I would like to start things off fresh with the forum and not complain about imbalance. I would rather like to see how we can better the balance that is already great with Good Ideas. So I will not be complaining about balance, but rather try to point out things that get underused, and what ideas we could use to help them get used more.
Idea Number 1.
Could the following Idea be the missing zerg idea since 1998?
I will provide how the idea works first, and then explain my reasoning after.
My question is : Why, if the overlord occupies larvae, is it's role just not quite as significant as the economy(drone) or the offense that is also produced at larvae?
Overlord Overmind Ability With Hydralisks Based on the complaints about the hydralisk and the Under Used overlord drops:
This "overmind" ability is researched (For how much and at what time? not sure)
But it casts out a tentacle or a worm like arm from one side of the overlord which connects together a pair of hydralisks. This is a concept similar to the "spirit link" ability from warcraft 3 which unified the life of multiple units, however, this would only occur between the overlord and hydralisk, and only 2 hydralisks at a time.
So the first half of the overlord's life(100) becomes connected to the total life of a pair of hydralisks(160), while another pair of hydralisks can be "Overmind (Spirit Linked) with the 2nd pair of hydralisks sharing life with the 2nd portion of the overlord's life (100) using the other tentacle on the other side of the overlord's body.
The overlord when loaded with these hydralisks would have a 24 damage air to ground only attack until the overlord's life is reduced down to 100, at which point, the hydralisks inside the overlord die. The overlord would then use the 2nd pair of hydralisks for a 24 air to ground attack until the overlord is finished off.. Even if the overlord drops the hydralisks... if the overlord dies, so does the hydralisk.
But since the overlord is sharing life with pairs of hydralisks, it allows it to take a lot more damage, for example...
5/260 = .019% 1.9% of 100 rounds to 2, 1.9% of 160 = 3.04 rounds to 3 2+3 = 5.
So when ever a marine for example hits an overlord the overlord loses 2 life, while the first pair of hydralisks inside lose 3 life. How would 3 life distribute to the hydralisks evenly? I figure that one hydralisk would lose 3 life and the other would lose 2 life, and then it would switch on every hit, the first hydralisk would lose 2 life, the second would lose 3. Or, one hydralisk would lose 3 life and the other would lose 2 on every hit until the first hydralisk hit 1 life... once that hydralisk reaches 1 life the damage of the overlord is reduced from 24 to 12, until the other hydralisk is finished off as the overlord's life is dropped to 100, both hydralisks die in the overlord... and then the overlord uses the 2nd pair of hydralisks for a 24 air to ground attack.
So this idea could be the missing idea to fulfill a utility role that the overlord has always been missing, with out just simply giving it an attack... and the hydralisk's value could then also be redeemed playing a significant role in the game.
People might argue with me that the overlord already does enough but I have set up a comparison list of values between the overlord and the medivac/supply depot etc.
Overlord - 200 hit points
Pylon/Depot - 400 hit points
Pylon/Dept: More susceptible to ground attack.
Zerg: Produces offense in aggressive "waves" no major threat to pylon/depot unless 6 pool. Sacrificing gas from bane on enemy ground supply not really cost efficient unless for the purpose of breaking in offense, but then you have less offense to do damage with, plus, again, you make offense in waves only so you don't fail on economy.
Overlord - Bound to the air, although we have queens now the queen is very minimal support as zerg does not pump queen from at least a single hatchery through out macro. (will get to this later) And transfuse effects economy.
Medivac - Heals units naturally, Can be repaired cheaply
Overlord - Costs no control but occupies larvae (interferes with offensive and economic production)
Medivac- 2 control, interferes with starport production.
Overlord - Does not have speed or drops naturally
Medivac - Comes with natural drops and speed
Cost for drops and speed - 350-350
That = 3.5 medivacs
Hydralisk - Under Used, Overly Weak
Overlord drops - Under Used, Overly Weak
I can enhance the hydralisk by 1/3rd, even its overall cost of resources and pop, and the comparison is ridiculous.
All figures of brood war hydralisk increased by 1/3rd: 112.5, 37.5 gas, 120 life, 15 damage, 1.5 pop.
Sc2: tier 2 den now costing 50 more gas. 100 mineral, 50 gas, 80 life, 12 damage, 2 pop.
Now I would like to move on to idea number 2.
Roach Mutates in to mutalisks for a cost of 75/25 minerals.
You can take note that the mutalisk can no longer mutate in to anything in starcraft 2. Therefore, I would like to propose that the roach be capable of mutating in to the mutalisk for 25 minerals 75 gas.
So zerg would not be able to do this until they got spire, and would only be able to mutate mutalisk with the roach.
I feel like the roach is zerg's new macro unit... but since this unit costs gas... I feel like it doesn't end up becoming ultimately useful to you down the road, for offensive purposes....
I know that the roach would be able to mutate in to mutalisks by being near the opponent's base, but it isn't like the roach would have the +10 armor egg shell that the hydralisk/lurker had... this mutation egg would be easily killed.
If being able to proxy roach in to muta would be considered too strong... then at least let the roach change in to the muta on creep, or by jumping in to the pool. I don't care of the roach wouldn't be able to proxy mutate in to the mutalisk, I just wish that it could in some way for 25 minerals and 75 gas once the spire is made.
Thank you for listening to my 2 ideas that I really think could make the game amazing.
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