
I think the Worm was just over-powered in the starcraft 2 demo.
In game the Worm would only spawn on a clear for of war view and no more than say 2000 points from his spawn point!

hmmm
10-06-2007, 5:13 PM
idk if this was mentioned, but maybe a cheap unit that can burrow while moving, but only for short periods of time, while requiring a slightly longer cooldown time, and make them invulnerable while they move underground. this would be an ideal counter for the thor, tanks, and other powerful base defenses. maybe a little rigged, but they should build a unit around that basis. just apiece of my mind.

tremaparagon
10-07-2007, 1:39 PM
If they dont have hydra and lurker then bad things will happen
But they will
Zerg should get a good ground to air unit, now they just have hydra. Ultra and ling only attack ground :( Should be something like a goliath
They could make the hydra like a muta, you can choose to morph it to a lurker or to a stricrly ground to air unit
What about a unit that can morph back and forth, between modes?

My main point is they should focus on the fact that zerg can mutate and change so fast, have control over their DNA from the larva, and can grow so fast; thus whatever blizzard makes should emphasize on those facts to make a really cool race.

Hmm, for spellcasting, they should get defiler and queen, but also a powerful mind-type spellcaster like the dark archon. It would be something like a cerebrate that can move.
Zerg should also have some type of healer, but to make it not like the medic it must stay on creep and have no other abilites. It can move quickly inside touching creep and "give its life energy" = energy like in SC1, to heal other zerg.

ChimTheGrim21
10-08-2007, 1:17 AM
I don't like the idea of an only ground-to-air unit for Zerg, unless it was like a slow moving spore colony. In which case, it would be a redundant unit.

BlackStealth
10-08-2007, 3:16 AM
How about a unit, like someone said earlier thats reaver size and is slow, but can make tunnles that zerglings and other small units can use? BUT, Terran and Toss small units can use the tunnles aswell. And there could be underground fights ect.

pytum
10-09-2007, 12:52 AM
yeah, im with the idea of another ground to air unit

and it could be a unit taller as the collosus but that it could only attack air units with big and long retractile spines that conducts electricity when the spine strikes the aerial unit

hmmm
10-09-2007, 1:05 AM
I don't like the idea of an only ground-to-air unit for Zerg, unless it was like a slow moving spore colony. In which case, it would be a redundant unit.
agreed.

Kawagata
10-09-2007, 1:07 AM
i actually would like a new Ground to Air unit for zerg. Much like the giant beetle in startroopers. Take down bc with ease but slow as hell.

TitanWing
10-09-2007, 10:42 AM
Scourge > organic super AA batteries

Hasharin
10-09-2007, 9:04 PM
If the zerg do get a super unit, I'd love for it to be Torrasque. Make him twice as long as teh Thor, with a trample attack(runs over units), and a Bellow ability to stun things, adn I'd be happy.

Kawagata
10-09-2007, 10:57 PM
the "beattle" would be a unit that deal explosive damage and can punch a pretty big whole in ships. much like siege tank. it'd compliment ultra ling as it's aa with an upgradable weapon.

DarkMirror
10-09-2007, 11:02 PM
I plug in my laptop at the cafe and start to check a few things online, looking over at the group discussing Starcraft2 ideas, I poke in.

I suppose that Scourge do fill the need for a ship destroyer, but it would still be cool to have a beetle like in SST.

ForTheSwarm
10-11-2007, 4:52 PM
dont be dumb! you guys all saw the dragon in the cinematic trailer -.-'

Really? I always thought that was a hydralisk.
What the Zerg need is a better air unit.

3Vee
10-11-2007, 6:30 PM
I dunno, Zerg air always seemed fairly strong to me. Granted, muta dies to Valk or Sair, but Zerg also currently have the only viable 2nd-tier air raiders. Well, maybe Wraiths vs. Zerg, but that involves a little bit of luck.

SuiCidAl-KiSmEt
10-11-2007, 9:39 PM
The Zerg: needs more Infestation and more Overlords. ;P

The game needs to make the Zerg's Overlord a more vital role. The name Overlord sounds cool and something must be done! And they should buff up the Overlord the Zerg's care taker\nurse for the colony, but still keeping it as food supplier and detector. This can be done by allowing the Overlord grow\train deployable insects which can help taint the terrain. Making some weird special properties, like a hospital or camp, simply allowing the Zerg ground units to heal faster and cover from damage from melee attacks if stood on upon. Not like a regular creep though and temporarily.

Infestation is how the Zerg came to be, and they depend on it, thus making it reasonable to allow the Zerg more infesting. But where is all that in SC1? Not much anywhere, which doesn't make sense. The Zerg should have the ability to infest buildings, unlike in SC1, it'll just simply render a beat'n up building unfunctional, which can be recovered by destroying the infection. This will cause the Zerg to be cool, yet more of a nuisance.

I'm not serious about this, I just thought these idea were cool. :)

AzVortez
10-14-2007, 10:21 AM
Really? I always thought that was a hydralisk.
What the Zerg need is a better air unit.

no way hydras spit fire.

