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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. Recon

    Recon New Member

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    Re: Creep possibilities

    well it would be a little useless. zerg have flying detectors that also count for unit control. whats the point of giving zerg something that usually has detectors flying around anyways. if you ask me, if zerg leave there base open from overlords and you can slip a cloaked unit past them then you deserve to do what ever your in there for. its just my opinion but i think it wouldnt be to usefull of a benefit and a little cheap. i say find another way to give zerg a dynamic benefit.
     
  2. EonMaster

    EonMaster Eeveelution Master

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    Re: Creep possibilities

    I think creep should increase regeneration of all allied zerg units. That means both the ones who created it but also ones that are allies in b-net.

    The ability to slow units just doesn't seem like happening since it would either be too powewrful or not useful
     
  3. NateSMZ

    NateSMZ New Member

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    Re: Creep possibilities

    yeah, the Overlords would make it kinda redundant... but of course - we don't know what the Zerg will be like yet either... Cerebrates are gone... who knows what the zerg roster will look like? =P
     
  4. -LT-

    -LT- New Member

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    Re: Creep possibilities

    This is a good idea, but it's too powerfull. It would make ghosts and Dark Templars
    useless against Zerg.

    This is a good idea and I think it should be in the game. Just not slow them
    down too much.

    This is yet another excellent idea and it shold be in the game. I always thought that
    zerg units regenerate faster when I started playing starcraft.
     
  5. BnechbReaker

    BnechbReaker New Member

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    Re: Creep possibilities

    idea one is not too powerful, it won't make them useless against zerg, they can still fight without cloak, also it's only on creep, the whole map is not only covered by creep
     
  6. ijffdrie

    ijffdrie Lord of Spam

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    Re: Creep possibilities

    yeah, but the dt are an offensive force, not a defensice and worker rushes with the dt become useless this way
     
  7. coreyb

    coreyb Guest

    Re: Creep possibilities

    Yeah first one is good! , second ain't to bad but third ain't good! , but nice idea's and well said there Nate! , and another one could be that any zerg allied unit's on creep heal's 50% faster and when upgraded it's 100% or 200% more faster! :p and also that the creep can crawl down hill's but not ground and up hill's! :p , make it more realasistic oh and it could also zerg allied unit's have faster ground movement because I can imagine a mutalisk slideing along creep alot eaiser then on ground or metal!
     
  8. BnechbReaker

    BnechbReaker New Member

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    Re: Creep possibilities

    here are some of my creep ideas from way long time ago:

     
  9. kuvasz

    kuvasz Corrections Officer

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    Re: Creep possibilities

    I like the speed reduction, the spread through cliffs but especially the move while burrowed. I can imagine the creep killing organic things in the soil making it softer and Zerg could claw their way underground :)

    But I think the poison and the boost would make it imbalanced. It would result in exploiting it by creating hatcheries at key points just to heal Zerg. Plus it would be very hard to take down a base, you'd need to lure them off the creep otherwise you wouldn't stand a chance with a similar army (in size).
     
  10. BnechbReaker

    BnechbReaker New Member

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    Re: Creep possibilities

    one of the better suggestion i've heard for creep mechanic is allowing it to slowly absorb a small % of organic units that was killed on the creep and turn them into resources.
     
  11. kuvasz

    kuvasz Corrections Officer

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    Re: Creep possibilities

    I don't think Zerg should gain so immediate advantages from corpses, they're not the Undead. But I can imagine something like the creep darkening after the amount of units killed on it and it would provide a minimal (like 2%/killed organic unit) healing effect on that patch.
     
  12. BnechbReaker

    BnechbReaker New Member

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    Re: Creep possibilities

    they don't get immediate advantage, it's a passive ability of the creep. any fallen organic unit on the creep get slowly turned into resources. the process is slow and the amount of resources a small % of the unit's original cost.
     
  13. coreyb

    coreyb Guest

    Re: Creep possibilities

    Yeah like 10%-20% , sound's like the creep is popular! :p
     
  14. EonMaster

    EonMaster Eeveelution Master

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    Re: Creep possibilities

    the resoure idea is good, but I like the regeneration ability better since it will help the zerg instantly after a failed attack on their base
     
  15. BnechbReaker

    BnechbReaker New Member

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    Re: Creep possibilities

    yeah the regen rate in sc1 is too slow, it's hardly of any use
     
  16. NateSMZ

    NateSMZ New Member

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    Re: Creep possibilities

    good thoughts ppl

    also, I don't think cloak detection would be overpowered - cause as somebody mentioned... Zerg get it for free already - it is redundant right now tho... If Overlords are still in, then that would be a stupid addition... if they aren't - I think it would be cool, and pretty much provide the same dynamic.
     
  17. timedragon888

    timedragon888 New Member

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    Re: Creep possibilities

    How will the creep regenerate the zerg? It's ok in-game, but logically speaking, how does it? Assuming a hydralisk has one of its arms chopped off or something. Does it plant its arm into the creep and let it grow back or something? That's creepy.
     
  18. EonMaster

    EonMaster Eeveelution Master

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    Re: Creep possibilities

    The creep could act as a healing agent and when it covers the wound of a zerg, it would help the wound heal faster
     
  19. Recon

    Recon New Member

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    Re: Creep possibilities

    i still gotta say that the creep being a detector is still cheap. it makes dark templar and other cloaked units useless like what was said on the first page. they all ready have flying detectors surrounding there base. if they dont use em to there advantage then thats there fault and will get hit hard for it. the creep being a detector just lets zerg players get a little to comfortable.

    something i thought of is that were all talking about creep going down cliffs and stuff. well what if most zerg units were able to crawl up and down cliffs when the creep is one it? we have all seen or heard of hydralisks and lurkers crawling up and down things. and im sure zergling could do it to. reapers got jetpacks and stalkers can blink so it would be nice for zerg to run on cliffs.
     
  20. EonMaster

    EonMaster Eeveelution Master

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    Re: Creep possibilities

    sweet idea

    That would add balance to the game, giving all 3 units a way to cross previously uncrossable terrain