Corrupted Blood

Discussion in 'Zerg' started by Anansi_Tragoudia, Oct 27, 2007.

Corrupted Blood

Discussion in 'Zerg' started by Anansi_Tragoudia, Oct 27, 2007.

  1. Anansi_Tragoudia

    Anansi_Tragoudia New Member

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  2. Fenix

    Fenix Moderator

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    Sounds absolutely lovely lore-wise, but too far OP....If you make it weak but have the same effect, no one would use it. I think a much more effective/realistic idea would have irradation for Terran nukes, but that's a different board altogether.


    I think the best idea is to totally revamp the Defiler/Whatever. Keep none of the original spells. They're all very good spells, but horribly underused. If you keep, say, Dark Swarm and replace Plague and Consume, a whole half of Defiler users will be pissed off. However, if kept in it's current form, it'll still be the dustiest unit in the Swarm. I'm not saying it's bad, I use Defilers as often as I can (Plague+Upraded Attack Zerglings against other Zerg Equals WTFpwned), but it's just not useful enough to gain widespread use.


    (This is seriously the first real post I've made in half a months)
     
  3. MarineCorp

    MarineCorp New Member

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    Awesome! that would be great for the Zergs however it would be quite imba....
     
  4. Anansi_Tragoudia

    Anansi_Tragoudia New Member

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    "Dustiest unit" lmao
    ---------
    I was thinking a weaker version could be effective, but not too weak:

    Effective against all, and has max duration. Perhaps doesn't kill (like original plague, 1hp remaining).

    Zerg: All can regenerate
    Protoss: Effects Flesh only (Psi shield in tact, Archon=Fine)
    Terran: Medics can heal. Curing...maybe shorten duration, if curable at all.

    Lorewise, I think this should only effect Organics... though plague was great against buildings. That could allow for another brand new caster ability to be created.
    --------
    I think contagiousness could become the main feature if it had those limits above. Who knows, maybe even a suicidal casting.
    --------
    (I always thought it was weird to have Nukes without radiation.)
     
  5. MarineCorp

    MarineCorp New Member

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    I see...so it would be like its final request for it enemies huh? cool
     
  6. Overling

    Overling New Member

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    It is a great idea! It would be restricted to contact or closeness to infested unit. Would greatly damage stacked defenses, just like the other, but with catastrophic consequences. And yet, I think it would be balanced if the player had to isolate the infected units. Just like an irradiate, but a catchy one. I liked it! :powerup:
     
  7. EonMaster

    EonMaster Eeveelution Master

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    Another great post from AT. That whole thing with corrupted blood is strange, I never played WoW, and I never heard that there had been a huge epidemic.

    It would be a great zerg weapon that would have a limited ability to move. Like use it on one unit, and any unit within a certain radius would be effected by the attack as well, sounds like plague for the defiler. Maybe it should have the ability that any enemy unit that comes into close proximity of it would also be infected, but would receive less damage over time, and it would keep happening until the damage would be zero.
     
  8. Overling

    Overling New Member

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    Nah, it should remain the same damage, as a disease. It just wouldn't kill any, just as plague was. But it should be contagious. Can you imagine? Suddenly, all of your organic units are contaminated and their HP keeps lowering to near zero over a period of time?

    If one cured is brought back close to one still infected, it would get infected again, in an unending cycle. Guess the Immortal was right: "The cicle is... unending!" hahaha!

    It wouldn't be that powerful, as it would only work within units that had contact with others by the time they got infected, and would wear off over time if the unit is isolated for a brief time. It only gains strength if the enemy ignores it, or if the zerg smartly casts it on an unit returning to base and gets it unnoticed by the enemy. Soon, the retreating enemy would be your ally in spreading the disease. Very Zergish! Great idea!
     
  9. LordKerwyn

    LordKerwyn New Member

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    I like the idea it could be an interesting ability if balanced. (I wish i could have been apart of the epdemic on wow :() As for the questions involving the nukes radiation all terran units are wearing suites of power armor that have their own life support and radiation shielding. I think the zerg regenative abilities protect them and i think the protoss shields keep there infantry safe.
     
  10. Anansi_Tragoudia

    Anansi_Tragoudia New Member

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    I like how you are already imagining how the such a weapon could be used. It could be very dangerous, as an infected unit could be sent back to the caster's base!

    ---"Hey, you don't look too good"
    "Gasp, he's sick!"
    ---"He needs help"
    " Killll himmmmm!!!!!"

    Germ warfare could be a lot of fun :)

    ----
    I'm not sure how I heard of the plague. I don't know anyone who plays World of Warcraft, so maybe TV or someone mentioned it in an article lol.
     
  11. Wrathbringer

    Wrathbringer New Member

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    Wow, that's actually a really cool idea, but maybe to balance it there should be a set amount of time that units have to be around the infected one in order to get infected? That way when someone casts it the opponent has time to react and possibly save half his army, but if he's not watching he could get screwed over very quickly. This reaction time would have to be very short though, maybe 2-4 seconds or so to make sure people actually use it.

