View Poll Results: Which do you prefer?

Voters
13. You may not vote on this poll
  • Blizzard's current Infestor

    7 53.85%
  • Mr. Peasant's name-swapped Infestor

    3 23.08%
  • Delayed beta and release with reworked Infestor

    3 23.08%
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Thread: [Idea] A Simple, Straightforward Solution for Infestation

  1. #11

    Default Re: [Idea] A Simple, Straightforward Solution for Infestation

    Quote Originally Posted by Bisso View Post
    But does anyone just thought about the fact that, MAYBE, blizzard already made the campaigns with the Infestors?
    They probably haven't written the final AI scripts for the campaign missions yet.

    As for the ability... uh... eh, it sounds like neat flavour if there's an easy way to do it. But I'd still really like spawn infested marines to be replaced with SOMETHING a bit more interesting. Like WC3-UD style with just tons and tons of abilities to make your opponents units (i.e. Stuff like Spawn Broodling... except good.) into your own if you're winning.

  2. #12

    Default Re: [Idea] A Simple, Straightforward Solution for Infestation

    Personally, I'd like to help with the replacement ability of Plague. Let's see how this works?

    Feral Infection (Small AoE, 10 seconds, non-massive, biological): The Infestor launches spores that grow on all non-massive, biological air and ground units caught in the blast. The growths on the targets alter civilized behavior, and trigger a cannibalistic savagery to match the swarm's hunger for eradication, as well as the drive of the Alpha instinct.

    In gameplay, units affected by Feral Infection becomes controlled by the A.I. as neutral hostile. Feral Infected units will only attack other infected units, until there are no more targets and one is left standing (no targets to attack, no going berserk). If only 1 unit is infected, he will stand there doing nothing for 10 seconds, and his status will be neutral (you or your enemy will not auto-attack it without manual targeting).

    In short, this is a fancier and infestation-happy Plague, because it only affects units that are infected. Since Neural Parasite can affect everything biological and mechanical, Feral Infection seems to be the perfect ability for literally disrupting worker lines, unless its Protoss :P

    What do you guys think?


    -Psi
    Last edited by PsiWarp; 07-30-2009 at 02:32 PM.
    >>You Must Construct Additional Pylons<<

  3. #13
    Pandonetho's Avatar SC:L Addict
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    Default Re: [Idea] A Simple, Straightforward Solution for Infestation

    I want some version of the fungal scourge back in place of plague.

    Also, I just saw this on the profile page for the Infestor on the SC wiki.

    Infestors cannot burrow underneath buildings, not even pylons. The pylons project a strong magnetic field which makes the ground beneath them impenetrable by "mortal means".[14]
    Does this mean the Infestor can't unburrow anywhere within pylon power?
    Last edited by Pandonetho; 07-30-2009 at 02:20 PM.

  4. #14

    Default Re: [Idea] A Simple, Straightforward Solution for Infestation

    No, it just means the Infestor cannot move through any type of building.

    I want Fungal Scourge back too, but I guess they altered and placed it as the Hunter-Seeker Missile now.


    -Psi
    >>You Must Construct Additional Pylons<<

  5. #15
    Pandonetho's Avatar SC:L Addict
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    Default Re: [Idea] A Simple, Straightforward Solution for Infestation

    Oh, well then the first half of the the description is misleading.

    Like many zerg ground units, the infestor can burrow. However, the infestor can move while burrowed,[11] enabling it to travel underneath defensive structures and use its abilities from within a base
    Edit: My bad, I read it as "unburrow" beneath buildings.

  6. #16

    Default Re: [Idea] A Simple, Straightforward Solution for Infestation

    Heh, Cavez did tell us those made-shift lore about the Pylon magnetic field and Supply Depot underground storage space...

    Anyway, I just hope Blizzard realizes just how much Infestation means to Zerg fans


    -Psi
    >>You Must Construct Additional Pylons<<

  7. #17

    Default Re: [Idea] A Simple, Straightforward Solution for Infestation

    A reworked infestor wouldnt nessisarily mean a delayed beta. They are currently waiting on BNet 2.0 and besides units might be reworked durring beta aswell.

  8. #18
    vIsitor's Avatar Junior Member
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    Default Re: [Idea] A Simple, Straightforward Solution for Infestation

    I'd just assume go with the "Spawn Hatchlings" angle and reserve Infested Terrans for Campaign and UMS maps. Their usage in the original and Brood War was fairly limited anyway, and they've been effectively replaced by the Baneling (and have essentially become the bastard children of Broodlings and Hydralisks since then, mechanically speaking).

  9. #19
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    Default Re: [Idea] A Simple, Straightforward Solution for Infestation

    Quote Originally Posted by Pandonetho View Post
    I want some version of the fungal scourge back in place of plague.
    Agreed, this was a good ability IMO.

  10. #20

    Default Re: [Idea] A Simple, Straightforward Solution for Infestation

    Why not this?:

    Infestation: AoE ability that causes any affected bio Terran unit to be converted into an Infested Terran if the unit dies during the spell duration. Affected units of other races that die under it's effect, get destroyed and hatches a unique Zerg unit with the same stats than the Infested Terrans, but different looks.

    The ability could get another effect, if needed to make it more interesting, like reducing movement or attack speed, or whatever.

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