Seylerius
Verified Sionnach Tobar
- Location
- Washington
- Pronouns
- She/Her
I've got an idea for a Zerg Multicross SI where the SI has been scooped by a ROB and ordered to entertainingly pacify and fix each 'verse he passes through as the price of getting back home. The SI wants to go home to his girlfriend back on Earth Prime. And maybe "pacify" Earth Prime while he's at it. Because if you were given the opportunity to fix everything you saw broken about society through the use of an enormous swarm of heavily optimized critters bound to your will, why the fuck wouldn't you?
Modifications from the game:
Modifications from the game:
- The genetic database of the Zerg comes with me. Period. None of this "You need to build a Hydralisk Den to spawn Hydras" bullshit.
- No larva cap. This makes no sense except as game balance bullshit.
- No unit cap. Again, game balance bullshit. Overlords are useful as delegation nodes and relays. These roles make sense. Lifting a unit cap does not, unless the Overmind is meaningfully weaker than described. As one of the mental/emotional challenges the SI will face is coming to terms with dehumanizing levels of psionic power, unit caps are bullshit.
- I may choose to require the construction of a single building to embody the genetic database and make it locally acessible. This could be the hatchery or perhaps the spawning pool. I'm open to suggestions on what building this should be
- The spawning pool will be used for mining DNA out of critters.
- I will be adapting technology into organic forms to take advantage of all the shit I yoink from the settings I visit. I'm likely going to require experimentation to adapt these, and I'm open to suggestions as to the names and forms of the units/structures dedicated to !!SCIENCE!!.
- The difference between hatchery, lair, and hive will likely be a matter of resource cost, resource processing efficiency, and larva production efficiency. I'm open to additional suggestions.
- I'm going to attempt to make sense out of the generic requirements for "minerals" and "vespene gas". I'm probably going to add a "biomass" resource. I'm not sure if this was added in SC2 or not (haven't played that yet, need to after I finish my replaythrough of SC1), but I'm adding it here. "Minerals" will likely be involved in making durable skeletons and carapaces. And weapons. "Vespene gas" will be understood as the primary source of combustibles, corrosives, and more interesting chemistry. Petrochemicals will likely be identified as a half decent substitute. I'm open to suggestions on all of this.
- There won't be random crystal structures growing out of the ground, unless there's a damn good reason in-setting. "Minerals" will be elaborated upon and mined for.