zerg swarm group increase

Discussion in 'Zerg' started by Gah345, Dec 12, 2007.

zerg swarm group increase

Discussion in 'Zerg' started by Gah345, Dec 12, 2007.

  1. Gah345

    Gah345 New Member

    Joined:
    Jul 17, 2007
    Messages:
    157
    Likes received:
    0
    Trophy points:
    0
    heres an idea that fits the Zerg perfectly, has not yet been implemented by terrans or toss and will add an interesting effect

    for any who have every played Age of mythology, there was a norse unit called Fenris Wolf Brood and the more of them you had in a group / in close proximity, they had a greater attack (depending on how many)

    This would suit the zerg, very well, considering that they are all about swarming and and seem kinda animal like (hunting in packs?) Plus it would open up many new stratagies...

    Say its for hydras, you may be going up against a unit type with area effect dmg(GM_k input) you may choose to keep them spread so they dont all die instantly, however against say marines, keeping them in a big group would increase their attack or hp or speed or range and give the hydras the advantage.

    its logical, practical and makes sense any input? ???
     
  2. -LT-

    -LT- New Member

    Joined:
    Aug 7, 2007
    Messages:
    3,210
    Likes received:
    1
    Trophy points:
    0
    I love the idea! But i don't know if it would be imbalanced?
     
  3. Gah345

    Gah345 New Member

    Joined:
    Jul 17, 2007
    Messages:
    157
    Likes received:
    0
    Trophy points:
    0
    well so far anything goes for the zerg considering that they have few known abilities or mechanics yet

    you can limit its effect by making it only small increases or give it a ceiling amount that it can go up to
     
  4. darkone

    darkone Moderator

    Joined:
    Jun 29, 2007
    Messages:
    4,698
    Likes received:
    6
    Trophy points:
    0
    From:
    Mississippi
    That works, I guess.
     
  5. DarkTemplol

    DarkTemplol New Member

    Joined:
    Nov 23, 2007
    Messages:
    543
    Likes received:
    0
    Trophy points:
    0
    A cap would keep it balanced, like suggested above. Cool idea.
     
  6. don_bocci

    don_bocci New Member

    Joined:
    Dec 3, 2007
    Messages:
    207
    Likes received:
    0
    Trophy points:
    0
    Its an interesting idea and I like it AoM, but for me it brings about a question or sort of an idea, to spread out your units you would have to click each one and move them away so wouldn't be prudent to create some type of button or action command that can be used by all units called "Disperse" which makes the units in the group spread out, and then maybe another command called "Cluster" or something of the sort to bring them back together. Some time of formation control like on AoM would be nice as well.
     
  7. ninerman13

    ninerman13 New Member

    Joined:
    Jul 19, 2007
    Messages:
    955
    Likes received:
    2
    Trophy points:
    0
    I like the idea too. You'd definitely have to have some cap on the damage bonus and make it small to boot, otherwise it'd be unstoppable. It really does fit the Zerg swarm mentality, like you said.

    Don_bocci, I personally would not like to see 'formation' commands like that. Keeping units spread out when you want them spread out, and units together when you want them together is the hardest micro part in Starcraft. It is what separates good players from great players, and I feel that nothing to make it easier should be implemented. Welcome to the forums, by the way.
     
  8. ShasOkais

    ShasOkais New Member

    Joined:
    Jul 25, 2007
    Messages:
    219
    Likes received:
    0
    Trophy points:
    0
    From:
    Canada
    i think there was the same thing for Warhammer Dawn of War. Butttt, Dawn of War has such a low cap control compared to Starcraft.
     
  9. don_bocci

    don_bocci New Member

    Joined:
    Dec 3, 2007
    Messages:
    207
    Likes received:
    0
    Trophy points:
    0
    Thanks for the welcome.

    Well the only reason I would like to see it is because it would make micromanaging quicker. If nothing like it gets put in no big deal but since the groups can now hold more and the collision system is definitely more advanced I just believe that a simple tactics type button would be useful. Mostly because Sc2 is definitely going to have more units that can do splash damage which can be devastating to groups of marines and such. But its just a thought.
     
