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After much discussion on other forums, I think this version of the ability is a good one.
Numbers depend on balance
Swarm Colony: Cost: 75-150 Range:1-10
Target: Buildings (either enemy only or all..Probably not Xel'naga buildings, possibly only buildings on the ground, possibly not 'burrowed' buildings like Creep Tumors) Duration: 30-60 sec.
Effects: The building spawns 1 Mantalisk (or another small temporary unit) every 1/2-3 sec.for the player that cast the Swarm Colony. The building Might Also spawn an AtA version of the small temporary unit every 1-6 sec.
A building with a Swarm Colony cannot Liftoff, but otherwise is still under the full control of its owner.
If the building dies while it has a Swarm Colony, then the building is replaced by either a Swarm Colony building OR a "Swarm CC/Barracks/Pylon/....." (depending on Lore/graphics/and balance)under the control of the player that cast the Swarm Colony.
The Swarm Colony / "Swarm-------" building 1. Starts with 100-200 hp out of a maximum of 300-500hp (or the max hp of the original building) 2. is a Zerg building (loses hp off creep, gains hp on creep, Healed by Queen) 3. is a defensive building with no other abilites (other than basic vision)
The Defensive building would have the Attack
Ground: Slow/Very Slow, 4-9 range, 0-10 damage, spawns Mantalisk (or the same one the Infestation spawned)
Air[maybe no air attack]: Slow/Very Slow, 4-9 range, 7-18 damage OR 0-10 damage and spawns a temporary air unit similar to the ground version(just AtA instead of GtG but the same stats otherwise)
This would provide the reinforcement effect of the Infested Terran, without the Lore problems (as it is a Zerg Infestation producing Zerg units)
It would be similar to the Original "Infest" the unit had except
1. It could affect all buildings (Protoss, Zerg, defensive buildings), since it is not producing Infested Terrans, so no "Infested Protoss" are needed, no lore issue.
2. It would not deactivate the buildings, so it hs no real 'anti-building' activity [except the "no lift-off" which could be useful v. Terrans]
3. It could reasonably be used on your own buildings to provide additional base defense (similar to the removed Queen ability)... although you would still have to destroy your buildings if you wanted them to be come a permanent base defense.
Edited to provide options for excessive Lore Concerns (making it more like the 'Corrupter' Turret)
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Metzen has said no infested protoss.
Whether we like it or not Infestation (in whatever form) is a terran-only ability.
Personally I would be fine with it being terran only as long as you could target buildings other than just CC. You are never going to see some abilities in certain match ups anyway.
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On July 25 2009 02:24 Archerofaiur wrote: Metzen has said no infested protoss.
Whether we like it or not Infestation (in whatever form) is a terran-only ability.
Personally I would be fine with it being terran only as long as you could target buildings other than just CC. You are never going to see some abilities in certain match ups anyway.
i agree sounds good but i wish that when you make infested terrans you could get them in different forms. marine, ghost, firebat, but make the attack all the same. you know like they did with the dark templars
comments?
-Zabestrial
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at first I was confused by the thread, I thought this was fact. Then I had no Idea what the [T] symbol meant on the OP (it means new idea for units or whatever, dunno how that works. most people just used [i] ) anyways, I have nothing really to say about this since I don't know what was planned or tried before. Sounds like it could work but also sounds kind of stupid.
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On July 25 2009 02:24 Archerofaiur wrote: Metzen has said no infested protoss.
Hence, this ability, no Infested Protoss
On July 25 2009 02:24 Archerofaiur wrote: Whether we like it or not Infestation (in whatever form) is a terran-only ability. .
Um, Carriers, Observers, Phase Prisms can be Corrupted
To make it similar to that then
Ability= "Swarm Tumor" (or Manta Tumor, etc.)
Then when the building is destroyed, the "Swarm Tumor" is revealed and that is the new Building. appearing with 100-300 out of 300-500 hp
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On July 25 2009 07:03 Krikkitone wrote:Show nested quote +On July 25 2009 02:24 Archerofaiur wrote: Metzen has said no infested protoss.
Hence, this ability, no Infested Protoss
That means no infested gateways or pylons.
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On July 25 2009 07:43 Archerofaiur wrote:Show nested quote +On July 25 2009 07:03 Krikkitone wrote:On July 25 2009 02:24 Archerofaiur wrote: Metzen has said no infested protoss.
Hence, this ability, no Infested Protoss That means no infested gateways or pylons.
