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Active: 682 users

Ideas for more variation for Zerg

Forum Index > SC2 General
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Koffiegast
Profile Joined February 2010
Netherlands346 Posts
March 08 2010 19:57 GMT
#1
As I see all those nice videos of how T build nice wall ins with depots that can go up and down.. planetary fortress rush, going gold minerals quick. Or when P goes proxies builds, I as Z tend to feel jealous. Pretty much any build is get expansion quick or go early rush. The variation between expansion is pretty much only 'get nat or a proxy' where the latter, once found is usually easily lost.

Then I found some ideas or rather previously implemented features for the Z that didnt make it into the beta:

Creep was able to grow faster if a special ability was researched at the evolution chamber in March 2008.[20]

* Toxic Creep
o Ability Cost: 100 Energy[21]
o This ability enabled the queen to "poison" a small area of creep, injuring enemy units over that creep.[22][23]

Creep used to cause damage to non-zerg buildings it came into contact with, and it might have opened up possibilities for new creep pushing strategies.[17]

Non-zerg buildings used to take 3 damage per second[24] and eventually would be destroyed.[17] However, this was removed as it caused problems in allied games


Which got me thinking.. couldnt this be reimplemented back in again? Make creep with a sort of affiliation? I dream of seeing Zerg focus on creep builds where they slowly take over the map and your opponents have to clean it up in order to prevent it from destroying their base. Of course Overlords being able to drop creep will then be pretty OP, so to balance it I would say overlords need a special upgrade in order to be able to drop creep (for each overlord individually) and creep tumor should be visible (instead of requiring detection) but in that case also slightly easier to make.

I think this would give all sorts of new fresh strategies. Well.. I hope it does.
Wut
MrRey
Profile Blog Joined February 2009
183 Posts
March 08 2010 20:01 GMT
#2
While I like the general idea of it, it also adds to much complexity in a game that shall remain simple in its mechanics.
Roulette36
Profile Joined October 2009
United States55 Posts
Last Edited: 2010-03-08 20:27:00
March 08 2010 20:24 GMT
#3
Why would any zerg want to spend 150 minerals for an extremely slow unit, that has to walk all the way to the opponent's base for temporary aoe dmg? It would most likely just die on the way in the later stages of the game (because wasting a queen like that early game is stupid imo, not to mention it only starts with 25 energy.) I think the queen is perfect as a unit that is suppose to stay at the base and support....

EDIT: GRAMMAR
Koffiegast
Profile Joined February 2010
Netherlands346 Posts
Last Edited: 2010-03-08 20:28:48
March 08 2010 20:26 GMT
#4
On March 09 2010 05:24 Roulette36 wrote:
why would any zerg want to spend 150 minerals for an extremely slow unit that has to walk all the way to the opponents base and most likely get killed for a temporary aoe dmg? it would most likely just die on the way in the later stages of the game (because wasting a queen like that early game is stupid imo, not to mention it only starts with 25 energy.) i think the queen is perfect as a unit that is suppose to stay at the base and support....


Perhaps I wasn't clear, but I didnt intend the queen to be moving to the enemys base. Instead, have the creep move all over the map up to that it would be up against the enemys place. Thus, making creep a viable strategy and for variation. Atm its only to increase the speed of your army and have overlords drop creep at possible expansions (which are easily removed by having a rine shooting it)
Wut
Roulette36
Profile Joined October 2009
United States55 Posts
March 08 2010 20:29 GMT
#5
I don't understand it. Forget I said anything. For all I know it could be a good idea...
Koffiegast
Profile Joined February 2010
Netherlands346 Posts
March 09 2010 02:06 GMT
#6
small bump
Wut
RedTerror
Profile Blog Joined December 2008
New Zealand742 Posts
March 09 2010 02:12 GMT
#7
I like the idea of enemy buildings slowly losing health on creep
Polygamy
Profile Joined January 2010
Austria1114 Posts
March 09 2010 03:33 GMT
#8
I have an idea that makes it so Zerg have an energy based ability from the Hive. I was thinking the hive could "cast a spell" that would make it so all non-zerg units on any creep moved some thing like 30% slower. It would be a timed based ability that could temporarily add some micro advantages to the zerg.
emikochan
Profile Joined July 2009
United Kingdom232 Posts
March 09 2010 03:59 GMT
#9
I think the creep is good enough, that speed boost makes a huge difference, when you infest the map with tons of creep, it looks good and really helps your army out. I think creep tumors will see more use, especially as more people are discovering that you can keep spawning them off eachother =p (iirc)
Probes need love too.
Comeh
Profile Blog Joined July 2008
United States18918 Posts
March 09 2010 05:22 GMT
#10
Anyone else think speed boost for creep should be delayed until Lair tech?
...anyone?
ヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノDELETE ICEFROGヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(
obesechicken13
Profile Blog Joined July 2008
United States10467 Posts
March 09 2010 05:24 GMT
#11
^yes, a common complaint during the queen spawn larva controversy was that scouting was too hard because queens and lings would kill scouts too quickly. Make it an upgrade.
I think in our modern age technology has evolved to become more addictive. The things that don't give us pleasure aren't used as much. Work was never meant to be fun, but doing it makes us happier in the long run.
Broodie
Profile Blog Joined May 2008
Canada832 Posts
Last Edited: 2010-03-09 05:53:12
March 09 2010 05:50 GMT
#12
As a Spawn off of the first idea of toxic creep, my offset idea gives more purpose to the creep tumor...

