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  1. #The Overmind
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  3. Commander Synopsis
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  5.  
  6. The Overmind is all about controlling the battlefield. To aid this, the Overmind can store 10/20/30/40/50(*hatcheries1-5*) units per evolution location and warp them anywhere on the field the hive-mind has vision. Their kit also includes a mass-recall function, normal Nydus worms for transport, and two high cooldown but powerful army-killing cooldown abilities.
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  8. The Overmind also provides vision and detection regardless of terrain in a large area around themself. Later on, they gain map-wide detection akin to an improved Sensor tower.
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  11.  
  12. Ravager Crawlers are a unique unit. It can be used for defense, especially if recalled, but are best used as anti-air in the field due to having high health, four spore-crawler spouts, and a ravager mortar to harass the enemy.
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  15. Control Cost: 10
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  21. It will not always be possible or practical to recall troops or deploy more to defend and there may not be a place to warp. Sunken colonies provide slow but heavy attacks vs. late game ground units while spine crawlers provide faster but weaker attacks vs. early game units and mass-unit attacks. Spore crawlers provide anti-air.
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  23. Note: Both Spine Crawlers and Spore Crawlers count as units for Recall: Thus allowing them to be built in the spawning pool and then teleported into the field to provide a fall-back line and then be recalled to defend The Overmind.
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  27. Additionally, though more expensive than drones, modified Nydus Worms act as the resource collection tool for the swarm. Being tougher, they are harder to kill and being short-range they require no vespene: instead costing 200 Minerals. These deliver the equivalent of three Drones without the transit time and are as tough as any normal Nydus Worm. The worm bursts from just in front of the resource and begins using its powerful jaws and teeth to slowly grind away at the mineral or clamp onto the vespene vent to ensure a direct flow to the Overmind. If The Overmind warps away, all Nydus of both transport and resource variant are destroyed... but half their cost is returned due to the worms receding into the Nydus network during warp-transit.
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  31. Tob bar
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  33. ###1. Warp
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  35. : Being a Powerful and Ancient Psionic, The Overmind is able to warp themself to locations that are known to them. Additionally, while warping such a large form is difficult and requires mass amounts of energy even at short distances, Smaller creatures can also be warped. With this power, The Overmind is able to transport their Zerg between their hatcheries and Evolution points for gestation and then to locations where the hive-mind has vision.
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  37. Self-warp: One minute Cooldown.
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  40.  
  41. ###2. Recall
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  43. Being a Powerful and Ancient Psionic, The Overmind is able to warp far-away entities to Themself. Recall allows all selected units to travel to The Overmind, no matter where they are on the map.
  44. Potentially dozens of simultaneous warp-gates that each start far away from one-another, would no-doubt be exhausting and require some amount of time before being re-used.
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  46. Three minute cooldown.
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  49.  
  50. ##3. Psionic Storm
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  52. Being a Powerful and Ancient Psionic, The Overmind has access to Psionic Storm and can use it anywhere within its personal visual range. The Overmind's Psionic Storm covers an large area, and a small amount of damage repeatedly over thirty seconds to both allied and enemy units. Useful for softening a fortified area, killing an wave as it attacks the static defense, or simply setting down as your army retreats.
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  54. Three minute cooldown.
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  57.  
  58. ##4. Warp Armada
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  60. Wide-area attack involving the drop of locusts and banes along an advancing line. Six Leviathans attack both ground and air whilst launching drop-pods. Thirty modified Corruptors follow along in front and behind to clear the air, sixty total, and are able to attack while moving to keep up with the Leviathans: which do not stop at any time from warping in to warping out.
  61.  
  62. Five Minute Cooldown.
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  65.  
  66. Details
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  70. The Overmind spawns in place of the starting hatchery and has a modified subterranean Nydus network. The Nydus worms can be deployed to latch onto nearby mineral patches and gas geysers to mine at the same rate as saturating with three drones, minus the transport time. Being short-range, the Nydus require only minerals... but require additional minerals to harden their teeth.
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  72. Cost modification: M:100/V:100=M:200/V:0
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  75.  
  76. For buildings, The Overmind can develop a ring of growths around itself which can each be clicked for access to upgrades. However, each is part of The Overmind and thus has no hp of its own. Instead, half of each building's HP is granted to the Overmind and the Overmind gains +1 Armor and out of combat-Regen per building added.