The Zerg: needs more Infestation and more Overlords. ;P

The game needs to make the Zerg's Overlord a more vital role. The name Overlord sounds cool and something must be done! And they should buff up the Overlord the Zerg's care taker\nurse for the colony, but still keeping it as food supplier and detector. This can be done by allowing the Overlord grow\train deployable insects which can help taint the terrain. Making some weird special properties, like a hospital or camp, simply allowing the Zerg ground units to heal faster and cover from damage from melee attacks if stood on upon. Not like a regular creep though and temporarily.

Infestation is how the Zerg came to be, and they depend on it, thus making it reasonable to allow the Zerg more infesting. But where is all that in SC1? Not much anywhere, which doesn't make sense. The Zerg should have the ability to infest buildings, unlike in SC1, it'll just simply render a beat'n up building unfunctional, which can be recovered by destroying the infection. This will cause the Zerg to be cool, yet more of a nuisance.

I'm not serious about this, I just thought these idea were cool. :)

so far i know no way of reversing an infested command center
staying on creep makes your ground units heal faster
the zerg are so massive a little hp is almost irrelavent
the overlord plays three roles already: Supply/Transport/Detector
thats like a supply depot+dropship+sci vessel put together, not to mentiont here are so many overlords for food, if they drop attack on you with a massive army, your pretty much f***ed

TitanWing
10-15-2007, 6:35 PM
the overlord plays three roles already: Supply/Transport/Detector
thats like a supply depot+dropship+sci vesselMore like depot+shuttle+observer. ;) Ovies aren't spellcasters.

Anyways, I'm expecting ANYTHING to happen with the Zerg at this point. The Overlord will probably not have a transport ability with the new Nydus Worms (depending on where on the tech tree they are).

deadkat
10-15-2007, 7:50 PM
Maybe creep could slow Terran and Protoss units down?

Cut speed by 10%?

Increase cooldown by .2-.3 seconds?

qwertyuiop106
10-15-2007, 9:01 PM
How would it decrease cooldown? Standing on Creep wouldn't effect your Gauss Rifle, or your Psiblade, or whatever else.

Basan
10-16-2007, 6:19 PM
... The Overlord will probably not have a transport ability with the new Nydus Worms (depending on where on the tech tree they are).

This concept of yours actually spawned a new one in my mind. ;) Since Ovies sometimes accompanied attack forces maybe having'em around will cause a frenzy effect to it's surrounding troops instilling'em to move and attack faster. That would have to be an high end upgrade, obviously.

TitanWing
10-16-2007, 7:13 PM
In addition to the individual unit upgrades like Adrenal Glands...that's dynamite...probably too much for the other races to handle.

Basan
10-16-2007, 7:23 PM
In addition to the individual unit upgrades like Adrenal Glands...that's dynamite...probably too much for the other races to handle.

Who said that those upgrades are kept? :P

TitanWing
10-16-2007, 7:44 PM
It was a major part of the Zerg gameplay. Much more so than the other races...I expect to see them prevalent in SC2 as well.

deadkat
10-16-2007, 8:43 PM
How would it decrease cooldown? Standing on Creep wouldn't effect your Gauss Rifle, or your Psiblade, or whatever else.

Same way Ensnare does? It lurches up and grabs you?

Kawagata
10-16-2007, 8:57 PM
unit upgrades were so useful that people would dub them new names: speedlots, ranggoons, speedlings, cracklings.

Cracklings are the difference between zerglings owning zealots or zealots owning zerglings and of course some micro.

GroG
10-16-2007, 11:02 PM
I like my ranggoons in the crab variety.

I honestly don't think I've ever heard of a ranggoon before.

TitanWing
10-17-2007, 10:37 AM
I've heard it before, but usually only in UMS games where there's a normal un-upgraded goon and a Fenix dragoon. In melee, the range is a given in most cases.

AzVortez
10-22-2007, 9:24 PM
well, w/e, back to the creep
as far as we know, creep is passive, and it being offensive would be too much of an advantage. thats like forcing you to go air against them, and hydras+scourge are a pretty good combo against any air attack. its just way too unbalanced

as for the ovie frenzy thing.. well, thats just overkill. even if lings only did one damage, think about this:

100 lings
3 upgrades (+1 atk ea)
faster attacking
faster running
AND frenzy?

4 dmg per half second without frenzy
so thats almost 16 dmg per second for 1 ling. even a zealot wouldnt last for 5 seconds.

SolidSamurai
10-22-2007, 10:03 PM
Wait a minute... wasn't frenzy my idea?

My idea had a new zerg caster called a kingdralisk that can cast 'frenzy'.

Frenzy (Upgrade for Kingdralisk)

Frenzy may target ally or enemy in a splash radius. The spell doubles attack speed (stacks with other speed affecting spells/abilities/upgrades) and slightly increases movement speed, however it also slowly kills all affected units over a duration (damage = 5% of total health each second). The medic's purify can get rid of this, like everything else (however, purify only works on allied units, as far as I know).

