If you had one job --- Create THE Overmind commander

Remember: NO Cerabrates.

Only cerebrates. No point in overmind without them.

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On the old forum I posted a concept based on Kerrigan’s enslaved cerebrate that’s themed around reincarnation, but it could easily be converted into an Overmind commander with a little work. I’m currently brainstorming ideas for a new SC1 themed commander, so I’m curious if I should keep any of the old gameplay mechanics in the new concept.

Faction Features

Gene Mutation- I feel this mechanic is wasted on Dehaka’s army so I’m recycling it. Every time a unit earns a kill it has a small chance of gaining benefecial mutations (e.g. +1 attack, rapid healing, etc) An alternative to the RNG would be to give units mutations when they reach certain kill counts. The Defiler will count kill assists and/or Zerglings consumed. Additionally, the minion with the most kills will be awarded a gene mutation once per minute.
Reincarnation- The cerebrate’s units do not truly stay dead. The cerebrate has manifested a lesser version of the Overmind’s reincarnation ability to preserve its minions. When the Cerebrate’s units die they go onto a wait list (ranked by number of mutations and kills) and will be reborn when the same unit type is ordered at the hatchery. Reincarnated units hatch faster each time they are reborn. When larvae are selected the player will see how many mutants of each type are awaiting rebirth. Reincarnated units retain their kill count and remember which control group they were assigned to.
Cerebrate- The cerebrate structure allowed players to choose which gene mutations are most likely to appear (default 50% chance for chosen gene). Mousing over a gene will cause any minions with that gene to flash.
Mass Resurrection- Instantly resurrects some of your dead units for free (prioritizes cost, then mutations, then kills). Mass Rez drops the units in sacs at a target location. Mass Rez has reduced cooldown if you only have a few dead units or it resurrects cheap units like Zerglings.
Calldown Infested Command Center- Spend 400 minerals to instantly summon an infested cc. Infested cc serves as resource drop-off point and produces larvae and Ghouls, but your hatchery is still needed for tech level.
Improved Overlords (Yggdrasil Strain) hatch instantly, increased control, detector
Internal Creep Colonies Upgrade- structures now generate creep. Sunken and Spore colonies can now be placed off creep.
Universal speed upgrade at evolution chamber
Automated Extractors and Nydus Worms
Past Life Experience- Allied heroes and self-reviving units (e.q. Torrasque, Primal Mutalisk, Sentinel, Immortality Protocal) will resurrect faster

Units

Twinling- A Zergling that shares gene mutations with it’s twin sibling. This psychic link resets everytime it’s reborn with a new sibling.
Chrysalid Hydralisk- This Hydralisk can temporarily morph into a armored cocoon (like a lurker egg) to protect itself. It’s usually best to morph only the front row of Hydralisks to serve as a defensive wall for the others.
Ghoul- The Cerebrate has experimented on infested terrans in an attempt to make field commanders for its Brood. They are trained at the Infested CC and have two health bars. Ghouls use their rifles until their primary health bar runs out then they become powerful suicide units. Due to the constant experiments, Ghouls recieve a new gene mutation each time they are reborn. Furthermore, Ghouls always choose the cerebrate’s desired mutation and may acquire any gene multiple times.
Gigalisk- An Ultralisk variant recovered from the Surtur Brood
[Impale]- Shoots subterranean spikes out in a straight line, dealing damage
[Zergling Reconstitution]- If the Gigalisk dies then 4-6 Zerglings will spawn from its remains. All Zerglings reborn in this manner are linked.
[Rampage]- when activated this unleashes the full might of the Gigalisk, but these enraged beasts no longer follow orders. Rampaging Gigalisks will move as a herd as they stampede across the map in search of enemies. The only thing that stops a rampage is death, so it should only be used if you can support them or can afford to replace Ultras.
Defiler- Dark Swarm and Plague have been combined into a single spell. Can periodically cast a small Dark Swarm on itself to increase survivability.
Kukulza (Mutalisk/ Guardian)- A Mutalisk variant that depends on long range and enhanced speed for hit and run attacks. Can convert between Mutalisk and Guardian forms at will. The armored cocoon may allow Kukulzas to survive Parasitic Bombs. Guardian form knocks back enemies like a Reaper charge.
Scourge- Splashes damage amplifying acid spores on it’s target as well as ground units below. Scourge share their gene mutations with all other Scourge.
Matriarch- uses Ensnare and Parasitic Broodlings. Parasitic Broodlings dominates a target and drains its health until it dies, spawning a number of broodlings based on target health. If the enemy cannot be dominated the damage over time will be increased.

