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I have made maps for Starcraft, Warcraft 3, and have some cool stuff in the works for Starcraft 2. Being an aspiring game designer and a true fan of Starcraft, I always think about what I would do if I were part of Starcraft 2's design team. In a recent interview for HotS, Duston Browder discusses how the Overseer may be removed as a unit in HotS. I thought I'd provide some of my own thoughts and suggestions in response to the Overseer's potential removal. I know it likely won't get in, but who blames me for being hopeful. I at least hope this stirs an interesting discussion and provides fellow fans with at least a little entertainment.
I have designed the following Zerg unit as a replacement for the Overseer. Because it requires food instead of providing it, I could make this unit both a wonderful scout and a stronger support caster than its predecessor. I spent a lot of time thinking about it, but feel free to be blunt if you have any critical feedback or suggestions. I hope this doesn't trigger too many of you to scream TL;DR, but just in case I bolded the sections and made the layout all pretty.
Edited by CEM on 6/22/2011 6:04 AM PDT
General Design Thoughts: I attempted to balance the numbers and create restrictions on the abilities to a degree that more skilled players could better understand the widower's role and general timing within any given game. The addition of the widower gives a significant boost upon achieving lair tech. It basically has the same capacities of the overseer, but can be more powerful due to the added supply cost. The Zerg are given a form of cliff movement, which wasn't necessary but might shift the meta-game in ways that make playing against Zerg in ZvT and ZvP more interesting early on. Widowers with queens can fend off early harassment from small groups of Mutas, Banshees, or Void Rays. Lastly, Zerg now have a form of cloaking to supplement burrowing that is different from the other races. I'd get into all the potential uses, but cloaked muta stacks, infestor neural parasites, and invisible hydra/roach bioballs come to mind most quickly. I always felt it was a bit of a disadvantage that Zerg had no form of cloaked air attacking. Sure, it differentiated the races, but each other race has a ground cloaking unit and an air cloaking unit. Terrans have banshees and Protoss have the mother ship. Another thing that came to mind was Widower/Speedling attacks. It might even be a viable strategy to rush lair with only speedlings. You'd sneak a ramp into an obscure corner of a player's base and just nail him with a never ending swarm of zerglings.
Thanks for reading guys! I'll try to answer any questions and deal with any shortcomings in my idea that you guys find.
heh, i actually havent seen anyone make threads about the overlord becoming a detector again. I do highly doubt that blizz would make it a detector again =)
Creep Web- Spews streamers of creep over the targeted location, incapacitating buildings in the area while allowing units to walk past cliffs, forcefields, and buildings in the targeted area as well. Lasts 15 seconds and covers a 4x4 square area.
Instant ramp anywhere sounds really fun, however the only concern is that unlike collosi and reapers the ability will allow you to sneak in with your whole army. Although Nydus worms can be used for the same purpose.
Parasite- Infects the targeted enemy unit with a parasite that shares vision with the swarm. If the host's life falls below 50%, two broodlings will erupt killing the host in the process.
This is an interesting combination of two BW queen abilities. Personally I would make it only spawn the broodlings upon the infected unit's death.
Camouflaging Mucus- Coats allied units and buildings in the targeted area with a layer of the widower's color changing bacterial mucus. For a short duration, affected units are rendered invisible to enemies. Lasts 5 seconds.
This sounds very useful, but given that you set it to only cloak for 5 seconds, there's not much sneaking you can do with that short of a duration.
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