  10. ninerman13

    ninerman13 New Member

    Joined:
    Jul 19, 2007
    Messages:
    955
    Likes received:
    2
    Trophy points:
    0
    It's all about how you feel with regards to micromanaging. With the addition of automatic resource gathering and better rally points, Blizzard has already done a lot of time-saving. However, once you start giving formations and auto-burrow (your other thread suggestion) you begin to take a lot of the skill and tactics away from the actual battle. This is where I am coming from when I am disagreeing with these things.
     
  11. Psionicz

    Psionicz New Member

    Joined:
    Nov 30, 2007
    Messages:
    2,271
    Likes received:
    2
    Trophy points:
    0
    From:
    Under Your Bed
    But isn't the way they operate in swarms (a lot of the units were pretty fast too) the advantage anyway you are just adding more fuel to their fire which I doubt is needed.

    Plus their ability to create masses a lot faster than any race which makes swarming the obvious factor due to out-numbering and having the upper hand with more expendable units.

    You also have many micro aspects like Burrowing or one I like to do if I have a task force of Hydralisks and they come under heavy fire I mutate them into Lurker eggs (due to the fact eggs have high armor) and bring reinforcements to ease off the enemy then cancel the Mutation and the Hydralisks spit fury at whatever is in the line of fire.
    And if that isn'tpossible the Lurkers will come out with full health then put spines up the units rear end.

    Also I'm very happy with the fact we can group large numbers of units so you could send large amounts of Zerglings into a base at once instead of 12 at a time which isn't good.
     
  12. Namor

    Namor New Member

    Joined:
    Oct 27, 2007
    Messages:
    57
    Likes received:
    0
    Trophy points:
    0
    I think its a great idè...
     
  13. Gah345

    Gah345 New Member

    Joined:
    Jul 17, 2007
    Messages:
    157
    Likes received:
    0
    Trophy points:
    0
    to don_bocci and ninerman - i think i have to side with niner, micromanaging is being wiped out in all games today, in AOE, basically, the bigger force or counter force always wins..i would like to see SC keep its micromanaging.. like niner said, it separates good players from bad. and welcome to the forums don_bocci. thanks for

    and to zergalicious, i dont thinks its useless, this is a new game, things will change, there will be different units and different abilities. Already we have seen plenty of new mechanics for Terrans and Protoss, are you saying that new mechanics for the zerg will have no use?I think it will just encourage the swarm style of zerg.

    Say you applied the ability to a weakling unit, it would in small groups stand little chance against most, but as the group grows, they all get stronger, and now its a major threat. It sounded cool to me

    people can quarrel over fine tuning points like how much each has to start, the cap, the increase increments.... but i was just putting forth the basic idea, the group increase mechanic.
     
  14. dadouw

    dadouw New Member

    Joined:
    Aug 4, 2007
    Messages:
    21
    Likes received:
    0
    Trophy points:
    0
    a small attack bonus would fit perfectly
     
  15. Psionicz

    Psionicz New Member

    Joined:
    Nov 30, 2007
    Messages:
    2,271
    Likes received:
    2
    Trophy points:
    0
    From:
    Under Your Bed
    You encourage the swarm style by realizing they own in swarms, simple as that.

    For example: 12 Mutalisks all spread apart do less damage than if they was bunched up as the bouncing effects catches more units in the line of fire which shortens the time for the enemy units to kill off the Mutalisks by damaging them more effectively by having them in the right place.

    Zerglings: They have to swarm or at least be fully upgraded to use in smaller groups mid/late game.

    Hydralisks: 24 Hydralisks, the front line get damaged, mutate them into Lurker Eggs before they die, the high armor egg takes hardly any damage while the Hydralisks at the back come to the front with maximum HP then if the fight still commences the Lurkers will be ready and spikes will fly everywhere.

    Also, you are supposed to combine certain units for an effective swarm for example: Ultralisks will lead the attack taking the heavy damage killing off the big units while the quick Zerglings go in and out between everyones legs killing shit real fast, while a small group attacks the workers.

