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Infested Structures

Discussion in 'Zerg' started by Teh Chosen One, Sep 13, 2007.

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Infested Protoss?

  1. Infest Nexus?

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  2. Infest Zealots?

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Infested Structures

Discussion in 'Zerg' started by Teh Chosen One, Sep 13, 2007.

  1. Protosscommander

    Protosscommander New Member

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    Anyway Infesting more structure is not good, uhmm 2-3 Buildings can be be but but more i dont think so :)
     
  2. moobox

    moobox Member

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    The ONLY buildings that would make sense logically to infest is the Command Center or Barracks. You can't infest a tank. It's not as easy as it seems. When the Queen infests a Command Center it goes inside it to infest. A Queen may not be able to even fit in a tank, how is it going to get to the driver of the tank? Also if you could infest a tank you would infest the driver ONLY, you can't infest a vehicle, it's impossible. The tank wouldn't really change, at all. You can infest a Command Center and not a tank because there is infrastructure to a Command Center. Pipe lines and vents with air, water, life supply, etc etc etc.

    Now, the only reason you could infest either a Command Center or a Barracks is because they are the only Terran buildings that produce biological units. Factory produces MACHINES, not organisms.
     
  3. Aurora

    Aurora The Defiant

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    Just let the infesting as it is in my opinion, it would make the Zerg far to complicated and that does not fit their style. They have ONE real production structure and that is the hatcherie. Their units don't grow, they mutate from larva, so why should you want to infest other buildings?
    If the Zerg want to recreate certain units, why don't just mutate soma larva into them? That makes a lot more sense than infesting all kinds of structures.

    But with all this infesting stuff, we aren't giving a Hybrid race much chance of ever making it into an add-on don't we? ;)
     
  4. 225popcap

    225popcap New Member

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    Yeh, It will be kool to see the variations it does from infesting a different building. e.g Infested seige tank
     
  5. Unentschieden

    Unentschieden New Member

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    Let any building be infested but then count as a Zerg Equivalent - Infested Barracks = Spawning pool for example. The proces could work like before but use another unit, how about the infester a Overlord aspect. The infester would loose transportation and detection but be allowed to infest damaged enemy buildings.

    That would even allow Zerg to infest each other. The infester would be expensive and work only on buildings with ~ 1/4th HP since well... its a free building! It is balanced since the value of additional techbuildings is dimished. The unit would appear late, so planning to get a spire by infesting a Starport would be... risky. The main attraction would be the Nexus/CC/Hatchery as you can build from there (and there is rarely more than one in one location) and harvest.

    The problem obviously is what turns into what and how long does it take to make the "infested" Buildings?

    I don´t think we need any infested units since they could not be part of the regular lineup (aka expendable - useless) and Zerg usually work with assimilation instead of Infestation for their own units.
     
  6. BnechbReaker

    BnechbReaker New Member

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    nice idea Unentschieden :powerup:
     
  7. Aurora

    Aurora The Defiant

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    No no no, being able to infest so much buildings makes it far to complicated.
    The Zerg are a simple race okay? They can't just infest all kinds of buildings and produce even mor units with them.

    And you talk about the game still being balanced, I don't want to be mister wiseguy here, but do you realize that for EVERY unit and EVERY must have a counter in three races... With twice as much buildings for the Zerg that would require like 20-30 new counters for them, because the Protoss have to be calculated in to, even while they can't be infested. :eek:
     
  8. Larvitar

    Larvitar New Member

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    How about infesting a building and just controling it to become a permenent(howtospell?) blockade. Like say:
    Queen ability
    Infest
    Target structure of less than 20% health loses all functions. The building retains its max hp BUT the initial hp is the hp of the structure prior to infestation.

    Obviously this would not make too much sense, but it can slow the enemy down if he does not micro his forces properly.
     
  9. Aurora

    Aurora The Defiant

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    Uhm, I would just destroy the building. :-\
    Like you say yourself, it doesn't make to much sense...
     
