This is a more detailed revision of something I worked on before. The Creature's Backstory The Brood Wars climaxed when Kerrigan killed the new Overmind and crushed the UED in K-Sector, but it hadn't concluded until a year later. Ten months after Kerrigan thought she asserted control over the Broods she was swept in by chaos. The remaining Broods originally tasked with discovering new technologies, resources and dna strains to be used for the swarm had arrived at Char from the furthest reaches of space and started a campaign to sever her control over the swarms. The battles were intense since, despite their lack of combat experience, they had at their disposal new zerg strains and technologies that rivaled what Kerrigan had at her immediate disposal. One of their deadliest strains was named the Corrupter. Its core genus is linked to marine predator known as the Zoic Cnidarian. This blob-like creature absorbed food through its body and with the usage of special muscles it could reach into the crevices of the hardest shells and rip apart its victim from its defense. It's genetic makeup was hard to make use of as it was designed very well for the deepest depths of the oceans it hunted in and couldn't be adapted for deep space. But by traversing the species evolutionary history they came across the best points where it could be evolved with some mixing of the mutalisk strain to create a new agent that can serve the swarm. Testing for new agents is rigorous so it never was ready for combat like the less recent Devourer strain came to be. The numbers of the rebellious Broods were too few though to get directly at Kerrigan directly and end the Brood Wars once and for all. But with this creature, as the war progressed they could offset their losses by subverting her own armies. Even wth her enhanced mental powers to control the broods; the direct links Corrupters used overrided Kerrigan's control. The Actual Stats of the Unit Name: Corrupter HP:250 Armor: 0 Size: Medium Minerals: 100 Gas: 100 Morphed from Mutalisk Ground/Absorb Attack: Absorb* range 0, damage 0. Upgrades: Rejuvinate(passive) - Any newly corrpted unit will regain 20% of their hitpoints at the loss of 20 hit points for the Corrupter. Paralysis - The target of the corrupter won't be able to perform attacks. *With Absorb a Corrupter can corrupt units and buildings. It takes 9 seconds for corruption to complete. This time is reduced by a 1/2 second for every 10% life the unit or building is lacking. While the Corruptor is attached it can be attacked by enemy units including the unit it is trying to control unless it gets the paralysis upgrade. The corruptor can, using a different method of infestation, corrupts units and buildings with evolved glave wurms residing in its body. Any unit that is corrupted can be released from zerg control if the Overlords needed to control them don't exist. While any building can be infested only certain buildings can give additional benefits to the zerg. ==Protoss Buildings Dark Obelsik - These monastaries for the Dark Templar hold within them many secrets of their ways. Upon coruption a brood can learn to manipulate the void of eternity in ways that even the simplest zerg agent can understand. +All zerg units and buildings gain partial cloaking, meaning for 1 second every five seconds they are cloaked. Templar Archive - Since the outset of the war the zerg's greatest concern has been acquiring better defenses against the psionic abilities of the protoss. After absorbing the Khadarian crystal into the swarm they gained considerable resiliance but such resiliaince is passive and instinctive in nature. If a brood can gain access into a templar archive they will have further understanding of how the protoss use psionic energy. +All zerg units can erect a shield for once a minute that reduces the effects of psionic abilities either by reducing damage or delaying the time it takes for an effect to occur (e.g. instead of mind control working instantly there is a few seconds delay before it kicks in) Fleet Beacon - The beacon is built around a huge sphere painstakingly carved from the largest and purest of Khaydarin crystals. The Beacon focuses Psi through this sphere to strengthen and magnify the warp rift created by the Stargate, allowing it to teleport the largest of the Protoss warships. +All zerg units in your brood can teleport from any location to the Beacon. Robotics Support Bay - The zerg don't use technology in the traditional way. They live a life striving to achieve purity of form. As a result the swarm constantly pushes forward science by trying to adapt whatever can be achieved by machinary into their own genetic makeup. Existence is about surivival and you can't survive if your means of living doesn't naturally reside within you. +Reduce time for corruptions by 1.5 seconds. Phase Cannon +Comes under zerg player's control. ==Terran Buildings Shadow Ops - From these secret stations the psionicially gifted of the human race are gathered into and enslaved to become agents of the state enforcing the will of the controlling government. From these stations the zerg have gained greater insight on the theoretical and practical aspects of controlling sentient species. +All corrupted units require 1 less supply to be controlled. Deep Space Relay - While command centers are fully capable of traversing the cosmos, Battlecruisers have become the main civilaztion hubs for the scattered Terrans after the Brood Wars. These relays are needed to maintain efficient communication between cruisers and the core worlds. The Terrans do their