Hey everyone I've made this topic for people to suggest upgrades for SC2! I'll start with a few. A upgrade that increases the range of the Pylon aura? This could be a global or individual upgrade. An upgrade for the Marauder: Barrage - the Marauder fires a barrage of concussive grenades at the targeted area (This wuld be a channel spell). Cooldown/energy i don't know up to balancing. Creep Abilities - a global upgrade that allows the creep to have abilities. You would activate the ability by clicking on the Hatchery/Creep Colony that controls the surround creep. Abilities could be: Increase health renegration rate of all units standing on the creep, OR decrease movement of all units on the creep. Actually there are lots of things you could do here, creep could be globally upgraded to increase regen rate or decrease movement. This could be a once off upgrade so you would have a choice between healing ur troops or slowing theres. Since I'm on a role here I'm just gonna tie this in with a game mechanic: You could have a Zerg unit that once burrowed or activated or whatever spreeds creep in a small area. Used in conjunction with the slow troops upgrade you could place these little buggers at chokepoints or near minerals (slowing the miners) Well I could see this mechanic can be exploited in various ways (placing at xps forcing terran/protoss players to find another spot) etc. etc. Anyway I hope I've sparked some creativity, come on people let's give Blizzard lot's and lot's of ideas! W00!
i am not quite sure, but i think this is a duplicate topic a individual upgrade that can give protoss production buildings an interceptor
I disagree with this. A larger pylon matrix might discourage players from having overlapping pylon matrices, meaning if that one pylon is destroyed, you'll be hurting big time. Blizzard has mentioned that the Marauder can use Stim Packs, and I'd say that's enough. Giving the Marauder a Barrage ability would make its role overlap somewhat with the Battlecruiser's Plasma Torpedo ability, and the Banshee's regular attack. There's a good ten or so pages discussing these very same traits in the Zerg section of the forum. Perhaps you should look around to make sure you don't post a topic that's already been discussed numerous times. This makes Burrow completely useless. The whole point of Burrow is to hide your units so you can A) plan an ambush on unsuspecting enemy forces, or B) let the units regenerate their HP after an intense fight. Regarding ijffdrie's suspicion that this is a duplicate topic, he didn't mean to say you deliberately copied someone else's work and reposted it. He meant that this forum has been up and running for a while, and that lots of these topics have been discussed by other members already. I myself made the same mistake, writing a huge post on veterancy, without checking to see if there were any other topics about it. The moral of this is: before you post a new topic, be sure that it has not already been posted somewhere else on the forums.
He said a certain Zerg unit would be able to create creep by burrowing, not every one of them. Of course it would be ridiculous to have every single unitproduce creep. My suggestion here is that a brand new unit has an ability that allows it to root itself into the ground and produce creep in a certain radius.