As many of you know the creep tumor spreads creep and has a cooldown before the tumor can spread again, how about a creep tumor that has two abilities, one to spawn creep like it's original cooldown spell and a Toxic Tumor that has no cooldown and cannot spread at all, just an invisible poisonous creep with a smaller radius of expansion.

for example:
.._______ 1. non-toxic tumor spread radius (according to how it is now)
/-------------\ 2. regenerates abilities according to current build (with carried addition of TOXIC
|-------..------| TUMOR)
|-------``------|
.\_______/



.____ 1. Toxic Tumor radius of expanding creep,
/-------\ 2. does not regenerate abilities
|---`----|
\____/


anyone like?
SilentLiquid.Broodie - Author of Tango Terminal, Ophilia RE, Cajun Quandary, & The Beneath
Koffiegast
Profile Joined February 2010
Netherlands346 Posts
March 09 2010 13:57 GMT
#13
bump, more ideas?
Wut
ZenDeX
Profile Blog Joined May 2008
Philippines2916 Posts
March 09 2010 14:12 GMT
#14
Aren't creep tumors only allowed to spawn another tumor once?
Koffiegast
Profile Joined February 2010
Netherlands346 Posts
March 09 2010 17:33 GMT
#15
On March 09 2010 23:12 lolaloc wrote:
Aren't creep tumors only allowed to spawn another tumor once?


Yes.

And theyre visible at the very beginning, so the AI will simply automatically have any ranged unit shoot at it when you try to place it near them. And in that case, you won't get a new possible tumor (need a new one from the queen)
Wut
On_Slaught
Profile Joined August 2008
United States12190 Posts
Last Edited: 2010-03-09 17:39:18
March 09 2010 17:38 GMT
#16
Zerg already move crazy fast on creep. Making creep do dmg too would be overkill.

And how would an enemy "clean up" the creep? Hopefully not something dumb like sending scvs to fight it back.
Broodie
Profile Blog Joined May 2008
Canada832 Posts
March 09 2010 18:48 GMT
#17
On March 10 2010 02:33 Koffiegast wrote:
Show nested quote +
On March 09 2010 23:12 lolaloc wrote:
Aren't creep tumors only allowed to spawn another tumor once?


Yes.

And they're visible at the very beginning, so the AI will simply automatically have any ranged unit shoot at it when you try to place it near them. And in that case, you won't get a new possible tumor (need a new one from the queen)


Actually no, you can spawn as many as you want off of one tumor, they just have something like a 20 second cooldown, once you spawn X from Y, Y goes dormant and X expands creep with a cooldown, and they are always invisible, AI just ignores that fact, its an AI bug trust me.

my idea gives the tumor 2 modes, spawn creep tumor, completely identical to the ability it has now and Toxic tumor, a variation from the original idea on this thread, but the toxic tumor spreads less creep and cannot spawn more tumors
SilentLiquid.Broodie - Author of Tango Terminal, Ophilia RE, Cajun Quandary, & The Beneath
Koffiegast
Profile Joined February 2010
Netherlands346 Posts
March 10 2010 01:37 GMT
#18
Thought I shall bump this
Wut
Doc Daneeka
Profile Joined March 2010
United States577 Posts
Last Edited: 2010-03-10 01:47:55
March 10 2010 01:46 GMT
#19
* Toxic Creep
o Ability Cost: 100 Energy[21]
o This ability enabled the queen to "poison" a small area of creep, injuring enemy units over that creep.


isn't this pretty much razor swarm? off creep instead of buildings obv but still. i see the queen getting that ability back in an expansion somewhere anyway. i do feel she could use a strong defensive ability like that.
payed off security
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