Ability: Overlord dive
Energy Cost: 25-50, depending on balance
Effects: Vulnerable to ground attacks for the duration, stuck until time limit is up.
Research cost: 100/100 on Lair (meant for when AtA units are available)
Duration ability lasts: 15-45 seconds, depending on balance
Issues for balance:
1) This ability needs to last long enough to have an impact on the game and be useful in certain situations.
2) This ability needs to have a vulnerability, where if you use it wrong, it will hurt you, and I believe this ability does.
3) This ability is sort of macro management, as it directly impacts unit production, and is all about keeping your supply and not losing them as easily. Successful use of this will save you many overlords, which in turn save you many resources, and many larva, which is a major resource to zerg.
4) The ability has to be somewhat easy to manage, but at the same time shouldnt be like Land, lift off kind of easy. Overlords are meant to fly, so I believe it should only lift off or fly based on this use duration. The ability allows you the flexibility to save your overlords in immediate danger, but not a "always save overlords" kind of ability. If you can control the dropping and raising of the overlord, you can use that versality to rarely ever lose supply, while toss and terran dont have that at all. Submerged depots are still vulnerable to attack, and so are pylons.
However, zerg are considerably easier to damage doing a supply raid, and therefore, I believe this mechanic to be effective, needed, and useful.
The main scenario you'd use this for:
1) AtA units attacking your group of overlords - So, you move them away toward your base or units, dropping down each overlord which is being attacked just before it dies, thus saving the overlord and giving you time to reach it.
In combination with Speed, it may get you to a good spot a lot quicker, like around spore crawlers or GTA.
PS: I know other people have suggested an idea similar, or exactly.. I just like the idea...
Few other ideas I want considered for this, and discussed:
1) Should detection be reduced while in dive?
2) At the same time, maybe you can still drop while in dive?
3) During a drop you could use this to avoid GtA defense, Turrets/spore crawlers..




Reply With Quote


