You can make corruptors evolve from mutas, roaches from lings and such, but what's the justification? Isn't it going backwards to say that it's been 4 years since and the Zerg have fewer NEW strains than evolutionary ones?
12-31-2009, 06:17 AM
#41
You can make corruptors evolve from mutas, roaches from lings and such, but what's the justification? Isn't it going backwards to say that it's been 4 years since and the Zerg have fewer NEW strains than evolutionary ones?
12-31-2009, 07:01 AM
#42
12-31-2009, 08:01 AM
#43
I would very much like to see more evolutionary strains. Treat the Zerg like Pokemon.
Oh I know! New macro mechanic - use elemental stones to evolve your Zergling into either Vaporling, Joltling, or Flareling!
12-31-2009, 09:55 AM
#44
I know you are being tongue in cheek with this but tbh its not far off what should be happening. The zerg SHOULD be doing something similar to this.
The Brutalisk is a nice example of an evolved Ultralisk.
Idk a hydralisk could evolve into a terralisk haha. Increase its armor and AA ability reducing ground ability.
Anyway, just playing aorund but i guess thars just an idea.
12-31-2009, 12:03 PM
#45
12-31-2009, 12:07 PM
#46
This gives me an idea... What if instead of having Ground/Air Weapons/Armour upgrades like the other two races, every Zerg unit will have its own specific upgrade options that will allow you to choose between different paths of specification for the unit? So for example you'll have to choose between Faster Zerglings with Greater Attack Rate, Slower Zerglings with Higher Damage and HP and Cliff Jumping Zerglings with Faster Movement but Lower HP (that's just an example, I know cliff jumping Zerglings are a questionable idea), once a specification upgrade is chosen there is no going back; however, then you'll be able to choose between Hydralisks that Deal More Damage to Air, Hydralisks that Deal More Damage to Ground and Hydralisks withe Shorter Range but More Armour and Insane Regeneration While Burrowed and so on for each and every unit. Of course a great deal of thought would have to be given to each and every specification path and the various synergies between units that could thus be created.
Since Zerg are more macro oriented, this requires the player to spend more attention to the allocation of his resources and gives him more choices in customizing his army and adapting his strategy to the enemy (and it is a way to make the old units (that so many complain about being bland and holding the Zerg back from innovation) interesting again, give them new life).
Last but not least, it seems an appropriate mechanic for a race that boasts such volatile genetic mutability as well as representing (among other things) the force of biological evolution unleashed.
12-31-2009, 04:22 PM
#47
12-31-2009, 05:19 PM
#48
12-31-2009, 05:35 PM
#49
01-01-2010, 03:18 AM
#50