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The Creep

Discussion in 'Zerg' started by Fenix, Jun 6, 2007.

The Creep

Discussion in 'Zerg' started by Fenix, Jun 6, 2007.

  1. BirdofPrey

    BirdofPrey New Member

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    Re: Creep possibilities

    How can the creep feel a unit but not detect it? Touch is a type of detection.
     
  2. EonMaster

    EonMaster Eeveelution Master

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    Re: Creep possibilities

    Like it, it would make ghost easier to detect before a nuke turns you base into hell's reincarnation.
     
  3. Larvitar

    Larvitar New Member

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    Re: Creep possibilities

    So nukes become useless against Zerg if there is creep? How about the enemy showing up on the minimap but not on the screen? Like red dot on the minimap screen (symbolises ghost unit, not nuke dot) but you don't know where the ghost actually is?
     
  4. EonMaster

    EonMaster Eeveelution Master

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    Re: Creep possibilities

    The creep detector just shows you there is somebody there, but you woldn't be able to attack them because you still can't see them. You would still need to have a colony or overlord detect them to attack.
     
  5. Larvitar

    Larvitar New Member

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    Re: Creep possibilities

    Yeah like my idea.

    Since you are so into it could you comment on it? Please!?!
     
  6. BnechbReaker

    BnechbReaker New Member

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    Re: Creep possibilities

    i like the idea because i suggested burrowed movement on creep ages ago.
     
  7. EonMaster

    EonMaster Eeveelution Master

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    Re: Creep possibilities

    The idea is pretty good. Everyone knows how annoying ghosts are when you don't have effective anti cloaking units or buildings to find them before the inescapable nuke arrives in all its fiery glory. The creep idea would make it easier for the zerg to find these warriors of destruction by indicating to the player where a ghost or other cloaked ground unit is by either showing them on the screen in that semitransparent look or showing where they are on the minimap. Another way would be to show an onscreen warning that there is an invisible unit in the area and point to the general direction.

    This idea would be logical for a zerg mechanic but may be a little too powerful. As long as it doesn't act as a fully fledged detector, it should be workable into the game as a fair ability for the zerg.
     
  8. ijffdrie

    ijffdrie Lord of Spam

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    Re: New creep mechanics

    what about some sort of creep pit, 50 minerals where a unit falls in and gets out in 10 seconds
     
  9. Lipton

    Lipton New Member

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    Re: New creep mechanics

    That would make creep overpowered, I don't think creep was only intended to effect Toss and Terran by preventing them to build there.

    Of that list this is the only one I liked:

    - expand through cliffs. (i.e. expansion no longer halted at edge of cliffs)
     
  10. BirdofPrey

    BirdofPrey New Member

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    Re: New creep mechanics

    Even if it does not expand up or down cliffs it should at least expand up and down ramps
     
  11. ijffdrie

    ijffdrie Lord of Spam

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    Re: New creep mechanics

    maybe creep can remove some effects as irridate or parasite, or at least weaken them
     
  12. ItzaHexGor

    ItzaHexGor Active Member

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    Re: New creep mechanics

    Creep should definitely move up and down ramps, because it is all flat ground, but turns into a steady incline. Creep expanding through cliffs would be a great way of doing it without making it imbalanced like how the Creep moving down cliffs, but not up cliffs would. It would also make the Creep appear to be more of a living super-organism as opposed to, if it was able to fall down cliffs but not grow up, a liquid. Removing Irradiate or Parasite, or even just reducing it does not sit well for me. I don't see how the Creep would physically remove effects like these from Zerg units.
     
  13. ijffdrie

    ijffdrie Lord of Spam

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    Re: New creep mechanics

    by absorbing it, every creep part could remove/reduce one effect, but than it turns green and cant be used like that no more
     
  14. CaptainPicard

    CaptainPicard New Member

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    Re: New creep mechanics

    Creep in SC1 could move down cliffs but not up them? I don't think I ever noticed that!
     
  15. ijffdrie

    ijffdrie Lord of Spam

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    Re: New creep mechanics

    actually it cant
     
  16. ekulio

    ekulio New Member

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    Re: New creep mechanics

    I like the idea of creep moving up and down cliffs, I don't see how that's overpowered. Also it makes no sense that it could go down the cliffs and not up them, since the fluids need to flow both directions anyway. It should definately move up and down ramps though.

    About the only idea I like for creep is giving units a regen boost when burrowed in it. The downside is then what about flying units or ultralisks that can't burrow? how do they heal? And if lurkers are still in then it would be really OP for them.

