This mod will add new units, upgrades, abilities and bring some changes to existing ones to improve the gameplay and bring more strategy to the game.
|Zerg - tunneling and web idea||Post Reply|
|Feb 9 2013, 5:41am Anchor|
Zerg don't have any ground invisible units (like dark templar/ghost) to sneak behind the lines and destroy tanks or reavers.
How about giving AoE, energy expensive spell for Defiler or Queen to temporary grant invisibility for land units only? Lets the burrowed units are digging underground and moving this way. Lore-wise: The spell could furrow the ground terrain, making it easier to tunneling.
In game it would allow "dots" that marking burried units to move.
Is it possible to add ability working like spider web from Warcraft 3, that would draw down flying units to the ground, allowing them to become target for ground attacks?
It could be nice feature for zerg, which is now IMO lacking with good ground vs air defence. If its possible I would add such ability to some building (Yarn Colony [next morph after Spore Colony]?), so it work like a trap for enemys flying forces.
|Feb 9 2013, 11:16am Anchor|
I also want some mobile invisible unit for zerg, im trying to implement borrowed move for some units, but if i cant make it, i have other ideas.
The web ability is possible. But:
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