Anyway, my idea's alot more balanced imo. Never came from an overlord. The fact that an overlord can be a farm, detector, AND transport seems like enough roles.

Kingdralisk

Health: 200
Energy: 150 (250 if upgraded)

Requires: Queen's Nest, Hive

The kingdralisk is a caster. Faster moving then the defiler, the kingdralisk also provides supportive spells, but in a different variety. Additionally, the kingdralisk has a slow melee attack (25dmg), but may not burrow, while the slower moving defiler can.

Frenzy (kingdralisk ability; upgrade at queen's nest):

Cost: 70 Energy

Affects all units in splash radius. Doubles attack speed, slightly increases movement speed (around 30-50% at random), and kills all affected units over a duration of 20 seconds (5% loss of total health per second, until affect is removed or unit dies). Units with small amounts of health left (say 1 or 2 health, so as to not result in a number subtraction every second), still die in the alotted 20 seconds. Units who regain health through healing spells during the alotted time, factor that health into alotted time (resulting in an algorithm that affectively allows the unit to survive for longer then the preset alotted duration). Zerg regeneration does not factor into alotted time.


Necromantic Distribution (kingdralisk ability; upgrade at queen's nest):

Cost: 120 Energy

Effects units in a splash radius. All units effected in the radius are killed or lose health, until the total sum of the health of all units lost reaches 250. Say 8 zealots attack an ultralisk. You send in your kingdralisk, and the king uses ND. 8 zealots = 640 health (shields are excluded). Each zealot now has 49 health, losing 31 health each. The ultralisk regains 250 total health. If there were only 3 zealots, then they would all die and the ultralisk would instead gain 240 health (with 250 being the maximum). If instead of an ultralisk you happened to have 8 zerglings allotted health = 280, in which case the 250 health would be divided among the 8 zerglings. The spell has a 'bounce back' effect, working like an aura, in that all allied units in range of the kingdralisk's 'aura' are healed. The splash radius of the spell damages or kills effected units in the radius.

Melt (Kingdralisk ability; upgrade at queen's nest):

Cost: 1 energy/2 damage

The kingdralisk uses it's instinctual pyronetic ability to deal damage to selected unit according to twice the amount of energy the king has at the time the spell was cast (damage includes shields). The king will effectively use all its reserves to kill the selected enemy unit. That includes it's own health if it doesn't have enough energy necessary. Energy = 2(damage) ; Health = 1.5(damage)
If melt is cast upon buildings, it will affect the buildings until an enemy unit crosses the 'radius' (the spell is naturally programmed to target units). Obviously, if the kingdralisk loses all its health, then it dies in a fancy little explosive animation. :D
The idea is that the player will think twice before using melt if the king happens to have low energy. Melt occurs over a short duration (rather then instantly).

EDIT: How come after I post, all thread activity seems to simultaneously freeze?

hmmm
10-25-2007, 11:46 PM
idk if its been mentioned before, but i think there should be an extra larvae at each hatchery, considering the protoss now warp in immedialty with a cooldown time for new units to spawn, and the terrans having the double unit que ability. i want the zerg to have their whole system revamped. i wouldnt mind seeing the better part of their units and buildings repalced

Kawagata
10-26-2007, 1:27 AM
there is already a larva bonus for each hatch stage. the larva appear faster after each stage by some time.

IrishDutchman
10-26-2007, 6:02 AM
@solidsamurai: That 'melt' spell is basically identical to medic healing, but then reversed. Think of how quickly a medic healed. I'm getting the feeling that spell would be rather imba. :P

DarkMirror
10-26-2007, 7:48 AM
there is already a larva bonus for each hatch stage. the larva appear faster after each stage by some time.
Uh, no, there isnt that we know of. Stop spreading flase information.

AzVortez
10-27-2007, 12:37 AM
actually its true, even if its only by mere half seconds. which i dont really think matters anyways.

back to the frenzy thing: I was saying its a bad and unbalanced thing. thanks

DarkMirror
10-27-2007, 1:22 PM
Link to the info on the extra larva, and then its true. Otherwise, /argument.

Kawagata
10-27-2007, 6:59 PM
create a hatchery and a lair. use all the larva. the lair will get a new larva a bit faster then the hatchery. i'm saying this in starcraft bw.

hmmm
10-29-2007, 9:35 PM
create a hatchery and a lair. use all the larva. the lair will get a new larva a bit faster then the hatchery. i'm saying this in starcraft bw.


where did you find this? cause ive never heard of until now.:concern:

SolidSamurai
10-30-2007, 12:01 PM
@solidsamurai: That 'melt' spell is basically identical to medic healing, but then reversed. Think of how quickly a medic healed. I'm getting the feeling that spell would be rather imba. :P

Except medic healing usually takes an average of 5 seconds (on something larger then a marine), whereas melt takes an average of 2. Energy also drains alot faster on melt, and it works at roughly the same speed no matter how much hp the enemy unit possesses (instead acting as a greater drain on energy).