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There is a really interesting thread on the Battle.net forums http://forums.battle.net/thread.html?topicId=16137710658&sid=3000
The thread focuses on ways to make the Changling a Zerg Terror weapon. The basic gist is that the changling would be able to kill small units and take there identity. Many players have put forth their version of this. So I ask the TL community "How do you think the Changeling should function?"
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The Changeling is a cool concept, but I'm skeptical about it's uses in high-level play. It seems to me like good players will almost always notice what's wrong and easily deal with it =/
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Yea, it's a neat idea, but it just isn't practical... 30seconds of work for 1 marine/zealot/hydra... I like the idea of the changling as a free (0mineral) unit that the overlord drops, and is pretty much just a really easy and practical scouting unit.
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On April 14 2009 12:55 Motiva wrote: Yea, it's a neat idea, but it just isn't practical... 30seconds of work for 1 marine/zealot/hydra... I like the idea of the changling as a free (0mineral) unit that the overlord drops, and is pretty much just a really easy and practical scouting unit.
With easymode macro you may have alot more free time on your hands
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Sounds really cool and feels really Zerg-like. Hopefully they make this unit so that it shows up on a pro level :D
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1) The changeling should be both controllable and targetable (for attacks) by teh player whos identity it is mimicking. And while doing so should not provide Visual radius. It could either not attack at all or have an attack animation with no damage depending on what is decided as the best choice for the theme of the unit. This will provide 2 ways to spot them. (a) Mouseover attack icon, (b) if they are not in a clump the lack of visual radius is an indicator. 2) The changeling should become the same unit as the majority of the 10 closest ground units within x yards. This will (a) allow it to blend better regardless of the enemy's build, (b) provide more visual clues that it is an impostor if it changes forms based on the units around it during the game.
With these 2 changes it becomes more useful for the Zerg as the enemy is able to command it, and it will more likely travel with a group of raiders. It will also put more fear into the enemy and keep them more alert to the possibility of subterfuge.
It would also allow more choices for how to deal with a discovered changeling. You could (a) Kill the unit, (b) Click the unit and tell it to run into the fog of war (possibly making it change back to zerg form as it is not close to units), (c) Send it in a small 'fake' raid to trick the zerg player into moving its armies to certain locations while you send a real strike force from a different direction. Basically using their own unit to feed false information to the player.
This idea adds more intensity to all parts of the game, from scanning over units to find intruders to mind game tactics on both sides.
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Sounds overcomplicated, things should be kept fairly simple in my opinion, better for spectators and gameplay.
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How about you have the transformed changeling stay in the transformed state, but do 0 damage at all. Like it pretends to be attacking zerg units, but doesn't do damage. The player will also have the option to change the transformed changeling back into its original state to attack the opponent's units if desired.
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pretty much the same as parasite in sc
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wow, poor newb, this is low... I love the changeling, it forces the player that controls it to always be aware of what the other player is doing (if you have a marine that reacts late or not at all to orders, you can guess it is a changeling). And when being the player controlling it, you have to pay extra attention to it, since it has to behave exactly like the other marines. The changeling can accomplish things like scouting, obviously, but imagine you spawn 8 or 9 changelings to give your opponent the impression his army is bigger than what it is for real, or if you can spawn changelings that look like your own units, you can do this to for your army too. I think that with time and imagination, uses of the changeling will grow in number.
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I actually don't find the changeling that thematic. Zerg is all about DNA stealing and then modifying it to be a more brutal warrior. Hence why Zerg troops look nothing like their cou nter part. Plus the game mechanics of it seem a little too burdensome to be effective.
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This would be completely non-existent in any play above terrible-level.
