I've been working on a number of ideas over the years to try and address the flaw with zerg design and what I've concluded is that zerg, now with roaches, is not restricted enough in their defense design and function, and not restricted enough in regard to roach production.
Because of this, zerg has unnecessary over strength in team games for surviving, but typically only on one base. Sure, surviving is cool for a zerg theme and all, but what about 1v1?
Opposed to broodwar, zerg have defensive attack Queens now which helped them SLIGHTLY, but zerg had a concept problem...
If you remember in broodwar, zerg were capable of making creep colonies before spawning pool. The only purpose of this was to spread creep, yet to sacrifice a whole drone before spawning pool just to spread creep when the creep colony didn't even attack? I mean, it could have attacked at half the damage of a spine crawler, heck, it could have even attacked at quarter of the damage if it attacked air and ground units. And if it would have been able to move? You would have just called it a "Colony Queen".
Interestingly enough, imagine if zerg paid 75 minerals to transform a drone in to a colony queen before spawning pool and it was able to spawn larvae but only at half the rate of current queen... so only 2 larvaes would pop.
This colony queen would have been used perfectly to defend against a bunker rush had the barracks not required a supply depot still...
This colony queen could properly be named a Colony Roach Queen because you would have the option to mutate the 2 key spawned larvaes in to drones or roaches.
Anyways, upon completion of the spawning pool later, the colony queen could be upgraded in to a Roach Queen for 75 minerals. Now, the roach queen would cast spawn larvae at the same full rate as a regular queen but these larvaes would only be mutatable in to roaches and drones, nothing else as stated.
Think about how a tech lab restricts the production of marauders for example...
Now this roach queen would have an energy Recyblable ability to instantly go in to a static spine mode, or a spore mode that could only be performed on creep. Yes, spine and spore would essentially be out of the game. Going in to the mode costs energy, but going out of the mode gives the energy right back.
But that's it... It's a merging of the creep colony, the queen, and the roach warren in order to restrict zerg on roach and spine and spore production.
Restrict has a negative implication to it, so I'll just call it a stronger design for 1v1
Because of this, zerg has unnecessary over strength in team games for surviving, but typically only on one base. Sure, surviving is cool for a zerg theme and all, but what about 1v1?
Opposed to broodwar, zerg have defensive attack Queens now which helped them SLIGHTLY, but zerg had a concept problem...
If you remember in broodwar, zerg were capable of making creep colonies before spawning pool. The only purpose of this was to spread creep, yet to sacrifice a whole drone before spawning pool just to spread creep when the creep colony didn't even attack? I mean, it could have attacked at half the damage of a spine crawler, heck, it could have even attacked at quarter of the damage if it attacked air and ground units. And if it would have been able to move? You would have just called it a "Colony Queen".
Interestingly enough, imagine if zerg paid 75 minerals to transform a drone in to a colony queen before spawning pool and it was able to spawn larvae but only at half the rate of current queen... so only 2 larvaes would pop.
This colony queen would have been used perfectly to defend against a bunker rush had the barracks not required a supply depot still...
This colony queen could properly be named a Colony Roach Queen because you would have the option to mutate the 2 key spawned larvaes in to drones or roaches.
Anyways, upon completion of the spawning pool later, the colony queen could be upgraded in to a Roach Queen for 75 minerals. Now, the roach queen would cast spawn larvae at the same full rate as a regular queen but these larvaes would only be mutatable in to roaches and drones, nothing else as stated.
Think about how a tech lab restricts the production of marauders for example...
Now this roach queen would have an energy Recyblable ability to instantly go in to a static spine mode, or a spore mode that could only be performed on creep. Yes, spine and spore would essentially be out of the game. Going in to the mode costs energy, but going out of the mode gives the energy right back.
But that's it... It's a merging of the creep colony, the queen, and the roach warren in order to restrict zerg on roach and spine and spore production.
Restrict has a negative implication to it, so I'll just call it a stronger design for 1v1