the creep needs to expand faster after a hatchery/creep colony is built. it also needs to retract as fast when all buildings have been destroyed. i also think the should enhance the burrowing when a zerg unit burrows under the creep. im not sure how it could be easily done but u should need 2 or more detectors to see a zerg unit that is under the creep. i also like the idea of zerg healing faster on the creep.
Well let me think...since the Zerg build on it...I'd give a definite thumbs up. But as for the creep being non detectable on the mini map, you'd be sending at least a platoon of Marines to their deaths just trying to find the damned Zerg base. Again, pulsating Creep that splashes and can heal even enemy Zerg units (slower though, because it wasn't produced by its own brood...but creep is creep...) still has my vote. I don't like the idea about having two detectors to find a Zerg hidden under the creep...honestly, who'd bring two to a fight? One, that's a waste of precious, precious resources, and two, if you loose then you have more ground for the rest to cover until the two that were lost are built. Having the Creep receded with either fire or Psi energies sounds neat. But how would the Zerg be able to remove it? Have workers come and eat it ad spit it out where ever their Brood needs it? Tell me what your ideas are... - My life for the Swarm!
Correct me if I'm wrong...but even in SC1 zerg units regenerated faster while on the creep. So I'd expect blizz to carry this over. I don't like the idea of the creep damaging non-friendly zerg units (it could be problematic in multiplayer if someone is non-zerg playing with a zerg) as it would be a pretty clear advantage. However, i really do like that idea of having a slow effect on other units...but do we even know if the creep is gelatinous? I always thought it was more like soil than liquid haha...i dunno how speedy zerg units would want to run around in molassis (pardon my horrible spelling) What i imagine being a cool ability is having it be corosive to non-zerg structures...sort of like that acid stuff in Alien...so you could use creep colonies offensively...I think that'd be a sweet addition...
haha yeah, i thought i might of been confusing that since they are similar...speaking of the blight...it be cool if the creep destroyed trees or similar living aspects of the terrain...or at least had some effect on it like the blight of wc3 i havent played sc in a while...
I like that. After you have killed all the Colonies and Hatcheries, and the creep starts fading away, the ground and grass under it should be all dry and dead.
Hatchery Tech Desides what Creep is Laid I though of an interesting idea that incorporates the hatchery/lair/hive with the creep. What if the tech of the hatchery decides what buildings can be built on the creep it produces. hatchery-the creep has a regular radius from the hatchery. Only buildings that need the hatchery can be made on the creep: spawning pool/hydra den/evolution chamber. hatchery buildings are made at the regular speed because of average creep. lair-the creep produced by the lair gets a larger radius to allow more room for buildings. Queen nest and spires can only be made on creep produced by a lair or hive. Hatchery level buildings can be built faster because of better creep. hive-the creep's radius expands again to be able to accommodate more buildings. All buildings can be produced on creep made by a hive. Lair and hatchery buildings are made faster because of the excellent quality of the creep. Creep colonies can be made on all creep, including those made by other colonies. No other buildings could be made on creep from colonies since the creep isn't good enough to allow the buildings to survive. The creep would slightly change color to show what creep belongs to the hatchery/lair/hive. Hatchery creep is the common dark purple color. Lair creep turns a redish-purple color since it is filled with more nutrients. Hive creep becomes deep red because the creep becomes saturated with nutrients. Also, if more than one are in the same area and their AoE overlap, the more advanced building is dominant. example-both a hive and hatchery are both located in the same base. The hatchery's AoE overlaps with the hive's AoE. Since the hive is more advanced and produces more creep, it dominates on the overlap, and hive buildings can be made there.
I think that creep should be able to grow over levels of terrain, perhaps after a Lair upgrade, of course the rate of growth would be much slower, but once set, it would allow all zerg units to cross at a reduced speed. I think this is a little more of an 'offensive' creep and would give a new meaning to Zerg expansion, seeing as Terrans have drop pods and Protoss have phase prisms/ gateways.
Re: Hatchery Tech Desides what Creep is Laid I like the idea of having Hatchery/Lair/Hives with increasing radii of creep/speed bonuses, but not the building restriction thing. Zerg buildings are already limited by which Hatchery tech you have, so it'd be redundant. Also, the Zerg would be given a huge disadvantage in base layout. They already have the weakest mechanic here, as Terrans can build anywhere, Protoss can only build within Pylon power and Pylons can still be built everywhere, but Zerg have to build on creep and an entire new Hatchery has to be built for Zerg to put creep in a blank area. Limiting essential buildings to non-Creep-Colony creep would severely limit base expansion, and I don't see it being in Starcraft II.
Re: Hatchery Tech Desides what Creep is Laid I do see your point. Perhaps hatchery level units could be allowed on colony creep. Logically though, the reason I see the later buildings requiring better hatchery tech is because when the hatchery upgrades, the creep would become of better quality, allowing the buildings to live. But without the lair or hive nearby, the high tier buildings wouldn't be able to live since there is only the lower quality of the hatchery creep. Because of this, they can logically only survive near them. However, this idea is based mostly on logic, which sc1 and 2 have strayed from for balance issues.
Re: Hatchery Tech Desides what Creep is Laid Yeah, game play > logic. The larger creep radius is interesting though.
Wait since when have Terrans had Drop Pods? The last thing I saw for the Terrans was Thor...I guess I should check the site again. But again, if the Creep is used offensively then you could just Creep rush the other player and win in the first 10 minutes...Cheap much? - My life for the Swarm!
They had drop pods in the original Terran demo video. At the end when they are demonstrating the ghosts, after they show snipe, they have each ghost summon a drop pod full of marines into the battle field and wipe out the enemy marines.
Re: Hatchery Tech Desides what Creep is Laid I agree with ninerman13. Just let the creep grow more with building upgrades, but it's not a good idea to restrict buildings to some type of creep.
Re: Hatchery Tech Desides what Creep is Laid After thinking about it, I also don't think it is a really good idea. I was using my own experiences playing zerg to make this idea. I prefer to build all my tech buildings near my original hatchery, so it would have made sense to fit my strategies. However, I saw that having to build only in a certain area wouldn't fit everyone's style, so I added the expading creep idea since I thought it would compensate and would sound logical.
Re: Hatchery Tech Desides what Creep is Laid I agree, since the zerg already have to upgrade to get the higher tier buildings anyways. And the larger creep radius sounds good though.
Re: Hatchery Tech Desides what Creep is Laid I dont like the part about the restrictions, build it´s a great concept so you get a power up from me.
Ah...that makes much more sense. I checked the Starcraft2 homepage and I couldn't find drop pods in the unit category. But now I see that it would probably be in the Ghost abilities. Thank you for clearing that up for me. - My life for the Swarm!