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Netherlands6142 Posts
I'm thinking about The Thing. When it gets a marine is hould make his head a jaw lol. Epic
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I think it could be useful, but it would have to be at a low level (where no one notices a random marine running around) or a high level (where they can make sure it always does the right thing). not much in between, though
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On April 15 2009 04:52 Beaudereck wrote: wow, poor newb, this is low... I love the changeling, it forces the player that controls it to always be aware of what the other player is doing (if you have a marine that reacts late or not at all to orders, you can guess it is a changeling). And when being the player controlling it, you have to pay extra attention to it, since it has to behave exactly like the other marines. The changeling can accomplish things like scouting, obviously, but imagine you spawn 8 or 9 changelings to give your opponent the impression his army is bigger than what it is for real, or if you can spawn changelings that look like your own units, you can do this to for your army too. I think that with time and imagination, uses of the changeling will grow in number.
i dont think its worth the time to baby these units to trick your opponent. if anything parasite is probably a better choice since it forces the opponent to give up information or kill that unit off.
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On April 15 2009 09:41 CommanderFluffy wrote:Show nested quote +On April 15 2009 04:52 Beaudereck wrote: wow, poor newb, this is low... I love the changeling, it forces the player that controls it to always be aware of what the other player is doing (if you have a marine that reacts late or not at all to orders, you can guess it is a changeling). And when being the player controlling it, you have to pay extra attention to it, since it has to behave exactly like the other marines. The changeling can accomplish things like scouting, obviously, but imagine you spawn 8 or 9 changelings to give your opponent the impression his army is bigger than what it is for real, or if you can spawn changelings that look like your own units, you can do this to for your army too. I think that with time and imagination, uses of the changeling will grow in number. i dont think its worth the time to baby these units to trick your opponent. if anything parasite is probably a better choice since it forces the opponent to give up information or kill that unit off.
Yeah probably... I was just already dreaming of all the pimpest plays that would involve changelings, like changeling wall to block lurkers... :p
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On April 15 2009 08:45 WoodenSpider wrote: or a high level (where they can make sure it always does the right thing). This is impossible against a high level player. By the time you even know what command your opponent has given, he'll probably have noticed the discrepancy in behaviour. No amount of attention or speed would allow you to be able to give the commands fast enough on reaction.
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Uhhh I've never heard anything about changelings until now... they don't seem that useful to me tbh
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I like the idea of just making sort of like a parasite, it turns into a basic infantry unit controllable by the enemy, but deals no damage. You could also give it an extended sight radius for you so that it still serves its scouting purpose, on top of help track his army movements and composition
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wait, is this a unit that is in the alpha build? the zerg changeling. imho this is crap
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Russian Federation4235 Posts
In this appearance, StarCraft -> StarCraft II transition raises a worrying resemblance to StarShip Troopers -> StarShip Troopers II transition. Bugs are all about primal fury, genetical superiority and brute force. Keep 'em that way, "infiltrator bugs" are bullshit.
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another option is to just replace the changling with the old Parasite from brood war...just get rid of that green indicator that made it so easy to spot before. It wasn't worth building queens just to use an easily spotted parasite.
Your going to have overseers anyway for your mobile detection, and if its not as easy to spot then parasite might actually see some use
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sc2 promises to be the stupidest game ever
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I second this. Infiltrator bugs are bullshit.
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Is it some like the terror drone in RA?
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On April 15 2009 18:52 BluzMan wrote: In this appearance, StarCraft -> StarCraft II transition raises a worrying resemblance to StarShip Troopers -> StarShip Troopers II transition. Bugs are all about primal fury, genetical superiority and brute force. Keep 'em that way, "infiltrator bugs" are bullshit.
I agree with you in a limited way. Changeling is too much like Starship Troopers. Calling Zerg "bugs" is too much like Starship Troopers as well.
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On April 16 2009 00:03 lordmordor wrote: another option is to just replace the changling with the old Parasite from brood war...just get rid of that green indicator that made it so easy to spot before. It wasn't worth building queens just to use an easily spotted parasite.
This.
Just make it a useful version of parasite.
Gimmicks like this add nothing to competitive gameplay and i also dont think it makes the game any more fun on the casual level.