    Mutalisks and Devouers: The tough Devourers are the higher priority target cuz the Acid Spores which slow down enemy fire which gives a much longer life span to the group of Mutalisks, which allow them to exploit the weakness of the enemies current slow attack rate with their relatively fast one.

    Mass of Zerglings backed with some Defilers: No one said Zerg have to constantly rush, Keep plaguing the base then send in the Zerglings to make quick work of the damaged base and units.

    Ambush: Wait til the enemy attack you (you know this by Parasiting their workers and other units) then as soon as they are half way send your shit into their base and they will get supprised and this can put them back in the game real bad or kill em.

    So now you see its not about upgrades and shit its how you choose to utilize their current abilities along with the fact Zerg work better in numbers.
     
  16. Gah345

    Gah345 New Member

    Joined:
    Jul 17, 2007
    Messages:
    157
    Likes received:
    0
    Trophy points:
    0
    thats all nice and everything, but this is a NEW GAME, who says all those units will be in it.
    whats wrong with adding mechanics that change things up

    i understand its not necessary in SC1 and probly isnt NECESSARY in SC2 either,
    but neither is warp in, and protoss have that in SC2,
    neither is snipe, but they gave that to ghosts,

    you just gave me a whole bunch of reasons why it isnt necessary in SC1
    do u have any reasons against adding it to SC2, for the zerg...a race that we have seen very little of?
    you seem hell bent on shooting this idea down, I get that you dont like it, but i still do
     
  17. Psionicz

    Psionicz New Member

    Joined:
    Nov 30, 2007
    Messages:
    2,271
    Likes received:
    2
    Trophy points:
    0
    From:
    Under Your Bed
    1. Zerglings, Hydralisks and Mutalisks will definetly be in it.

    2. I was making points that go to both Sc's

    3. Snipe is something a sniper does and Ghosts are basically snipers.

    4. I'm not really hell bent I'm just show why it isn't needed and if you have the right skill/knowledge of the units and what not the idea doesn't need to be put into place, Sc pretty much emits a player's skill by his play and having stuff like ''Zerglings get power ups for being in groups'' means it takes away players creative thinking and they will use this tactic more then ones they could think up meaning its easier to beat.

    5. This idea is kinda in practice since Zergs swarming will have the upper hand from a small group. Also thinking on a real basis without all the fairies and orcs, Sc is pretty imaginable in the real world, and no animal gets stronger from being with another. But their combined strength allow them to be stronger. See what I'm saying?
     
  18. Gah345

    Gah345 New Member

    Joined:
    Jul 17, 2007
    Messages:
    157
    Likes received:
    0
    Trophy points:
    0
    i see wut ur saying, and understand where ur coming from, i still think its a good idea tho thats all
     
  19. Ronin

    Ronin New Member

    Joined:
    Dec 10, 2007
    Messages:
    129
    Likes received:
    0
    Trophy points:
    0
    From:
    Beware
    well i like the group buff but it needs a cap at a small number to prevent overpoweredness. I also think that, as a side note, hydralisks SHOULD NOT be in SC2 one argument is that its an all purpose unit, and that is not a zerg attribute. Also that it is considered the face of the zerg also shows it should go, there is no true face of the zerg. Just some thoughts.
     
  20. don_bocci

    don_bocci New Member

    Joined:
    Dec 3, 2007
    Messages:
    207
    Likes received:
    0
    Trophy points:
    0
    I can see your point niner, the way I see it is that Blizzard has put all these shortcuts in because it is expected to have them in games this day and age. You can't tell me you won't enjoy being able to select multiple buildings to build en-mass instead of having to click each one and building all seven before going on to the next building. In reality the addition of the new abilities mechanics and such is already going to add a large amount of micromanagement to them game. So a few more shortcuts can't hurt.

    Anyway back to the topic in hand I wonder if Blizzard ever scans through forums like these looking for ideas. Cause if we see them add this swarm ability I think Gah345 should ask to be put in the credits lol.