  10. Larvitar

    Larvitar New Member

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    It would be fun to see your opponent trying to blast away at infested gateways, pylons and shield batteries while you hatch an army ready to fight them. You know, a blockade that if the opponent does not micro, he ends up killing himself instead.
     
  11. univ2045

    univ2045 New Member

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    Infestation is a great mechanic, but it wasn't implemented very well in SC1
     
  12. Unentschieden

    Unentschieden New Member

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    They would not get additional buildings. The infestation unit is a lategame unit so you can only get buildings you already have. You can also only build from the respective mainbuilding, I doubt there will be more than 1 of these per nonzergmain.
    Actually my idea is very weak since it would be simpler to just destroy the base. No one really needs 2+ Evolution lairs.
     
  13. Vindicatormsc

    Vindicatormsc New Member

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    just the command center is fine,and we don't even really need those infested terrans now,because we have banelings in SC2.however,using Terran buildings as blockades would be interesting.however,i don't think this would be very useful,so i am fine with just the infested command center,or even no infested buildings at all.
     
  14. Aurora

    Aurora The Defiant

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    Hey, if inested buildings couldn't actually DO something, but can create like additional creep, THEN it would be really interesting. You could, just as an example, create a bunch of sunken colonies inside or just around the peremiter of an enemie base without having to place hatcheries there.

    But I guess that creep will have to grow really slow, because it would be sorta overpowered otherwise. :-/
     
  15. Larvitar

    Larvitar New Member

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    Good idea!
    Well if the infestation hp% is very low, then the creep should grow faster, because it's harder to get a building at that hp. The enemy forces would react really quickly (unless they are really noob) and in the confusion you might not be able to get the building. And even bring a drone there is not really a good idea, because it might get killed in the confusion. And the building won't last if the enemy wins, so the creep should grow at normal pace.
     
  16. Aurora

    Aurora The Defiant

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    If you put it that way, than the creep should grow even faster than normal. ;)
    But a normal rate would be great, but a said it should be slow because you shouldn't be able to expand TO quickly this way, because you could also infest unguarded expansions at recource pathes this way. (But I guess that problem won't be that big, because the queen is a late game unit :-/)
     
  17. Larvitar

    Larvitar New Member

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    Creep producing structures should only be those who can support a infested CC heart organ. Any smaller and it's just a building that regenerates hp and nothing else. That way, should a pylon be infested and a gateway be destroyed, the creep won't spread because pylons are too small to support the heart. The same goes for robotics facility (yes, a factory) but not stargates and nexus.
     
  18. BnechbReaker

    BnechbReaker New Member

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    i believe blizzard will introduce some interesting new mechanics to both the creep and infestation. since banelings has replaced the old infested terran, the new one could serve another function, humans blowing up themselves didn't make much sense anyway.

    infestation is such a major part of the starcraft story it should definitely not be overlooked
     
  19. Overling

    Overling New Member

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    I think the whole concept of infestation consisted in turning the CC, the main thing we want to defend in a Terran base, into it's own greatest threat. However, infested CCs were always surrounded by enemies and weak enough for them to kill it. Thus, it wasn't worth the effort of saving the last hit points of it and bring a Queen all the way to infest it.

    To work, CCs should become like a malign tumor: hard to kill and dangerous to surroundings. Infesting a CC should be the setup of a new Zerg base on top of an old expansion. It should be better than a Hatchery, since it's much harder to get one: you can't make the enemy build a CC, and when he does, you have to take it away from him. That's much harder than collecting 300 minerals...
     
  20. Aurora

    Aurora The Defiant

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    It will be harder to destroy anyway since you can upgrade the CC to a planetary fortress now, so when infested, I guess the Zerg would also take over the controls of the defense cannon, that way, the CC will be a primary target since you can now use it to support your assault force in the base and let it help destroy some buildings.