My original idea for this concept was much more ambitious but possibly too difficult to balance. The plan was imitate the gameplay of Tug-of-War style games like Nexus Wars or Desert Strike. The Cerebrate would build any tech structure like a Spawning Pool and it would maintain a certain number of free Zerglings. Each new tech structure would radically increase in price. That version had an extremely expendable (and fairly generic) army and losing buildings would be much more painful than for other commanders. I might return to that design if I find a nice way to balance it. Thanks for reading.

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Huge thanks for sharing some insights.

Then forget about this “nice” thing because it has no ground behind it or just don’t make overmind commander. Simple.

I’ve been kicking around an idea for the Overmind based on different ahem strains of Zerg (not cerebrats, who said cerebrats?) that the player can quickly jump from a la Stetmann’s field generator. Each strain would allow the production of particular units and well as providing instant reinforcements, including a hero unit.

Additionally, the player would start with a hero queen with enhanced stats, a super-inject, creep tumor, but can’t move off creep. Probably should get another ability but this is a rough sketch.

(I don’t know the names of strains off the top of my head)

  1. Swarm Strain: production of zerglings, scourge, hydralisk, and defilers. When this strain is activated, a 3 Devouring One (zerglings), 3 Hunter Killers, and some mass of zerglings and hydralisks are generated. The hero units don’t take up supply, but the zerglings and hydras do. The amount generated would be based on…idk something to do with supply cap.

  2. Wing Strain: allows production of mutalisks and flying queens (OG type with parasite, ensnare, and spawn broodling). Activating this strain provides Kukulza and a hero Queen, as well as a few more queens and mutas.

  3. BFM Strain: allows production of Ultras and probably some other gigantic unit. Provides a Tarrasque unit.

  4. Evolution Strain: allows the player to morph existing units into lurkers, guardians, devourers, and something else cool.

Obviously this isn’t a fully formed idea, but I think that’s enough to get the idea. I’m not sure how much infrastructure the Overmind would have, how quickly access is gained to each strain, how often a player could switch from strain to strain, etc. The idea though is an adaptable zerg army that can quickly change its characteristics and makeup to match the situation.

OVERMIND- Infestor of Worlds

“What If”: After being driven into the void by Tassadar, the Overmind was eventually able to return free of Amon’s corruption. It now seeks to destroy Amon and reunite the Swarm.

Key Ideas:

-Infestor of worlds: enemy buildings killed on creep or while infested by a Matriarch/Empress become an “Infestation” that generates resources for the Overmind (more depending on size of building), Creep slowly spreads from Overmind over entire map.

-Special strains: the extra resources can be used to convert units from standard zerg strains to special versions for substantial expense

-Essence of the Swarm: Overmind replaces starting Hatchery providing Supply (increasing with upgrade) and Larva (additional Supply from Yggdrasills, additional Larva from Matriarchs)

-Unending Swarm: 240 max supply (300 with Mastery)

Mechanics:
-Overmind replaces starting Hatchery
-Creep colonies produced from Overmind directly onto any visible spot with creep (other buildings from drones)
-Creep from Overmind+ Yggdrasills (wide spread) Creep colonies (fast, but limited spread), and Infestations (small area spread)
-Morphalisk Larva from Overmind and Matriarchs/Empress Queens (25 energy, 20 second cooldown, 20 max)

