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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. Psionicz

    Psionicz New Member

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    Lmao, ugly purple mat.

    Spam ^

    But I hope they keep the creep static and not moving all the time as I would imagine it to be cuz it will cause lag when lost of bases are made.
     
  2. Broken_Heart

    Broken_Heart Member

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    Maybe the "slow on creep" and "heal on creep" should be an upgrade?
     
  3. ekulio

    ekulio New Member

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    @Zergalicious: Are you saying my post was spam? I was sharing my opinion about the topic at hand and I think it was relevant. Don't hate.

    I am all for the increased regen on creep, but only when the unit is not engaged in battle (attacking or being attacked, with a wait period afterward) Otherwise it would be OP. I don't know about the slow thing, I suppose it makes sense though.
    It's just the colors thing I object to. c'mon, you gotta admit having the creep on one side of your base purple and the other side green would be kinda messed up. If it's not consistent it will be too distracting.
     
  4. ZeR[g]LiNg

    ZeR[g]LiNg New Member

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    I tihnk healing on the creep takes away from the throwaway your units because you can make a thousand more idea of the zerg. But offensive creep would be awesome.
     
  5. Psionicz

    Psionicz New Member

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    I said me loling about the ugly carpet and me sharing that was spam not your post. And yes offesive creep would be sexy as hell,like I posted earlier imagine creep creeping into your base etc etc
     
  6. Aurora

    Aurora The Defiant

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    Offensive creep wouldn't be awesome, since the Zerg are an offensive race, by making creep that can attack the opponent, Zerg players would just hang around their base all the time to defend much easier. That way they are able to mass units quicker (since they don't loose many in defense) and are unstoppable.

    The idea has a high cool-factor, but it is really overpowered if you think about it longer then the two seconds it takes to post this idea. Please don't let this topic turn into a noob discussion, I really don't want to see it closed.

    (no offense to you zergalicious, I'm referring to ZeR[g]LiNg)
     
  7. Psionicz

    Psionicz New Member

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    I doubt it'd be that overpowered, just kill the creep colony which produces this offensive creep. But it isn't really a nessesity just sounds cool.
     
  8. ekulio

    ekulio New Member

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    Ok I got it. We're cool.

    I've always wanted to be able to build creep right up to my opponent's base and cover the map but it never seemed possible. It would be cool though. I think creep should first of all be able to climb up and down cliffs, and second if creep touches an enemy building it should slowly damage it and tear it apart over time, like tree roots tearing up a sidewalk or something.

    Another thing (and this is more aesthetic) I think the creep could have kind of a coral effect, where when it dies and recedes it leaves a kind of gray skeleton behind.
     
  9. Aurora

    Aurora The Defiant

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    I like the rotting thing. It would be a nice hive-level upgrade. And it shouldn't take a lot of time to have a serious effect. I you use it solely offensive, it wouldn't really contribute to the gameplay, because if you have enough time to start building inside an enemies base, then your enemy really sucks and you should have destroyed most of the buildings already before the Colony is even done morphing.

    As a defense it would be better. If you enemy tries to bunker it's way into your base, (popular Terran tactic) they would need heavy SCV support to pull it off successfully. But as I said before: if it attacks units to, it's yo overpowered and it would be to focused on defense, rather then the offense that fits the Zerg race so well.
     
  10. Reaper87

    Reaper87 New Member

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    I think that they should have special things like hydralisk spines that go farther and stuff. REAPERS ROCK!!!
     
  11. Psionicz

    Psionicz New Member

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    Your name is Reaper yet you have a Lurker avi, lol k.

    Also elaborate on your idea.
     
  12. Maelstrom

    Maelstrom New Member

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    I believe he thinks lurkers are called reapers lol.

    I think the creep should stay as it is. I mean, many of the ideas I've read are pretty interesting, but I can't see any way of balancing this properly, considering the fact that zergs should be aggresive and not defensive.
    So, I think the Regen creep is not good at all.
    The slowing creep? maybe.. depending on the slow % and if its a lair or a hive upgrade.
     
  13. DarkTemplol

    DarkTemplol New Member

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    I like the idea of dead creep leaving a remains type object behind. This could also serve a purpose. For example, other races woud be unable to build over it. This could be imbalanced though. I don't know, it would be a cool effect either way.
     
  14. ZeR[g]LiNg

    ZeR[g]LiNg New Member

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    I wasn't really saying it'd be a good idea, I just said it'd be awesome. As in cool. As in I'd love to see creep tearing up marines. But that's obivously not gonna happen.

    I tihnk for the creep to be any useful, it shouldn't be defensive, first of all. That'd be overpowered, and healing would take away from the let all your units die concept. =D I think it should compliment the Zerg's sattributes, like massing, or adapting to situations(Lurkers and gaurds, anyone?). I can't think of any other attributees the Zerg might have but whatever.