    I'm really worried about the appearance of creep in the game more than it's function. in the original it was just an ugly purple carpet..I wonder what it will look like for SC2. The only thing I can imagine looking ok is a huge mess of tentacles going this way and that, with the terrain still visible between the tentacles (that would look so cool climbing up and down cliffs) but I can also see how a texture like that would easily become distracting and hard to look at.
     
  17. ItzaHexGor

    ItzaHexGor Active Member

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    Re: New creep mechanics

    First of all, it is not the thought of Creep being able to go up and down cliffs that is overpowered, it is if Creep was only able to go down but not up. Also, when you said
    This is blatantly not true. Try setting up this experiment sometime:

    | __________
    V |
    ____________|
    |
    _|

    And pour the water (or any kind of fluid, honey would probably have the most Creep-like texture) where the arrow is. As you will find, the fluid will not flow up the cliff!!! It will only flow down, which if implemented into StarCraft2, would be unbalanced.
    Also, Zerg units already regenerate slowly, so the Ultralisk would not have to be burrowed to heal. And the regeneration advantage to Lurkers would only occur when it is in your base, defending. Units that are defending usually have full health to begin with, and if the unit is being attacked, I doubt that the regeneration rate will affect much.
    The Creep won't be like tentacles or anything, it'll probably just be like how it was in StarCraft1, where it was basically just a off-color coloring of the affected area.
     
  18. ekulio

    ekulio New Member

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    Re: New creep mechanics

    Don't be a smart aleck with me. I know water doesn't flow up. Creep isn't a liquid though. Creep is biological matter that provides nourishment to zerg structures. Last time I checked my blood flows up and doesn't get trapped in my feet. Also I'm *fairly certain* water starts in the roots of plants and flows up to the top. Creep, I'm sure, requires circulation just like any living organism that big, I highly doubt the fluids only flow one direction.

    How is creep being able to go up cliffs overpowered? It makes no sense from a gameplay sense that it shouldn't, especially if it can go down cliffs.

    I really don't like the idea of the creep just being some ugly purple carpet again. I want to see something that looks more reasonable. And how can you say it won't be tentacles or anything? You don't know that, quit making assumptions. Now that I think of it, vines or creepers (See? CREEPers) would probably be a better comparison than tentacles.

    Lastly, I know that zerg units will regenerate automatically, I was just saying I like the idea of having a boost to their regeneration while burrowed in creep.
     
  19. Larvitar

    Larvitar New Member

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    Re: New creep mechanics

    I suppose when creep flows up the cliff you can build structures there and the enemy can't. How nice.

    Honestly, Zerg have to be offensive. They don't really have time to sit at home, burrow and wait for the enemy to come by. It's fatal, because protoss and terran have great crowd control units at tier 2 around there. Hence, regeneration while burrowed in creep is almost redundant.

    Zerg had to harass Terran a lot to win the game, and zerg have to smash more high templars than dragoons to win the game. Even if high templar's psionic storm ability didn't come back, you think Zerglings stand a chance against 6 Zealots and 2 Colossi? No time to defend against those units, you have to prevent them from even coming out.

    Terran have siege tanks and when they get higher tech, it's banshee time. You can't waste time sitting in your base when a banshee pops out. 12 banshees might slaughter hundreds of hydralisk. There is no time to waste. The zerg just can't let those units come out. You have to harass them.

    Zerg is all about speed. What is the point of speed if you waste it sitting in your base doing nothing? Burrowing in creep to boost regeneration would be redundant, once Zerg units go out, there's no telling how many would actually survive the intial assault to come back with hp that is feasible for regeneration.

    In SC1, zealots had leg upgrade at tier 2/2.5. But Zerglings and Hydralisk got it at tier 1. This only reinforces the fact that Zerg are meant for speeding rushing. The Zerg army comprises of very fast units to increase chances of first strike. First strike to ensure the opponent waste time repairing and rebuilding units to defend. If the Zerg can slow down teching, they win much more easily. If you camp in your base, you will realise that when the enemy attacks you, you are going to get slaughtered by the AoE/Crowd control units.


    Bonus 200 minerals for a Reply of Relative Interest
     
  20. Namor

    Namor New Member

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    Re: New creep mechanics

    Larvitars Right... not only Zerg but the whole SC game is about speed....
    To give blight the ability to slow down enemy units is not a good idea... that's just to much WC3... SC is raid raid counter fast fast fast!!!

    But the idea of blight expanding over cliffs and let borrowed zerg units move under the tarrain is really nice... especially since protoss has the warp-in.