-Morphalisks become units almost instantly, and are controllable (default rally to Overmind)

-Supply from Overmind (upgrades at “lair”+”hive” level) and Yggdrasills (max number on field)

-Drop off resources at Overmind or Yggdrasills (must be minimum distance from resources and hostile structures)

-Special upgrade to units costs ~6-10x as much minerals and gas (usually 3x hp and 1.5x dps, same supply except for Omegalisk)

Units->Special strain:

-Matriarch: mineral only starting Brood Queen, infest buildings, generates larva, ocular parasite, ensnare ->Empress (costs gas, req Queen’s nest) +energy regen, spawn broodling

-Zergling->Devouring One (life steal)

-BW style Hydralisks (cheap, tier1, low dps+range, bonus v armored)->Hunterkiller +2 range +undetectable move while burrowed & melee unburrow fear attack

-Mutalisk->Kukulza +attacks 3 targets more slowly (overall dps x2, only 2x hp), can transform into Guardian+back for 0 cost, hp upgrade, armor upgrade

Mutalisk->Devourer (no splash damage, just splash spores… but with attack ground upgrade)

-BW Ultralisk (200.200 4 supply, lower dps+hp)->Omegalisk +armor and bonus attack v structure/massive

-Defiler (no plague, just dark swarm+consume)->Unclean One +plague, consume enemy on cooldown

Tech Tree/Buildings: (aside from standard zerg)

BW with OM upgrades replacing Lair/Hive

Creep Colonies, builds and spread creep 2x faster(increase to 3) but 50% lower hp

Special Strain Colonies (2x hp 1.5x dmg, +400 min, 20 seconds)

Sunken Colony->Deep Sunken r 13, 10 armor

Spore Colony->Spore Cannon r 11, aoe damage

Infestation: enemy building killed on creep or while infested by a Matriarch/Empress, generates min+gas based on size (if destroyed temporarily shuts down for ~90-120 sec and then is reborn at 10% hp)

Yggdrasills: provide supply, use energy to heal all units/buildings in range, increases creep spread, max number

Overmind Abilities

-place Yggdrasills: permanent, anywhere in vision (except near resources or hostile structures) max 6 on field (2 min cooldown, 3 minute coolup, max 2 charges… 90 seconds off cooldown if 1 dies)

-Infested Command Center: Can be used to buy BW Infested Terrans (limited number, using ability again recharges it)

-Swarm Infestation: all friendly buildings on creep gain a temporary swarm infestation attack

-Warp Conduit: Create a temporary warp conduit between two locations, allied units may use, vision not required

LEVELS

1 Infestations, Yggdrasills, Morphalisks
2 Hunter killer, Devouring One
3 Base ground Upgrades: ling attack speed , ultra move, hydra range
4 Creep slows Enemy units, damages Nonheroic Enemy Mech structures, Creep Colony (2->3x faster build & Creep spread)
5 Yggdrasill Supply 25->30, max 200->240
6 Kukulza, Devourer
7 Yggdrasills heal units and allied units+buildings
8 Spire upgrades: Muta, Devourer (bonus armor, attack ground)
9 Infestation +50% Output+100 HP bonus
10 ICC
11 Empress Queen, Matriarch/Empress Infest does 10 dps to buildings, r6
12 Swarm Infestation on allied buildings on creep, Warp Conduit for allied units
13 Deep Sunken, Spore cannon
14 Spire 2 upgrades: (bonus hp, bonus attacks speed+spore duration)
15 Omegalisk, Unclean One

MASTERY

Supply: +60 Maximum, +60 Hive Ovemind (+30 Lair Overmind)
Infestation income: +30% boost

Larva: Max Larva+30, +120% Matriarch Energy Regen
Yggdrasill: Heal Range +30, Energy regen +60%

Swarm infestation damage/range +60%
Warp Conduit energy and cooldown reduction -60 sec/energy

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