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So I was inebriated lastnight and happened to stumble across the idea of zerg buildings burrowing underground lol
I had a dream where I ran into a zerg main and quickly cleaned up the lings/roaches with marines yet where there was creep the was no buildings, so I called in a scan on my area and the whole area was pockmarked with holes/abrasions.
I started running my marines away but the whole base emerged and zerg units appeared everywhere sealing my fate
anyways, I think it would be viable since zerg is lacking some things, it seems kind of like a bare ability but its entirely defensive, also toss can cloak their base :s
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United States7166 Posts
heh if the creep would seep underground as well, it would bring new meaning to the term 'hidden expansions'
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That would be a powerful hidden expansion lol. Would definately need to be some time restraints on either the burrowing of creep/buildings or the unborrowing part heh.
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omg terran and protoss needs detection to even take out an unguarded expansion
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How about an option to rush building mutation (maybe costing extra resources), but its maximum HP is significantly lower (permanently)? This would probably be at lair tech so there's time for it to take effect, but early rushes aren't too strong.
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On January 19 2010 07:24 Letters_and_Numbers wrote: How about an option to rush building mutation (maybe costing extra resources), but its maximum HP is significantly lower (permanently)? This would probably be at lair tech so there's time for it to take effect, but early rushes aren't too strong.
On January 19 2010 07:19 Saturnize wrote: No.
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I suggested a while ago to give the roach the devourer's old attack. Might have to tweak some stats for balance, but I always thought that acid spores combined with zerglings would be kickass.
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I once though of an overcomplicated scheme for zergs supply management. There would be virtually no supply limit but you have to have overlords within like two or three screens away from your units for you to be able to control them, so it would be a pylon -- protoss building relationship but with overlord -- zerg units. If theres no overlord nearby, you can still see them and they will still be performing whatever last action you told them to do (patrol, burrow, hold position, move somewhere, attack, etc.) with waypoints up to a limit but it wouldn't take any new commands after it's gone.
Overlords would be way more important and scarce so they should cost more each and have more hp, base speed etc. High-level units like the queen or ultralisks wouldnt need to be overlord-controlled, because they can emit psy waves themselves or w/e (don't know the exact lore terms)
This makes more sense to me story-wise rather than making a bunch of overlords and sticking them in some corner but at the same time it's just another gimmick.
Perhaps there could also be a counter gimmick that enables protoss or terran to take mass control of your uncontrolled units once theres no overlords close by or when they've been killed (a Psy emitter of sorts). It would encourage killing the now-very-buff overlords, but at the same time the terran/protoss is wasting dps on an otherwise useless unit, when you could have been killing combat units instead and just dying (sort of like going mass wraiths or corsairs today, you risk dying to a mass hydra push)
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Nice wu tang signature Yurebis. =o
Sorry for off-topic.
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On January 19 2010 06:48 ExPresident wrote: That would be a powerful hidden expansion lol. Would definately need to be some time restraints on either the burrowing of creep/buildings or the unborrowing part heh.
You need to reasearch building burrow (named something else of course), and the building would burrow in about 5 seconds, but the creep would take like 10 seconds longer to go away.
Burrow the whole expansion, your enemy has no clue your mining it when their army is rolling over
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On January 19 2010 09:18 larjarse wrote:Show nested quote +On January 19 2010 06:48 ExPresident wrote: That would be a powerful hidden expansion lol. Would definately need to be some time restraints on either the burrowing of creep/buildings or the unborrowing part heh. You need to reasearch building burrow (named something else of course), and the building would burrow in about 5 seconds, but the creep would take like 10 seconds longer to go away. Burrow the whole expansion, your enemy has no clue your mining it when their army is rolling over
I wonder if this is possible with the map editor
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Well I'd say it would be a good idea... Burrowed Buildings should be like Flying Terran ones, ie they can't "Do" anything ie no research, Burrowed Hatcheries/Lairs/Hives should continue to produce Creep (since Creep tumors can do that), but stop producing Larva, and be unable to collect minerals.
It should probably require a Lair to research and not be available to the defensive buildings ie 'Crawlers' or to Geysers.
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On January 19 2010 08:59 Yurebis wrote: I once though of an overcomplicated scheme for zergs supply management. There would be virtually no supply limit but you have to have overlords within like two or three screens away from your units for you to be able to control them, so it would be a pylon -- protoss building relationship but with overlord -- zerg units. If theres no overlord nearby, you can still see them and they will still be performing whatever last action you told them to do (patrol, burrow, hold position, move somewhere, attack, etc.) with waypoints up to a limit but it wouldn't take any new commands after it's gone.
Overlords would be way more important and scarce so they should cost more each and have more hp, base speed etc. High-level units like the queen or ultralisks wouldnt need to be overlord-controlled, because they can emit psy waves themselves or w/e (don't know the exact lore terms)
This makes more sense to me story-wise rather than making a bunch of overlords and sticking them in some corner but at the same time it's just another gimmick.
Perhaps there could also be a counter gimmick that enables protoss or terran to take mass control of your uncontrolled units once theres no overlords close by or when they've been killed (a Psy emitter of sorts). It would encourage killing the now-very-buff overlords, but at the same time the terran/protoss is wasting dps on an otherwise useless unit, when you could have been killing combat units instead and just dying (sort of like going mass wraiths or corsairs today, you risk dying to a mass hydra push)
Sounds like the way the Tyranids work in WH40k
On the burrowing buildings: it's an interesting mechanic. I think it would be neat if instead of the buildings instantly burrowing into the ground it took them something like 5-10 seconds to dig themselves a safe spot under the earth. Could envision a lot of tense moments where the Zerg Hive is about to die and it barely makes it into the ground with 10 HP left.
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Canada5565 Posts
It sounds cool but I think we all know how imbalanced it would be. On top of the ability itself, Terran scans are going to be even scarcer.
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On January 19 2010 07:49 Sentient66 wrote: I suggested a while ago to give the roach the devourer's old attack. Might have to tweak some stats for balance, but I always thought that acid spores combined with zerglings would be kickass.
I like this idea a lot, would be a really interesting tier 2 unit.
Not too in to the burrowing buildings idea for all buildings. Maybe the infestor building could be permanatly burrowed though... How about if you research burrow and burrow a drone you can start a building and it would be hidden until 50% completion? Would make expanding a little safer (maybe not a good thing).
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Or, it could just be a specific building's mechanic to be able to burrow. Like a way to hide a certain tech, you have to upgrade that building to be able to burrow, then burrow it, and it still grants you the tech. For instance, the Lurker tech building. The building will have its upgrades, and one of them will be to make the building itself burrow. So there could be a proxy lurker tech, out away from your base you use an Overlord to drop some creep, build the lurker den and upgrade burrow, the creep goes away, and you have some hidden lurker tech. (the reason you proxy it is so it doesn't get scanned just like normal to detect it.)
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On January 19 2010 09:15 Corrupt wrote: Nice wu tang signature Yurebis. =o
Sorry for off-topic. lol < 3 the wu tang clan.
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It might be overpowered. A zerg could really abuse that and it would be terribly hard to deal with as P or T unless detection was way more readily available.
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