|
Just some thoughts on how to retain SC1 play style while introducing units and abilities found in SC2.
Not to be taken seriously.
Hatchery Tech Zerglings Hydralisks -return to weaker, cheaper SC1 version -require Lair for upgrades + Lurker Spine Crawler Spore Colony
Lair Tech Roaches Lurker -Make roaches more expensive over lurkers -players can choose between short-range, high-hp, armor roach or long range, low-hp, no armor lurker Mutalisks -remove corrupter -can evolve into devourer, brood lord Queen -Move to lair tech to promote expanding -Spawn Larva, Health Injection, Ensnare -Flying (significantly low flying speed so player has to use them wisely), no attack
Hive Tech Devourer -Bring back devourer. Acid spores make alot more sense with revamped SC2 air presence. Brood Lord -Scourge Ultralisks Banelings -At this point in game you can spam zerglings, but players must be careful not to spend gas reserves on massive baneling army Defiler -get rid of infestor, replace with defiler -Neural Parasite, Plague, Dark Swarm
Balance resources as required.
|
so...basically turn it back into sc 1
|
On April 09 2010 06:43 da_head wrote: so...basically turn it back into sc 1 YEP! =D
edit: except for 1 thing.... overlords would be gone which means u would start with 1 drone and would have to always have 1 single unit through out the whole game. This would cause huge imbalance(much larger than currently in SCII). Also, creep tumor<ensnare.
|
You should play this awesome game called StarCraft: Broodwar, it's perfect for you!
|
On April 09 2010 06:45 xDark.Carnivalx wrote: You should play this awesome game called StarCraft: Broodwar, it's perfect for you! lol.
|
the Dagon Knight4000 Posts
|
I would ditch the roach and expect the Zerg early game to be about Zerglings + Banelings (boost them if necessary) with spinecrawler/queen for defense. Hydra on tier 1 is fine too - in Brood War, Zerg had the option of early hydras but rarely went for it because hydralisk aren't much good until you had a big economy, except to block certain types of harassment - but it may not be necessary since Zerg has queens.
|
On April 09 2010 06:58 Severedevil wrote: I would ditch the roach and expect the Zerg early game to be about Zerglings + Banelings (boost them if necessary) with spinecrawler/queen for defense. Hydra on tier 1 is fine too - in Brood War, Zerg had the option of early hydras but rarely went for it because hydralisk aren't much good until you had a big economy, except to block certain types of harassment - but it may not be necessary since Zerg has queens. Notice banelings at fuckin Hive tech...
|
On April 09 2010 06:43 da_head wrote: so...basically turn it back into sc 1 I was just about to say it after reading OP.
|
Ok, I can understand to a degree why you would want an almost identical setup to SC1, but....why in the world would you want to bring back the Devourer?
That unit was terrible no matter what way you looked at it. Yes, it had potential use if ZvZ ever got to a stage where both players has massive Mutalisk armies. But other then that, it was expensive, fired way too slow and the slowing effect was not good enough to justify the cost of getting them.
They weren't useless (honestly, no StarCraft unit was), but they were an overall bad unit and I think most Zerg players would probably pick the Corrupter over it.
EDIT: Great, I wasted my 1000th post on this. -_-
|
10387 Posts
To make Melee useful again in SC2, I think they should reintroduce the Lurker as T2 and make its attack upgrades Melee instead of range. Also overhaul the Ultralisk
|
|
|
|