Re: Creep possibilities coreyb's or mine if you mean mine, I'm on your side, the regeneration is pretty much useless unless your opponent decides to allow you to several minutes to rebuild before the next attack. (try finding someone like that on b-net)
Re: Creep possibilities then you have posted in the wrong thread should have been posted in the other thread has "you" refers to the guy in the other thread right? but he is not here so i assume "you" refers to me
Re: Creep possibilities I agree that creep regeneration is great, and could became overpower , so I suggest any special creep effect should be only on the Hive's creep area (have a different color to identified them), since most people don't build more then 2 Hive, that would kinda balance it
Re: Creep possibilities good idea, but i would like it if all hatcherys had that special creep around them too. (especially since you never build more than ONE hive ) Then the only non-increasing creep would be the creep spread by creep colonies. btw, welcome LxMike! I hope you will have good discussions during your visits!
Re: Creep possibilities who says never build more than one hive? I tried to get 10 HIVE in b-net, but my town got destroyed while they were developing my hydralisks just couldn't stand up to his mutalisks ( I think he was stacking)
Re: Creep possibilities common sence. Besides from the extra hp you dont get squat. And instead of getting extra hp, you should get some units.
Re: Creep possibilities the only reason to build more than one hive is if your opponent is a protoss and he's using the reaver-sair strategy. in that case you should have a spare hive in case one oh them gets dropped and destroyed, basically the extra hive protects your tech
Re: New creep mechanics - slight reduction in speed (10-15%) to enemy ground forces traveling through creep. I like that idea. It give the impression of the enemy units having to half wade through this sticky goo... which wouldn't be very pleasant for anyone. Also.... Reapers should count as hovering units, at least when they're moving, because of their jump packs. They wouldn't be affected by the Creep speed reduction because they jet pack over the top. - significantly boost the rate of regeneration(200-300%) of zerg ground units on the creep. This would also work well with the slowing down idea. It would give Zerg a much bigger advantage when defending, which is awesome because they are mainly an offensive team. - allowing burrowed units to travel underground within the creep. Not too suer about this one. I think that Zerg units should wither be able to move while Burrowed or not. - poison organic units. This is also going a bit too far I reckon. The Slowing and the Regeneration are good but the Creep should damage enemies. - expand through cliffs. (i.e. expansion no longer halted at edge of cliffs) This could be a problem if the enemy hasn't discovered your base yet, but it would also be great for expanding.
Re: Creep possibilities yeah, that is what it should do. I hope they make something similar to that. *EDIT*what the heck here is a owerup:
Re: Creep possibilities Maybe burrowed Zerg units can move in the creep. If they reach the edge of the creep then they come out unburrowed, since creep is so thick. This would make Zerg players think twice about not allowing the sunkens to have detector support. Of course, the Zerg units cannot attack while burrowed, or even half burrowed. But if 16 Zerglings suddenly emerged around a sunken that would be the Zerg player's fault for not seeing that coming sooner. I always thought that creep was anti-terran and protoss since a really crazy player could cover a expansion with a lot of creep and cause it to take around 5 minutes to reside. If he did that, you would not be able to build your nexus/CC at the ideal location or worst of all, unable to build your resource gathering building near the resource node. Of course, that would backfire against Zerg players. They would just build sunkens and spores very easily since there would be a lot of creep.
Re: Creep possibilities The ability to move in the creep does sound like a strategy fitting for the zerg, but only small units like the zergling should be able to movve in it since the creep isn't too deep.
Re: Creep possibilities I'm sorry, I should have searched first... but shouldn't this be merged with this: http://www.starcraft2forum.org/forums/index.php?topic=1767.0 ?? *looks bashful*
Re: Creep possibilities 1 personally think the creep give away the position of a base easily since they are all linked to a hatcheryI So you recon troupe can see the creep without been detected.
Re: Creep possibilities You should be able to see the unit, but not attack it. As like, the creep can "feel" the unit, but not "detect" it. That would make it easier to fight off DT/Ghosts, since you can be able to spot them, but not easy enough that you won't need detectors. A kind of semi-detect. ;]