    Great idea Anansi_Tragoudia!
     
  12. EonMaster

    EonMaster Eeveelution Master

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    Hadn't thought about sending an infected unit back to another base, spread the love, lol. For a possible solution to the issue, how about the infection works like this, the person origionally infected takes damage and can infect others, however, with each jump, it becomes less effective and can't pass on to as many units.

    person it is cast on- 4 damage per second for 15 seconds, can pass it on to 5 other units
    first person indirectly affected- 3 damage per second for 15 seconds, can pass it on to 3 other units
    second person indirectly affected- 2 damage per second for 15 seconds, cannot pass it on

    Ony affects life, doesn't work on protoss shield. However, unlike plague in SC1, I can bring a units HP to 0. Even if the protoss unit still has sheild, it can still die from it. But the caster needs to be careful, as the effects could affect their units as well.

    @AT- how do you get such good ideas? My imagination would never come up with stuff like that, it can build on it, but not create it out of thin air.
     
  13. Overling

    Overling New Member

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    You said this before EonMaster. I still think that it should remain active for as long as it is spread to others uninfected, and quit infecting when reaching near 0 HP. Still, not a killing ability, because it would render protoss hostage to it. No ability should be final. And it must be able to be spread to other allies. But not to the same Zerg player that sent the plague. Germ warfare is like this.
     
  14. EonMaster

    EonMaster Eeveelution Master

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    Ok, it can't kill units. I know I said it before, but I wanted to show it in numbers to see what others would think; too powerful, not enough damage, ect.

    That is how germ warfar is supposed to work, but it isn't always a 100% guarantee it will work that way. Whenever germs are used, there is a chance it could be blown back to the attackers.
     
  15. Overling

    Overling New Member

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    Germ warfare uses germs that the user is immune to. ;)

    In example: U.S. settlers versus Native Americans. Native Americans had no defenses against many viruses, even the harmless flu was dangerous to them. However, the settlers were immune to it, as in Europe there were no hygiene, and everyone lived in a total mess. They suffered innumerous plagues, and that rendered them immune. when they met the Indians, the diseases spread and easy win.
     
  16. ItzaHexGor

    ItzaHexGor Active Member

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    I like the idea of a proper Plague ability for the Zerg, because the old one, even though it was quite powerful, only effected that initial area, so it was more like a corrosive acid than a plague. This ability would be great for splitting up your opponents base or army while they wait for the effect to wear off.
    I feel that it should take off 1 hp every 2 seconds or so, and it should last about 5 - 10 minutes (more likely 5). After that the effect should wear off, and the unit should stop being contagious, however, if you had 2 units standing near each other that were both effected, it would never wear off because they keep on reinfecting each other. Also, I do not like the idea of just leaving one health left, but it should definitely not kill them. I think that the Plague should reduce the effected units health by 75-90%. So, if a Marine is effected, the Plague will wear him down to 4 to 10 hit points. The Siege Tank would be reduced to about 15 to 40 hit points, etc.
    Also, it should not be able to be spread back onto your own troops, but it should be able to effect other Zerg players, and also should be able to be transferred to the Terran team (through the initial casting) and then, if a Protoss team attacks the Terran, then the Protoss will be infected as well.
     
  17. SmoothBore

    SmoothBore New Member

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    Yeah, having a decent plague is good idea and makes alot of sense for the Zerg. Regardless of the mechanics and intensity of the damage, I think it should be 'built', similarly to the way Terrans build the Nuke. Expensive, high tech, slow to make, difficult to deploy etc. Lore wise, it makes sense because the Zerg would have to perfect the right strain based on the opponents population and biological defences (I imagine in interplanetary travel marines/protosss are heavily immunized against crazy diseases). Perhaps it would require capturing/killing/sampling, a few enemy specimens in order to concoct an effective plague.

    It could be deployed by a defiler; (the only copy of the strain is with the defiler), which, from a burrowed position could slowly infect a targeted unit. If the defiler is detected and killed during this process, the strain is lost, just like a Nuke is lost if the Ghost is killed during launch.
     
  18. Ursawarrior

    Ursawarrior New Member

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    i hav a question......

    what does the dark swarm skill actually do??? i still don't know up to now...
     
  19. EonMaster

    EonMaster Eeveelution Master

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    All units within the dark swarm have a much highers chance at avoiding raned attack, making it very good against ranged attackers and a good cover for the hydralisk. Ranged attacks includeds all attacks from ships, making them completely ineffective.

    It has no effect on melee attacks and its protection also is given to any allied or enemy units within the AoE.
     
  20. Overling

    Overling New Member

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    It is not a chance, it is a fact. There are no chances in SC. All units under the DS will avoid ranged attacks.