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Thread: BLUE -- some info about the Infestor's "Neural Parasite"

  1. #11

    Default Re: BLUE -- some info about the Infestor's "Neural Parasite"

    A more simple solution is to disable "Build" and "Load/Unload", while retaining "Capacity/Cargo". Since without Load/Unload, units may not enter or exit the transport, but they still exist inside it.

    Perhaps even your own transport may not load a neural parasited unit, thus cannot unload it.


    -Psi
    >>You Must Construct Additional Pylons<<

  2. #12

    Default Re: BLUE -- some info about the Infestor's "Neural Parasite"

    Quote Originally Posted by PsiWarp View Post
    They should just remove the power to construct buildings for any worker with the Neural Parasite buff, seems slightly awkward ^_^
    Well, one possibility is to assume that the enemy worker uses enemy materials, because nobody noticed it was NP, and that the resulting building is under enemy control after being built. It could be used to cause some problems into enemy bases, like doing manner Pylon to the enemy, or bullshit like that, but after 10 seconds, the enemy player should be able to cancel the building (or let it finish).

    Quote Originally Posted by PsiWarp View Post
    Also, questions regarding transportation during parasite:
    1) What happens if an neural parasited unit reverts back to enemy control inside your own transport,
    If we assume that enemy units aren't free to do anything while inside a transport (Overlord: inside ventral sack, Phase Prism: turned into energy, Medivac Dropship: mmm... maybe inside an individual quick-drop module?). That would allow you to say that the units could be unloaded at any time.

    Quote Originally Posted by PsiWarp View Post
    2) What happens if you parasite an enemy transport with units in them?
    Assuming the same than in point 1. You can unload the units and move the transport, and even load your own units.

    Quote Originally Posted by PsiWarp View Post
    3) What happens if you load your unit in a parasited transport, and it reverts back?
    The same than in 1, but with roles inverted.

    I think that's the most sane thing to do, or at least the most sane i can think about.
    Last edited by Norfindel; 05-19-2009 at 09:06 PM.

  3. #13

    Default Re: BLUE -- some info about the Infestor's "Neural Parasite"

    If the ability stays, I want the ability to build with the workers. I'd much rather have a different ability all together though. I don't like how the infester turned into a defiler with mind control. Temporary mind control at that...
    http://sclegacy.com/forums/image.php?type=sigpic&userid=23&dateline=124193888  6

    Please stop the spread of Mass Effect!!!

  4. #14

    Default Re: BLUE -- some info about the Infestor's "Neural Parasite"

    I don't like how the infester turned into a defiler with mind control.
    Huh? You act like Fungal Infestation was the heart and sole of of the Infestor. It's just one ability. And Neural Parasite is far more interesting than FI ever was. At least it's more interesting than the "does damage" that FI was.
    "When I became a man I put away childish things, including the fear of childishness and the desire to be very grown up." - C. S. Lewis

    "You simply cannot design a mechanic today to mimic the behaviour of a 10-year old mechanic that you removed because nearly nobody would like them today." - Norfindel, on the Macro Mechanics

    "We want to focus the player on making interesting choices and not just a bunch of different klicks." - Dustin Browder

    StarCraft 2 Beta Blog

  5. #15

    Default Re: BLUE -- some info about the Infestor's "Neural Parasite"

    Quote Originally Posted by Nicol Bolas View Post
    Huh? You act like Fungal Infestation was the heart and sole of of the Infestor. It's just one ability. And Neural Parasite is far more interesting than FI ever was. At least it's more interesting than the "does damage" that FI was.
    I disagree, since FI was unique and original ability, and Neural Parasite is just temporary Mind-control of Dark Archon from SC BW....I found nothing intersting about NP, yeah it is useful, but still FI, at least for me, was way better ability.
    Last edited by RamiZ; 05-20-2009 at 02:10 AM.
    "Living for the Swarm!"

  6. #16

    Default Re: BLUE -- some info about the Infestor's "Neural Parasite"

    Yeah, I like Fungal Infestation better. Neural Parasite isn't as cool.

  7. #17
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    Default Re: BLUE -- some info about the Infestor's "Neural Parasite"

    Quote Originally Posted by PsiWarp View Post
    They should just remove the power to construct buildings for any worker with the Neural Parasite buff, seems slightly awkward ^_^

    Also, questions regarding transportation during parasite:
    1) What happens if an neural parasited unit reverts back to enemy control inside your own transport,
    2) What happens if you parasite an enemy transport with units in them?
    3) What happens if you load your unit in a parasited transport, and it reverts back?

    This has Glitches written all over it :P


    -Psi
    1) the unit dies
    2) the transported units die
    3) your units die

    i don't see the problem...

  8. #18

    Default Re: BLUE -- some info about the Infestor's "Neural Parasite"


  9. #19

    Default Re: BLUE -- some info about the Infestor's "Neural Parasite"

    Quote Originally Posted by scorpio19 View Post
    That's done been done:

    http://sc2pod.com/news/Fan_Site_QA_3__SC2Pod/

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