Which evolutions would you like to see in HotS?
So, we all know most Zerg units, if not all, will get evolutions in the HotS campaign, and there seem to be 2 choices for each; One is a green evolution, the other is a purple one. Those color appear to represent defensive/support and offensive evolutions respectively. I cooked up some of my own ideas, but I'm wondering on what the community's ideas are, too. Perhaps it may also help Blizzard, since we know they check forums for ideas, and I think they're having trouble finding ideas for every unit.
Original topic on BNet:
http://us.battle.net/sc2/en/forum/to...44753?page=1#2
Original unit -> Green Evolution/Purple Evolution
Overlord -> Yggdrasil (Extra Supplies)/Overseer (Subterfuge capabilities; Changeling, etc.)
Drone -> Burrowling (Can gather & move while burrowed)/Acid Wasp (Breaks down minerals faster)
Queen -> Hive Matriarch (Has Transfusion and Deep Tunnel)/Brood Mother (Can attack air, gets extra HP (or armor?) and can lay larvae directly on creep, or perhaps gets the ability to cast a defensive swarm on a structure that gives it an attack for a short time (old development ability)?)
Zergling -> Swarmling (Hatches in pairs of 3)/Raptor (Can leap up to enemies)
Baneling -> Splitterling (splits into 2 smaller banelings upon death)/Gorgeling (gives 25% of its kills' price back as resources)
Roach -> Prowler (move underground)/Leech (heal 10 HP per unit killed, heals rapidly when burrowed)
Hydralisk -> Psykerlisk (Extra psionic AoE damage, the head and the spikes on the arms are altered to reflect this evolution)/Hunter-Killer (Gains an acid/spore attack that "hunts" the enemy unit it is attacking and deals additional damage, the back of the head and spikes on its back are evolved to reflect this evolution)
Hunterling (Like in Left 2 Die, but as a Hydra evolution) -> Chaserling (Can jump up cliffs)/Haunterling (Is invisible while not attacking)
Sporalisk (As seen in early Concept art, AA Hydra evolution) -> /Scorpolisk (Slowly deals damage to a unit with acid spores, like the Devourer from BW)
Lurker (Anti-ground Hydra evolution) -> Petrifier (attacks slows down units considerably and reveals cloaked units in range)/Shocker (Attack is instant instead of progressive, deals more damage)
Mutalisk -> Evolisk ()/Mutantlisk or Terrolisk (Attacks do lasting damage (like the Artifact's "Supernova" in WoL's All In, but much less long-lasting and weaker))
Scourge -> Skyswarmer (Hatches in batches of 4)/Curseling (Deals AoE damage)
Infestor (Gets an infest ability that allows it to infest a Terran structure, please!) -> Swarm Host (Spawns a swarm of tiny fliers (think a musquito/bee/fly/carrion swarm) that attacks anything nearby)/Choker (Gains an artillery attack and/or can choke a unit)
Corruptor -> Contaminator (Gains the ability to "land" (like in the concept!) and contaminate enemy buildings, rendering them useless for a short while)/Abominator (Can "corrupt" the unit, making it Zerg for a short while)
Brood Lord -> Bane Lord (Spawns two of the smallest Splitterling types instead of Broodlings, however, the recharge for each attack is slightly longer)/Brood King (Can spawn 3 Broodlings instead of 2, and Broodlings don't expire anymore)
Swarm Guardian (Long-range AA air unit, could use eggs to attack that hatch onto a unit and deal additional damage, uses the Swarm Guardian model from WoL's Lost Viking minigame) -> Dracolisk (Every unit killed gives out a little bit of energy to nearby units or to this unit, which can then be distributed to other Zerg units)/Basilisk (Can wrap itself around enemy ships, and slowly damage them or slow them down, or immobilize them)
Defiler -> Vile Tender (Gains area of effect aura passive ability that increases healing speed)/Plague Carrier, or Plaguebringer (Gains a weak attack or a debuff (perhaps one that makes all Zerg units attacking debuffed unit do additional damage? Perhaps it's an attack that does 0 damage when it hits, but damages over time, or simply acts and counts as an attack, but is a debuff and does 0 damage) that spreads to other biological units if they are too close)
Ultralisk -> Torrasque (will revive with less health after death and can consume other Zerg and hold them in its "stomach", slowly killing them, but healing itself faster, or can revive after other zerg units are sacrificed to heal it up, perhaps?)/Omegalisk (Has tentacles that can pick up and throw infantry, stunning them)
Other potential Zerg unit names: Pestilisk, Pestilent, Pestilence, Pestling, Pesterer, Blighter, Blisterer, Bile Spreader, Contagion, Blisterling, Mantalisk, Mantis, Fungalisk (Note: Not "Funkalisk"), Witherer, Epidelisk, Devolisk, Deviling, Tormentor, Desalisk, Viralisk, Terralisk, Bone Wasp, Vamp
Didn't put this on a unit, but one thing I think would be cool, is to have some kind of strong, sturdy carapace that can send back a percentage of enemy units' attack back to the actual enemy unit that fired it, although perhaps dealing only 30-40%, or even less of the attack's damage. (Or simply deflect the attack, without damaging the original attacker?)
Re: Which evolutions would you like to see in HotS?
The overlord is the only unit I don't see getting an evolution like the others. I think it will retain the ability to morph into an overseer but the improvement evolutions will probably enhance its normal abilities. Its a wonky unit to begin with. I do like your drone ideas, sort of gives it a defensive variant and a macro enhancement.
Thoughts on these ideas?
Mutalisk--> Scorpion or Shredder
Scorpion: Higher HP and loses bounce attack for higher damage per shot.
Shredder: Same HP but gains an additional bounce with no reduction for the primary bounce.
Hydralisk--> Lurker or Hunter Killer (pretty self explanatory)
Infestor--> Pillager or Abomination
Pillager: Retains all normal infestor abilities but spawn infested terran is greatly improved at the cost of a shorter life span. May infest low level structures (bunkers, supply depots, turrets, pylons, cannons, etc.)
Abomination: Loses infested terran, fungal growth now causes units killed by the spell to spawn broodlings. Gains the ability to drop a specialized creep tumor that heals units in an area at an accelerated rate. May be cast off creep for a shorter duration.
Queen--> Siren or Foul Matriarch
Siren: AA capabilities are greatly improved and move speed is further increased both on and off the creep. Creep tumor now produces a small number of broodlings at a constant rate, free of charge, that expire at the same rate as those produced by destroyed buildings or brood lords.
Foul Matriarch: Spawn larva is improved with a shorter spawn rate and higher larva count. May now lay an egg that spawns any unit in the zerg army you have access to, energy cost is proportionate to the unit tier.
All i've got for now.
Re: Which evolutions would you like to see in HotS?
Upgrade for mutalisk would be -> Only bounces once, but the first bounce is split into 3. (so 100% +3*33% instead of 100% + 33% + 11%)
Re: Which evolutions would you like to see in HotS?
Can someone merge it with this topic?
X :cool:
Re: Which evolutions would you like to see in HotS?
This thread is more like a wish-thread, your thread is more about what we actually know about it. I see no reason to merge it.
Re: Which evolutions would you like to see in HotS?
Corruptor Evolutions:
- Devourer:
- Ranged AOE A-A attack (Acid Spray) automatically increases damage taken at 15% and slows enemy attack rate but has less range than Corruptor and slow attack speed itself.
- 5% slower speed than Corruptor.
- Sentinel:
- Ranged attack can also strike ground units, but is 10% less damage than Corruptor.
- 5% less health than Corruptor.
Mutalisk Evolutions:
- Kukulza:
- Additional 0.5 armor
- Kukulza Glaive Wurm does higher output damage, but only has 20% chance of bouncing.
- Glaive Glider:
- Spreader Glaive Wurm does less output damage, but can bounce over five targets.
- Additional 40 Health
Re: Which evolutions would you like to see in HotS?
I like your ideas, Cadimus, they seem to follow the general logic Blizzard used for the Roach, Zergling and Baneling evolutions, and they don't feel too OP, just different. I like how it slightly debuffs the unit in a way and buffs it in another way. Feels like adaptive evolution. I really like the idea. =)
Another interesting idea I've had, is if, say, a Zerg unit could change its carapace and rearrange the carbon atoms that makes up its cells, DNA, etc, into a diamond-like shape, essentially making it very resistant to damage, for a short while, or something like that. Could be cool. =)
Re: Which evolutions would you like to see in HotS?
While this may be a bit unlikely, we did see some improvements to the SCVs in the WoL campaign... perhaps Drones will also have potential upgrades and evolutions? I would guess the evolutions would be split focusing into one path for buildings, and the other path for resource collection.
Re: Which evolutions would you like to see in HotS?
Your idea of one focusing on resources and the other on building gave me an idea for upgrades to the crawlers. You can evolve them into colonies, which spread creep, but are immobile whenever they do.
I don't know about the second evolution.
Re: Which evolutions would you like to see in HotS?
I'd like to see something along these lines for the Drones.
Potential Drone Evolution #1: Harvester
The Harvester gains the ability to gather an additional 20% of any resource it is currently harvesting. In addition, Harvesters have toughened exo-skeletons to protect them from enemy raids (+1 Armor).
Potential Drone Evolution #2: Constructor
Constructors are able to evolve into required structures 10% faster than ordinary drones. In addition, Constructors cost zero supply to create.
And I'm trying to think of something for Overlords. o.o