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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. ItzaHexGor

    ItzaHexGor Active Member

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    All teams have the same mobility, so Zerg doesn't really need an aggressive creep.. They each have a transport, inter-tier unit (except Zerg at the moment) and a teleporting ability. Protoss have Phase Prisms for transport, Colossus (and Stalker) for their inter-tier unit and Warp In for their teleport ability. Terran have Dropships for transport, Reapers for their inter-tier unit (and Viking) and Drop-Pods for their teleport ability. Zerg will most likely have Overlords for their transport, they haven't got an inter-tier unit yet, but they do have the Nydus Wyrm for their teleport ability.
    The Zerg are already just as mobile as the other teams, so I don't think it's really necessary for them to have creep that can grow up and down cliffs, etc.

    EDIT: Viking is also inter-tier. :p
     
  2. Gasmaskguy

    Gasmaskguy New Member

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    You don't count the Viking as inter-tier?
     
  3. Mephisto

    Mephisto New Member

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    Again, a Newb Creep rush would be cheap as hell for a 'Toss or Terran player.


    - My life for the Swarm!
     
  4. drealecs

    drealecs Guest

    Re: Hatchery Tech Desides what Creep is Laid

    and if you destroy al lair, the spire that was on the lair's creep won't work?
    it's not a good ideea in my opinion
     
  5. EonMaster

    EonMaster Eeveelution Master

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    Re: Hatchery Tech Desides what Creep is Laid

    Well, if they destroyed your lair, you're obviousy losing already so it wouldn't change anything.
     
  6. ShdwyTemplar

    ShdwyTemplar New Member

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    Re: Hatchery Tech Desides what Creep is Laid

    Well, the topic of creep if a fiercely debated topic as we want it to change, but not all that much. So, to really give it that still unique presence that the Zerg have and it let it remain the same is have multiple radius that give increased levels of upgrade speeds.

    Hatchery Creep: 95% Evolution Speed
    Lair Creep: 100% Evolution Speed
    Hive Creep:105% Evolution Speed

    The speed would modify how buildings within the original radius function as in a Spawning Pool within the radius of a regular Hatchery would research evolutions for Zerg units at 95% Speed. While, a Spawning Pool within the creep would research an Evolution at a rate of 105%. If the creep from either a Hatchery, Lair, or Hive overlap the creep would Evolve at the highest Evolution Speed within the creep radius and disregard the lower speeds.

    This would also make a bit of sense as a population will expand outwards from the center point of origin. This expansion would begin slowly, but as expansion increased beyond a previous point of expansion an expanded region becomes more populated. Thus, allowing for advancement. The Hatchery represents the beginning of an expansion while the Hive represents a full on expanded region. Thus, smaller outpost of Hatcheries would be evolving onward to Hives if they are not destroyed eventually.

    I guess we all have our own ideas of how Creep should work, so, I think I'll just leave it to Blizz to figure this one out. Still, I like your idea Eon as it allows more uniqueness and the ability to counter the Terran's defenses and Protoss mobile army by making the Zerg race faster towards the end tiers and counter the other tiers of the Terran and Protoss. I.E. The Baneling goes against Colossus, but if the Bane comes when the Protoss have flying units with little ground support what would be the point?
     
  7. hydralisk

    hydralisk New Member

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    i like that evolution idea it would allow the zerg to becom more powerful in shorter amount of time
     
  8. Gizmo4life

    Gizmo4life Guest

    I think creep should regenerate unit health faster. Also i think that there should be a cloaked zerg building which is a special type of creep that effectively slows down all non friendly units that walk over it.
     
  9. Rex

    Rex New Member

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    I think that a brilliant idea Gizmo, but do the Zerg eat the creep for energy/health? The enemy units slowing down on the creep is quite a good idea, since its basically living vines, and purple goop, but no need for a special building for that I say, normal creep is fine. Also what do you mean by cloaked? Do you mean a building that is submerged under the creep???
     
  10. EonMaster

    EonMaster Eeveelution Master

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    I think this idea has been posted countless times and there is one problem with it, camping. Why would you go offencive if you could just stay in your base and heal your army between enemy attacks, forcing your opponent to use thier resources to keep building a new army, and yours just heals itself?
     
  11. Kaaraa

    Kaaraa Space Junkie

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    Maybe it's more like beef jerky in texture?

    ...Jim Raynor's Creep Jerky. Feed your Infested Side ;D
     
  12. happypills

    happypills New Member

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    lmao...that should totally be a new billboard on a space platform :-D
     
  13. Gizmo4life

    Gizmo4life Guest

    "there is one problem with it, camping. Why would you go offencive if you could just stay in your base and heal your army between enemy attacks, forcing your opponent to use thier resources to keep building a new army, and yours just heals itself?"

    because if you camp your opponent has all the time and resources he needs to build up a force bug enough to beat yours. healing for zerg is really quite laughable in the first place when compared to terrans medics and repair, and the toss shield battery. you make a point that it would change the dynamic of the game, but not neccessarly in a bad way. instead of camping why not build a base close to your enemy so you can send your units there to heal in between battles and then hit him when he attacks your main. thats more accurate to how zerg was in the original starcraft, all about expanding. sorry for the novel lol
     
  14. L89

    L89 New Member

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    A very good point. Healing on the creep is a really interesting mechanic with great potential, such as having awesome animations of bits of creep creeping (I'm sorry :)) up the zerg unit while it is healing.
     
  15. Gizmo4life

    Gizmo4life Guest

    True and healing wouldn't have as much as an effect as many of the other suggested abilities like being able to move burrowed units on the creep. which would make zerg bases impossible to defeat assuming the zerg can hold their own on open ground. they would just keep popping units up behind you you would always have to fight surrounded.
     
  16. Kaaraa

    Kaaraa Space Junkie

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    Hah, that'd be great! I'd love to see a bunch of joke doodads in SC2.

    Back on topic, maybe most/all zerg units could have a timed consume ability while on the creep.
     
  17. Gizmo4life

    Gizmo4life Guest

    that could work, and then the creep could retreat if you ate too much of it lol
     
  18. Rex

    Rex New Member

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    One strange thing is the Creep Colony releases a green goop, while the Creep is purple. Its weird, or maybe its a chemical reaction. Then again theres the Hatchery and you don't know how it makes creep.
     
  19. CannonFodder

    CannonFodder New Member

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    lhi think that all units should be heal all the creep kinda like ghouls in wclll could cannibalise corpse, with the creep slowly being eaten,
    or
    they could simply just heal at a faster rate
    you know it all about balance
     
  20. furrer

    furrer New Member

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    Then the zerg player whould camp, and the Zerg race does not function on that way...