  77.  
  78. Potential Addition: +20% from Fused energy sources: including Hybrids, Archon's made from both High-Templar and Dark Templar, and so forth.
  79.  
  80. Alternate Potential Addition: Knowing The Overmind's weakness, Amon always deploys Dark Templar and High Templar-Archons to any battlefield with the Overmind. Only they or a hybrid can deal the final blow. Questionable.
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  84. The Overmind starts play with one Subterranean Hatchery and thus produces larva on par with such. The Overmind can support a total of five Subterranean Hatcheries. At three, The Overlord gains the tech as if a Lair and a Hive at five Hatcheries.
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  88. The Overmind starts with 10 Maximum and Actual Control, and gains +5 to each per Hatchery added. Overlords apply as normal.
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  91.  
  92. The Overlord can Create: Overlords; Zerglings, Queens, *Spine Crawlers, and Spore Crawlers; Banelings; Roaches; Hydralisk; and Mutalisks; provided they have the necessary buildings.
  93.  
  94. Note: Crawlers can be warped into the field and recalled to The Overmind with all other selected troops.
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  97.  
  98. The Overmind's units start as their basic form and can use half their cost in Minerals and/or Vespene to morph one time in the field: becoming either of their variants from 'Heart of the Swarm'.
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  102. Each unit building, such as a baneling nest or spire, unlocks mutations at Hive tech-level 'five hatcheries' and allows The Overmind to switch between Heart of the Swarm unit mutations.
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  104. Switching only affects new units and even morphing to a new unit variant keeps the mutation active at the time. For example, one could have a pack of Warrior Zerglings with Adrenal Overload and a Zergling Hunter pack with Metabolic boost.
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  106. Pre-Hive-tech, The Overmind starts with: Zerglings- Hardened Carapace; Banelings- Regenerative Acid; Roach- Tunneling Claws; Hydralisk- Ancillary Carapace; Mutalisk- Rapid Regeneration.
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  109.  
  110. Buildings: Basic=Modified Nydus Worm-resource gathering, Spawning pool, Evolution Chamber; Spawning pool/Queen= *Creep Colonies, *Sunken Colonies; Spawning Pool= Roach Warren, Baneling Nest; Lair-tech 'three hatcheries'=Hydralisk Den, Spire, Nydus Worm-Transport Variation.
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  112.  
  113. Note: Sunken Colonies can be morphed as either Ground or Air Variants which should have a hybrid appearance with spore crawler.
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  115. Edit: Perhaps Sunken Colonies could simply be a modified version which does both Ground and Air?
  116.  
  117. Sunken Colonies are stronger against late-game units and shielded units than crawlers but are immobile and cannot transition to a new mining location or flee with The Overmind.
  118.  
  119. Note: All Nydus worms of both types are destroyed when The Overmind warps itself across the map, but half their cost is returned due to the worms receding into the Nydus network during warp-transit.
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  123.  
  124. Levels
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  127.  
  128. Level 1: Warp: The Overmind can warp anywhere on the map that it has vision. Additionally, The Overmind can warp larva directly to evolution locations such as the spawning pool. They spend their full gestation time there and require no control, but can then be deployed anywhere within his vision and take a standard control count. Each evolution location can hold 10 units per Hatchery.
  129.  
  130. Cooldown: 60 Seconds.
  131.  
  132. Note: Ideally, the allied commander of the Overmind should be able to see the unit count above each of the Evolution chambers just by glancing at it so that new players do not panic when they don't see many troops coming to aid their army.
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  135.  
  136. Level 2: +10 Maximum and +3 Actual Control.
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  139.  
  140. Level 3: The Overmind's vision is set to 30, can see through terrain, and acts as a detector.
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  143.  
  144. Level 4:+10 Maximum and +3 Actual Control.
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  147.  
  148. Level 5: The Overmind gains the ability to sense the map, but does not provide sight or detection... only location as if a sensor tower.
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  151.  
  152. Level 6:+10 Maximum and +3 Actual Control.
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  155.  
  156. Level 7: Unlocks Ravager Crawlers. Modified Spore Crawlers Equipped with four spore crawler spouts and one Ravager spout able to launch corrosive bile at ground or air units that come within range. Expensive but powerful static defense with high HP. Loses 5% HP/second off-Creep. Must be burrowed to attack. Regenerates 1% HP/ second while burrowed into creep. The Overmind can only control six at any one time due to the constant Agony their unstable bodies transmit into The Overmind.
