At the moment, terran have a few nice upgrades that although not absolutely essential in most games, give the race a nice edge. I'm talking about the ability to morph planetary fortresses and upgrades from the engineering bay - 1+ armor to terran structures, 1+ range to missile turrets and planetary fortresses, additional bunker capacity and a few other ups that just make everything that little bit more efficient.
Maybe in HotS they could give zerg some similar upgrades after Lair tech? Maybe -
Exoskeletal Regeneration : 4x life regeneration rate for zerg structures - This would help with static defense in mid-late game vs terran drops/protoss DT harass.
Lamellae Pressure Increase: 2+ range to spore crawlers - Also could help with terran drops/protoss air.
Morph Swarm Colony : Ability to morph un-upgraded hatchery to a defensive structure - loses the ability to spawn larvae, but gives the building an anti-air attack similar to spore crawler and for every 10 HP of damage taken, the structure releases 2 broodlings to defend ground. Structure has 800 HP. Would be nice to help secure those expansions.
Corrosive Spread - Creep Tumors : Upgrade gives creep tumors ability to slowly drain HP of surrounding enemy units within a radius of 5. 1 HP of damage every 5 seconds. When tumor dies, it deals splash damage similar to banelings. Player cannot manually detonate the tumors.
Of course terran and (especially) protoss will get upgrades to compliment their buildings as well. What you guys think?
Hmm, I think focusing on defensive structures is a bad direction for the game to take. StarCraft is definitely one of those RTS titles where the phrase "the best defense is a good offense" really shines.
The correct unit composition should always be favoured over defensive structures. 'Cos once you've pushed back the Mutalisks, you can't lift up your Missile Turrets and attack the Zerg base with them.
Hmm, I think focusing on defensive structures is a bad direction for the game to take.
Not really a focus, as the terran upgrades I mentioned are optional and not game changing. Would just be nice to see zerg with the same number of upgrades as terran currently have.
Quote:
Originally Posted by branno
some of them sound alright but then when i think of what they would cost i cant imagine i would ever get them.
Probably somewhere between 150 minerals and 150 gas, equivalent to the terran upgrades. This is not a lot after the 15 minute mark when zerg is on 3+ bases.
Quote:
Originally Posted by Stallion
this is too insane to be put in an upgrade to get the las tumor used to an active tumor would be more reasonable so that killing creep just puts it back for a while
I have little idea of what you were trying to say... I think you mean if all tumors were effected by the upgrade it would be overpowered? Probably, but if this was a late game upgrade it would a nice addition to slow down pushes and it would be an additional incentive to bring detection to clear the creep (terran can just scan anyway...).
Corrosive Spread - Creep Tumors : Upgrade gives creep tumors ability to slowly drain HP of surrounding enemy units within a radius of 5. 1 HP of damage every 5 seconds. When tumor dies, it deals splash damage similar to banelings. Player cannot manually detonate the tumors.
this is too insane to be put in an upgrade to get the las tumor used to an active tumor would be more reasonable so that killing creep just puts it back for a while
I have little idea of what you were trying to say... I think you mean if all tumors were effected by the upgrade it would be overpowered? Probably, but if this was a late game upgrade it would a nice addition to slow down pushes and it would be an additional incentive to bring detection to clear the creep (terran can just scan anyway...).
yes but its an upgrade that does direct damage unlike any other than plantatary fortress terran doesn't get direct damage they increase the ability to do the damage. to me the additional upgrades would be things like increase spine/spore crawler damage/range faster creep spread type things. as in things that help the zerg do damage but in a direct skill unless you want to have a raven type unit for zerg that doesnt attack normally yet. hydra speed would be a good one to put in imo im sure hydras would get more use with a speed upgrade as there main weakness is speed/health
I was thinking hydras should be hatch tech but with less range by default and perhaps less dmg with those unlocked by the upgrade available at lair tech
Also make hydra den take longer to build. Give zerg more options early game
...please dont make races the same, thats what makes starcraft starcraft, 3 DIFFERENT races that are all unique.
i don't want it to be like WC3
I don't see how any of the suggestions make zerg and terran 'the same'. Upgrades to hatcheries, regeneration and creep dynamics seem pretty different to terran building upgrades to me...
I don't see how any of the suggestions make zerg and terran 'the same'. Upgrades to hatcheries, regeneration and creep dynamics seem pretty different to terran building upgrades to me...
It's not strictly the same, but the general ideas are the same which is what Blizzard probably wants to avoid. If you've played League of Legends for a while you'll realise that most skills are streamlined across heroes as opposed to DotA which had a few more unique characteristics to each hero.
For example: "Lamellae Pressure Increase" (2+ range on Spore Crawlers) is similar to the 'Hi-Sec Auto Tracking' upgrade for Terran (Increases the attack range of Missile Turrets, Auto-Turrets, Point Defense Drones, and Planetary Fortresses by 1)
"Morph Swarm Colony" is similar to the Terran's Planetary Fortress in the idea that your main structure can be upgraded to a defensive structure.
"Exoskeletal Regeneration" can be compared to the Terran's Building Armor. Again it's not the same thing, but the main idea of it 'being a defensive upgrade for structures' is there.
Don't get me wrong. It's good to have ideas but part of it is understanding the intention of the developers when they design the game which is to keep the races noticeably distinct from each other which means each of the races having their unique perks. 'Corrosive Spread - Creep Tumor' is an interesting idea, but I do feel that it makes Zerg too easily defensive early game.
Last edited by matthras; Wed, 5th-Oct-2011 at 5:53 PM.
Bah, how is WC3 the same? Even If you discount heroes (which, I admit, add up to 50% of interracial diversity, even with tavern), there is plenty of stuff, especially casters.
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Quote:
Originally Posted by souljah
Upgrade : Give roaches invulnerability to nukes, as their namesake on Earth have.
Bah, how is WC3 the same? Even If you discount heroes (which, I admit, add up to 50% of interracial diversity, even with tavern), there is plenty of stuff, especially casters.
by that i mean there are a lot of similarities between the races, they werent the exact same but they werent as unique as SC races
I like the names and ideas. I think the life regen upgrade is good but make it 2x or 3x instead of 4x, or it will be too powerful. While the idea of the tumor and defensive hatchery is good and creative it's not practical because it changes zerg gameplay and might be a little too good.
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