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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. Smokiehunter

    Smokiehunter New Member

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    Re: New creep mechanics

    no I really think that it would make zerg bases untuchable by ground units at least. say good bye to reaper raids.
     
  2. jakjak42

    jakjak42 New Member

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    Re: New creep mechanics

    arent reapers dropped from starcraft2. but anyways u could drop the reapers in with drop ships or any other units really
     
  3. Smokiehunter

    Smokiehunter New Member

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    Re: New creep mechanics

    the reaper has the pack so they can do it by them selves. It be pointless to drop in reavers with a ship when you could just fill it with marriens. Repeirs can go places marriens cant thats thier point when you take away their rades you take away their point
     
  4. jakjak42

    jakjak42 New Member

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    Re: New creep mechanics

    o sorry i thought you were talking about reavers the protoss slug, marines would be better to drop
     
  5. TheOneInPower

    TheOneInPower New Member

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    Re: New creep mechanics

    The catch for the moving while burrowed in creep should be that you can only move to creep that's connected. It would be very unfair if they could cross over to an expo. But if this were the case, wouldn't the only unit to benefit be the lurker? Couldn't the rest all just walk? What would be the point of sneaking in your own base?
     
  6. BnechbReaker

    BnechbReaker New Member

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    Re: New creep mechanics

    obviously they can't move out of the creep while burrowed. as for what uses besides the lurker. well it's mainly for base defense, instead of charging at enemy under fire, move beneath the enemy then un-borrow to engage directly in melee, all zerg players knows how difficult it is to defend their base against siege tanks hiding behind marines & medics without defilers' darkswarm. with the ability to move under creep, you can now move under the infantry and go directly for the tanks.
     
  7. Eye_Carumba

    Eye_Carumba New Member

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    Re: New creep mechanics

    That's exactly how a sunken-colony-rush works! ^^ Only vs. zerg.
     
  8. carousel

    carousel New Member

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    Creep: Barbs and pits

    Hello there,

    Appologies if these points have already been suggested before, I've scoured the threads but cant seem to find anything.

    A couple of thoughts on creep:

    1: Ability to grow barbed regions out of them:

    These could work by designating areas which barbs would grow out of the creep. Barbs being ivy like brambles that cluster together like a bush, they could be arranged to create perimeter defenses or whatever else takes your fancy, and once placed would grow gradually. They could be intelligent and attack units which came into close range, or they could simply slow and hardly damage smaller units that would try to wade through them. Obviously they would have HP and could be destroyed. In a similar way to the supply depo submerge, the barbs could retract, or move out the way to allow friendly units to pass. This could be an automatic mechanism. Ie - if deployed around a base, they would act as a semi permeable wall, your zerg units could seamlessly move out, but enemies could not easily pass though.

    You could have this ability as a researchable upgrade which automatically lines the edge of your creep, rather than micro'ing its growth areas. New sunken colonies could integrate with the barb sprawl, with extra large barbs able to grab and snare units, or in the case of smaller units like marines, pick them up and wave them about a bit.

    2: Pits

    Areas below creep could be dug out, and masked over with creep. When enemies moved over the regions, the ground would give way and swallow the unit into an array of nastiness below. While this would work in a similar way to a mine, its area of effect could be much larger. Areas could also be dug to create invisible trenches around perimeters.

    These could be manually triggered to collapse, allowing you to wait for as many enemies as possible to move over the target area. Alternativly, one possibel mechanic would be for the areas to be automaticaly weight triggered. This would encourage you to send lighter units into a base to assualt, rather than moving in heavier tank units in. Imagine assaulting a base, your marines move into close quarters and your thor is supporting in the rear. The marines move over and dont trigegr a colapse, but the heavy thor gets caught afterwards.

    From seeing some of the physics the SC2 engine will incorporate, I can't see why these couldn't be technically achievable. Gameplay issues being another story altogether. What do people think?

    Cheers

    Carousel
     
  9. BnechbReaker

    BnechbReaker New Member

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    Re: Creep: Barbs and pits

    these ideas are a little too complex for my liking, personally i think any creep mechanic should be simple and passive, requiring no micro.

    they are nice ideas none the less, just not for me
     
  10. Fenix

    Fenix Moderator

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    Re: Creep: Barbs and pits

    I like the pit idea, the one with the Marine and Thor. Of course, it wouldn't be and instant kill, just a damaging, either damage from a fall, or a sort of acid as long as you're in. Perhaps a fall, and an Ensnare like effect.
     
  11. -LT-

    -LT- New Member

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    Re: Creep: Barbs and pits

    Great ideas! I especially like the pits.
     
  12. BirdofPrey

    BirdofPrey New Member

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    Re: Creep: Barbs and pits

    Traps doesn't seem very zerg.

    Also it shouldn't be intrinsic to the creep. Just have the zerg able to dig traps.
     
  13. -LT-

    -LT- New Member

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    Re: Creep: Barbs and pits

    Traps are very zerg. They're predatory creatures. They make traps.
     
  14. kuvasz

    kuvasz Corrections Officer

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    Re: Creep: Barbs and pits

    Zerg are predatory creatures but they are not intelligent and traps require that :p
     
  15. -LT-

    -LT- New Member

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    Re: Creep: Barbs and pits

    They are intelligent! How much intelligence is needed to dig a hole?
     
  16. BirdofPrey

    BirdofPrey New Member

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    Re: Creep: Barbs and pits

    It isn't just a hole. The intelligence is required to put the spikes in (as is a way to do it) and to conceal the hole
     
  17. Fenix

    Fenix Moderator

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    Re: Creep: Barbs and pits

    One Zerg is an idiot. However, you will rarely find just one Zerg. They're all controlled by QoB and Cerebrates, and they're extremely smart.
     
  18. kuvasz

    kuvasz Corrections Officer

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    Re: Creep: Barbs and pits

    Digging it doesn't require intelligence. Digging it in the right place and disguising it and keeping other Zerg from falling in it does :)
     
  19. Darth_Bane

    Darth_Bane Moderator

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    Re: Creep: Barbs and pits

    I think the pit idea has a really closely relaited relative. You do not know who I am talking about? well does the BLACK HOLE ring a bell? I meen atleast you could run away from the black hole this thing has an even larger radius than the black hole AND it attacks ground only as the black hole only attacked air units..hmmm....... what happened to the black hole? *thinks for a seacond* ::) Oh yea IT GOT SCRAPED! I meen this is just replica of the black hole accept only for the other class of units the ground ones ofcorse and plus you do not get to have air units usually untill teir 2 plus ground units are used far more frequently and they called the black hole overpowered!! lolz :p
     
  20. Protoss Kills Infinitely

    Protoss Kills Infinitely New Member

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    Re: Creep: Barbs and pits

    Hey
    i reckon this is a good idea because i have noticed that whenever i play zerg i almost always die because of their defense isn't that good...i think that this would help the zerg a lot and i give it a thumbs & power up! :good: :powerup: