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Thread: Queen Idea — "Mobile Hatchery"

  1. #1

    Lightbulb Queen Idea — "Mobile Hatchery"

    Cost:
    — 400 minerals
    — 0 gas
    — 0 supply
    — 60 seconds

    Stats:
    — 1000 health
    — 2 armor (heavy)
    — 200 energy
    — slow speed
    — massive, biological, psionic

    Abilities:

    Spawn Larva — 125 energy
    Creates a Mutant Larva. The Queen stores larvae within its body (base of 4).

    Mutate Larva — 25 energy + unit cost
    Selects available Mutant Larvae. Player chooses which unit each larva mutates into. Cost of unit is subtracted from available resources. Mutating larvae will remain within the Queen for 2/3 of the build time, during which the Queen is immobile. Then the Queen will lay an egg which proceeds to mutate for the remaining 1/3 of the build time. The Queen is mobile once it lays its eggs.

    Transfusion
    — 1 energy per 2 HP
    Restores HP to any Zerg unit or building. The Queen can use this on itself as well.

    Consume — +?? energy
    Restores a portion of the Queen's energy. The amount is equivalent to 1/2 HP of the consumed unit.

    Burrow
    Queen goes underground and is invisible but immobile. It is still able to use all of its abilities.

    Upgrades:


    Gamete Meiosis
    Increases the max energy level from 200 to 250. Available at Lair.

    Lonsdaleite Claws
    Enables cliff walking. Available at Lair.

    Larval Sacs
    Increases the max number of larvae from 4 to 6. Available at Hive.



    Probably imba with the current numbers. Afterall, I just thought this up. I imagine it could be balanced though. This could bring some interesting macro and mobility options to the Zerg, who are currently lacking in macro variety. I think this Mutant Larva ability could add some position-based macro to the Zerg because it is very critical where you tell the Queen to use the ability, as it is immobile during 2/3 of the process. Very Zergy IMO.
    Last edited by n00bonicPlague; 11-15-2009 at 06:35 AM.

  2. #2
    Crota's Avatar Junior Member
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    Default Re: Queen Idea — "Mobile Hatchery"

    Looks good in theory except the consume/transfusion infinite combo of healing units. Sac a full hp roach, fully heal 4-6 low hp roaches...

    I do like the idea of a mobile Queen but I doubt we will get to see it. At this stage in the game, it sounds and feels like Blizzard has an idea of what role the queens is suppose to play.

  3. #3

    Default Re: Queen Idea — "Mobile Hatchery"

    Quote Originally Posted by Crota View Post
    Looks good in theory except the consume/transfusion infinite combo of healing units. Sac a full hp roach, fully heal 4-6 low hp roaches...
    Yeah, that's my one fear. Personally I would prefer to keep the damage distributed between my forces as much as possible, but who knows. I guess what makes it OP is that Consume restores 1 energy per 1 HP, but Transfusion does 4 HP per 1 energy. I'll fix that......

    Quote Originally Posted by Crota View Post
    I do like the idea of a mobile Queen but I doubt we will get to see it. At this stage in the game, it sounds and feels like Blizzard has an idea of what role the queens is suppose to play.
    It does suck that so many great ideas have emerged only recently, yet we are so close to the beta that it seems impossible that the devs would even remotely consider them. Still, it's not a crime to try

  4. #4

    Default Re: Queen Idea — "Mobile Hatchery"

    I think Blizzard really intends the Queen to be a base warden from the start. Make no mistake major changes can still happen in beta. Yes, even new units can be made if the need arises.
    Decepticons, transform and rise up!

  5. #5

    Default Re: Queen Idea — "Mobile Hatchery"

    Very interesting concept. I digg for imagination
    Quote Originally Posted by DemolitionSquid View Post
    I want my name in bright yellow, to represent "Forum Douchebag."

  6. #6

    Default Re: Queen Idea — "Mobile Hatchery"

    Interesting idea, but with the current Queen mechanic, is very unnecessary. A single Queen can continually spam Spawn Larva and keep your hatchery producing 7 larvae versus the 3 it normally limits itself to. If you were to do that, you'll have more larvae than you may likely ever need or use. But obviously you won't, because you don't want to waste the Queen's energy on larvae you don't need at the moment, and could be better used on creep tumors for spreading the creep and giving bonuses to your ground forces.
    [CENTER]

  7. #7

    Default Re: Queen Idea — "Mobile Hatchery"

    Mobile Zerg production overlaps heavily with the nydus worm.

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