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  158. Control Cost: 10.
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  161.  
  162. Level 8:+10 Maximum and +3 Actual Control.
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  165.  
  166. Level 9: Unlocks Recall: Allows the Overmind to recall all selected units back to defend. Has a confirmation box.
  167.  
  168. Cooldown: 180 seconds.
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  171.  
  172. Level 10: +10 Maximum and +3 Actual Control.
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  175.  
  176. Level 11: Unlocks Cerebrates: Each Cerebrate can mutate one special ability such as Psionic storm, create Torrasque with Tissue Assimilation and Monarch Blades, create Carrion Hosts with burrow and Pressurized Glands, Healing Aura, and similar. They are also in control of and are followed by an entourage worth up to 10 control. These cannot be controlled by The Overmind but will attack what the cerebrates attacks with its basic attack and defend the cerebrates if anything comes near. Cerebrates are costly to control and create but come with 'control-free' units to protect them, which can be replenished by The Overmind targeting unit warp-ins directly onto a Cerebrate. Due to their independence, only six cerebrates can be controlled at once.
  177.  
  178. Control Cost: 30: Provide 10 control for The Overmind's personal Control Count.
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  181.  
  182. Level 12: +10 Maximum and +3 Actual Control.
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  185.  
  186. Level 13: The Overmind gains Psionic Storm and can use it anywhere within its personal visual range. The Overmind's Psionic Storm covers an area of 15, and deals 300 damage to ALL over a period of 30 seconds.
  187.  
  188. Cooldown: 180 seconds.
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  191.  
  192. Level 14: +10 Maximum and +2 Actual Control. The Overmind's vision and Detection Range extends to 50.
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  196. Level 15: Warp Armada: six leviathans warp into the field and make a strafing run before warping out. In addition to firing, they each drop six pods of four locusts and a baneling two at a time across a large area. They are escorted by a swarm of sixty Corruptors, which are modified to shoot while moving.
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  198. Cooldown: 300 Seconds.
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  201.  
  202. ?
  203. The following Segment is a potential alternative and does not affect the above content. However, some of the above content does affect the below content such as The Overmind building adaptations.
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  206.  
  207.  
  208. Alternate Unit adaptation: Overlords, Cerebrates, and the Overmind produce a power field-like effect which prevents the swarm from becoming crazed and attacking whatever is closest. This field is 15 for overlords, 9 for Cerebrates and 40/66 for The Overmind.
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  210. Overlords do not provide control but do not cost control.
  211.  
  212. Cerebrates cost no control and cannot basic attack in any way, but instead provide +50 Control and they can mutate one unique ability as above. They might be used to attack with Psionic storm at a significant range, or support with an aura of some kind, but are best used to spawn special unit types such as the Torrasque.
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  214. Only 8 Cerebrates can be on the field at any one time.
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  216. Instead of existing units mutating, The Overmind able to create and warp in one of the variants if a cerebrate with that specific specialty is on the field. The Overmind selects the Cerebrate and que's up the creature as if an evolution location and then spawns it with a standard warp-in. The Cerebrates can set alternate mutations from their base form and variant forms.
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  218. If a Cerebrate is killed, The Overmind begins taking damage every five seconds equal to the amount that their control is overdrawn.
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  220. Ideally, Cerebrates will stay safely with The Overmind behind a literal wall of static defense whilst the army marches elsewhere. Possibly helping them recover with a healing aura upon returning through a transport Nydus worm.
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  223.  
  224. Edits
  225.  
  226. Edited to add theKalash's idea: I found it a nice addition. Also cleaned up the page a bit. Considering other brood war Ideas.
  227.  
  228. Edited for desertrose123's idea: Interesting, but only added as a potential idea with an alternate potential idea available.
  229.  
  230. Edit: further cleaning for easy reading.
  231.  
  232. Edit: Tacked on a modified suggestion from coldsteelrain, I do not know enough about the broods to do specific brood cerebrates. Though I think it would be interesting if a Developer with decent lore knowledge created something where different cerebrates allowed access to specific unit types.
  233.  
  234. Edit: Added a note to Warp: Unit counts over the evolution locations that the allied commander can see at a glance.
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