    I really can't think of anyway to help Zerg besides attacking and healing. ANyone have any ideas?
     
  15. ZergPWner

    ZergPWner New Member

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    Ideas for creep

    1.To make it burnable.
    2.To slow down nom zerg units, except infested Teran marines.
    3.to heal zerg units (not enmy units ofcourse)
    4.Deadly cloud that cuts health of enemy units (0.05 per second), that is disruptable by medic activity
    on creep

    lol I ve got my first 200 ninerals, 22 posts and power level +1.
     
  16. Psionicz

    Psionicz New Member

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    ZeR[g]LiNg:
    You have to remember Zergs don't really help each other like Terran and Protoss do (Medics, Repair, Shield Repair etc.) so all of their tactics must be offensive.
     
  17. Zerg Drone

    Zerg Drone Guest

    Yeah these are all good Ideas. The Protoss colossus can walk up and over cliffs then having the creep cover hills and cliffs would be cool. Having the creep heal Zerg units would give the Zerg ground units an extreme defensive advantage. But the Zerg units are pretty weak in few numbers this could be a benefit. Along with Slow and Sluggish this would greatly over power the Zerglings while defending the hive. Because if the enemy's attacks are slowed and the creep is heeling the Zerg units, then they would be next to invincible.

    The creep moving at a constant rate instead of jumping every five to 10 seconds while expanding would be good atmosphere. Or as myLifeforauir said, is splashing and pulsating would add more to the Zerg and get the player more into his or her role in the Zerg. It would just be for the overall feel of the game...but I think it is a good idea.
     
  18. Mephisto

    Mephisto New Member

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    I say the Creep just needs to pulsate more and splash. Besides that it's perfectly fine...in my opinion,






    - My life for the Swarm!
     
  19. ZeR[g]LiNg

    ZeR[g]LiNg New Member

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    Lol Zergalicious I said not defensive. And i tihnk offensive is the opposite of defensive. So what are you getting at?

    Anyways, if the creep is offensive, it's automatically being defensive. Who is gonna build a hatchery at the back of someone's base to let the creep go in and attack?

    Player1: Wow, that Zerg player has nothing! It's time to attack!
    *Attacks, but then sees creep slowly spreading into his base*
    Player2: AHAHA Newb! BEHOLD MY MIGHTY CREEP RUSH!!!!!
    *Player1 is elminated*


    I do not seeing that happen. So, the creep will most likely be at your base, so anything offensive will be to defend your own base. SO it's defensive. I would say support is cool if you're gona give creep any ability. Otherwise, what Maphisto said and Zerg drone said at the end of his post is good. Just needs to feel *creepy* Lol. What else is creep gonna look like. Or maybe some aesthetic changes to enemy units. They walk at the same rate, but the creep looks like it's pulling at them and the enemy units are using more power than normal. Just some aesthetic changes.
     
  20. LordofAngels

    LordofAngels New Member

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    You know..... I highly doubt creeps will become anything more than place to build on..... but the idea of creep rush sounds cool........
    Oh and not forgetting the idea of burning creeps..... using 10 probes to just burn away creeps, criple their building capability... while you enjoy nice break from all the rushes..... that would be nice....

    Anyhow, I saw the sunken colony thing...... I noticed that you have to build more than 4 for any sunken colonies to sucessfully defend from ground froces of any kind.... but making it generally strong by giving better firing rate is risky.....

    So how about this? Once Sunken is built, its pretty good with all its normal glory. Then Drones can build upon the Suken colonies to upgrade them, with extra minerals. Sunken can gain extra healthpoints and better hitrate OR have another "tongue" come out, making it do more damage plus hitrate.
    Of course, these upgrades should either increase with each upgrade or expensive to begin with.... with limitations. But I think its good idea for zerg players to arrenge their power and space so that they don't wall themselves with sunken colonies... but use the space more usefully.

    And I think non-detectable creep is excellent idea..... but to balance it with the lurkers, why not make it so that each time any unit attacks from the ground, make that unit detectable? It would be realistic for Terran troops to die from the lurker attacks, and call Nomad to search that area closely. Of course, given time the lurks will disappear from detection again. This can also cover for burrowing buildings, so that once the burrowed building attacks, it becomes detectable for couple of seconds given that it doesn't attack during those seconds. I like that idea.....

    But I also like the fact that creeps become a unit of sort.... maybe it will take extremely long time for workers to actually dispatch them? Or maybe they can make it so that Nomads have special machine/turret that harvests those creeps away.... and for protoss, Psi energy emitted from the Pylons or Phase prisms can slowly retreat creep... that way the creep being killed isn't much of a big deal, but it can mean the difference between victory and defeat.