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It's pretty much just a free scout guys... In play it was actually a pretty useful tool to check expands, place in front of the enemy's base etc... Concerning the parasite idea, I think it's either useless if the enemy knows it's there (if the icon becomes green) or totally imbalanced if the enemy doesn't. That being said the changeling is one of those things where you don't have much of a strategic choice to make, you can just spam it whenever your overseer has energy (which is a slightly uninteresting concept since you don't actually have anything to lose).
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How bout a changing SCV? It could look like it's mining but really it's not and it would give you a base map hack unit your opponent noticed.
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This idea just brews stupid :/
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i wonder how many temp bans are gonna be handed out from this thread
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The more I think about it, the changeling idea reminds me of mechanical critters in WC3.
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the more I think about it, the changeling idea reminds me of why I will not be buying SC 2
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Yeah it's really going to be sooo gamebreaking! ...
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The changeling really does nothing for me, seems like a stupid unit in my opinion, but meh, I don't relly care, sc2 is going to be amazing no matter what.
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I think the Changeling is a pretty stupid idea. 
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*sneeze* Sry... Allergic to bullshit :S
I just had to
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I'm also not too much of a fan of the changeling. Something parasitic would work well and fit in with the Zerg theme, however.
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the only way i can think of using this unit usefully is by releasing it near a command center where it will pretend to mine minerals while spying on the enemy.
Thus, how about this: if the changeling changes shape into an SCV, the mineral/vespene it mines goes to its owner's resource supply! wouldn't that make this unit so much more useful? leeching off the enemy player?
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On April 21 2009 05:30 spkim1 wrote: the only way i can think of using this unit usefully is by releasing it near a command center where it will pretend to mine minerals while spying on the enemy.
Thus, how about this: if the changeling changes shape into an SCV, the mineral/vespene it mines goes to its owner's resource supply! wouldn't that make this unit so much more useful? leeching off the enemy player? I cant help but doubt they'll not miss the scv leaving their base and going to yours, and i dont see how putting resources into their main building will give them to you(if this is the approach youre going for)
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well, yes essentially that is what "i'm going for", and on a practical note, some programming tweaks can arrange for a changeling's resources to be allocated your way, shouldn't be much of a problem. On a technical note, I think this thread is all about mindstorming about the unit and how changing its functions can make games more interesting. who cares really about the background of every unit!
oh, and about Zergs being "bugs", if you're referring to the insect class, the Zerg race uses several terms that overlap with the insect ecology (e.g. Queen, Drone, Larva, Egg, Evolution, Mutation, Burrow ability, colony, swarm, hatchery, lair, hive, and that liquid that strangely reminds you of formic acid fired by ants) so there are reasons why people might be reminded of bugs. Furthermore, the idea of the Overmind also makes close allusion to social insects' behaviour of "acting as one". On the other hand, many of the zerg units are not anthropods, and they are a wholy different extraterrestrial life form which presumably do not require oxygen to survive. so there you are... they're not really insects but resemble them very much
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Well I think the best would be an Undetectable Temporary version of the BW Parasite lasts somewhere between 80 and 180 sec.
Another option is a perfectly cloaked (no evidence without detectors) "unit" that is attached to the enemy unit, so that if a detector is nearby the "Parasited" unit then nearby units will "Shoot it off" (maybe it does ~20 hp of damage to its host when it dies)
I agree the Changeling is unZerg. At best it should be attached to the Infester as a version of Neural Parasite.
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I think the changeling is very zerg. Superior DNA allowing it to change form to a basic unit of the closest race. Although how believible it will be against certain builds is something to question. Even if what it changes into doesn't correspond to the opponent's strategy or build, it still allows you to get at least some good view of the enemy's base or attack force.
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Sounds like Red alert 3 spies and sudden transports. You can sneak them around when the opponent has his attention somewhere else, because it's not like they move their screen over their entire vision all the time. Perfect scouting unit IMO but not much of a primary or entirely useful unit.
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