Protoss buildings aren't Protoss.
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Then what is it infesting?
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On July 25 2009 07:55 Archerofaiur wrote: Then what is it infesting?
The building, making it a spawning factory for Mantalings or whatever other Zerg unit they want to put in.
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Well, theoretically, Zerg could potentially infest robotic units. I mean, Zerg have infested unliving matter before (Command Centers, Gauss Rifles...).
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So its moss? All it needs is a nice flat surface? Thats not really the kind of infestation the zerg do. They infest biological races to assimilate them.
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On July 25 2009 08:18 Archerofaiur wrote: So its moss? All it needs is a nice flat surface? Thats not really the kind of infestation the zerg do. They infest biological races to assimilate them.
Think of a broader concept of Infesting... Infesting something not to assimilate it but to "feed" off of it. Essentially the "Building Infestation" feeds off of the building, until the building kills off the infestation... if the building dies the "infestation" must feed off the creep.
Just like Fungal Infestation (which was a good idea)
Or Infesting them with a "disease" that can get spread to nearby units... even back to your own (so you don't want to give them disease in the middle of a battle, because you will get it too... give it to them before hand...use the Infesters sneakiness)
After all the unit is called the Infester, it should have all types of Infesting it can do
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Solution to "Lore Problem": The infestor ate a bunch of marines at some point in its life. Browder said this at some point.
There is no such thing as a lore problem, you can just write your way out of it.
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On July 25 2009 10:28 Wr3k wrote: Solution to "Lore Problem": The infestor ate a bunch of marines at some point in its life. Browder said this at some point.
Before or after it spawned from an egg in a PvZ battle?
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On July 25 2009 10:37 Archerofaiur wrote:Show nested quote +On July 25 2009 10:28 Wr3k wrote: Solution to "Lore Problem": The infestor ate a bunch of marines at some point in its life. Browder said this at some point.
Before or after it spawned from an egg in a PvZ battle?
OK FINE ITS A MASSIVE LOGICAL FLAW WHAT DO YOU WANT ME TO DO ABOUT IT.
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On July 25 2009 10:47 Wr3k wrote:Show nested quote +On July 25 2009 10:37 Archerofaiur wrote:On July 25 2009 10:28 Wr3k wrote: Solution to "Lore Problem": The infestor ate a bunch of marines at some point in its life. Browder said this at some point.
Before or after it spawned from an egg in a PvZ battle? OK FINE ITS A MASSIVE LOGICAL FLAW WHAT DO YOU WANT ME TO DO ABOUT IT.
lol at least were being honest here :p
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United States2822 Posts
On July 25 2009 02:57 Depops wrote: Exactly what I thought of, to be honest
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On July 25 2009 02:57 Depops wrote: Yeah, exept it's fucking different from what we're talking about right now, or perhaps did you post in the wrong thread ?
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On July 25 2009 13:12 Beaudereck wrote:Yeah, exept it's fucking different from what we're talking about right now, or perhaps did you post in the wrong thread ?
Well there are vague similarities...
Main differences 1) Requirement for another building. (even if it is your own building) 2) Possibility of Permanence (this ties into the bit before making permanence either a reward for killing a building, OR costing the resources of one of your own buildings*) 3) the units produced are not primarily suiciders but temporary attackers
*actually for your own buildings, it could be something to do with depleted extractors
As for the Infested Terrans not being a Lore problem.
While that is a reason, another big reason is the 'feel' of this mechanic, hijacking someone's own base against them, is much more "infesting" than just producing the units.
This is why I think "Plague" should be changed into a contagious unit only effect.
ie 40 sec. duration, and the target comes "in range" of ANY other unit, then the 'remaining duration' of the Plague is transferred.
ie if I have 30 sec. of Plague left, then anyone I am "in range" of gets 30 sec.of Plague left
"in range" might only allow GtG+AtA transmission... or it might involve both, it might not transmit to/from Burrowed units. if GtA is not normally possible, transports might still get it from units inside them and vice versa.
I also think it should not go through shields (...say the Protoss have improved their shields, the new Zerg Plague affects their shields before it effects them.)
The 'contagious' nature is good, because it means that the "Plague" can be sent back to the player that sent it. (so you don't want to cast it in battle.)
It also means you are using someone's own units against them. The units can carry the Plague back throughout their base.
Neural Parasite is pretty good as is.
perhaps make it not apply to massive units, or give it a decreased duration on higher hp/cost units.
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