best to secure these stations since many of their secrets are stored within these relays. +For 200 energy the corrupted relay reveals all information about current units and buildings of the previous owner for 4 seconds. (Meaning last known positions are revealed, actual specifics for unit types won't be revealed but specific building types will be revealed) Command Center - These centers serve as the focal points for all terran outposts where gathering and processing occur. +Can act as a resource point. Can be upgraded to act as a hatchery. Armory - Within the battered walls of the Armoury, Terran researchers and test groups work to develop improved materials for the heavy weapons and armour used by Terran vehicles and starships. Upon further investigation the nature of seem of these experiments have been trying to unravel the nature of zerg weaponry and armor. While many of their efforts haven't gotten the Terrans anywhere, they have stumbled on concepts that the zerg didn't fully appreciate and are now adopting to their genetic makeup. +Zerg units gain the ability to automatically regenerate 1 hit point each time they receive damage from every other attack done on them. Missle Turret/Sensor Tower +Comes under your control. All terran buildings that can fly retain that ability after corruption. ==Zerg Buildings You gain all the upgrades already researched from a corrupted building and you can train units whose dna strain is tied to that structure. Final notes: Aside from Command Centers upgraded to act like hatcheries, all corrupted buildings can't survive without creep so they lose hitpoints very slowly until a hatchery or creep colony extends creep around that structure. My reasons for this unit With the introduction of the baneling I feel the scourge needs to be removed or else the zerg will feel too one dimensional. I still liked the idea of zerg flyer being required to get up close and personal to do its job and I felt this would be a good time to introduce a zerg unit that acted as a shuttle for a boarding party to infilitrate the innards of capital ships. Building up on that idea I came up with the idea the Corrupter could siege and penetrate anything to deliver its cargo. Lastly, considering how many units already got cut from the original SC; I wanted to keep the ground army mostly intact, because I prefer them over the air units. If the mutalisk could only morph into the Corrupter then Blizzard would be free to mess around primarily with revamping the air units since my idea implies the removal of the Devourer, Guardian, Queen and Scourge. Bonus 400 minerals for a great thread
WOW thats insane. I like it. Might need a little alterations to prevent players from losing a whole base to a hoarde
I like it because it's original. Having flashing zerg buildings would be fun. However, the crepp would still be there to tell their location.
hmm, it is an interesting idea. But there seem to be so many buildings that this guy can take control of... What do you mean that if the overlord dies, you lose control of a building? Because that sort of tells me how many buildings you can take control of... Wut if i got a whole bunch of these guys and with some extra offense help i attakced a base and took over all their buildings? That sounds a little unfair, and then you can easily take over their base quickly with all the new buffs that you gain through these buildings. Your little units, including zerglings, will be crazy strong. The only reason i think that this may be sort of fair, is that it really is up to the person to have a good defence, both air and ground. And you want to make sure that it is really hard for something to come in anywhere, because if one of these guys makes it in you could lose several buildings. And if someone allows this air unit to make it inside, then it is sort of their fault... But then again no one is perfect, and they cant be prepared for everything... Anyways kool idea, just needs minor changes =)
No, the overlord requirement is to balance the fact that corrupted units need to be something that adds to zerg supply. The controlling limit for buildings is their need for creep. Without it they lose health and die. I was fairly careful in choosing the stats and time to corruptions. Even with 250 hp what unit seriously lives more than 6 seconds when focus fired, let alone 9? BCs and carriers could but they have more health and better armor even if they count as large units. The unit has other annoying tradeoffs built into its design I won't get into only because the time to kill factor is a pretty big stumbling block as is. I do appreciate the criticisms since I did design this unit on the faulty assumption certain units would end up being as popular in SC2 as they were in SC1 so you would rarely see their associated buildings being used against zerg (e.g. Battlecruisers/Carriers and Deep Space Relays/Fleet Beacons) For the momemnt though I find it implausible that taking over mainbases with corrupters would be easy. I'm hoping instead this creates a dynamic that was sort of lacking in SC1, surgical strikes against key structures.
This is a nice idea. But one thing, if you corrupt a protoss building or a terran building that cant fly within the opponent's base, how are you going to get it out? No doubt the opponent is going to kill that building almost immediately. If you destroy the whole base, then there's no point corrupting the building in the first place.
This idea sounds good, but it would be better with a little tweaking, as with all the different corruption options, zerg may become OP.