Hello, Chaos. Not a bad write up. Here are my notes:
For reasons that I don't care to reveal at this stage, my Overmind does not do much of his own genetic manipulation, leaving it to his Cerebrates. If you think this can be reasonably done, I would prefer you edit your creation story to reflect being the pet project of one of the Cerebrates rather then the Overmind himself. If you want to retain your Mercenary status, one of the deceased Overminds, Lokin or Baal, might be best. Over all, though, I like the concept as a combat oriented Overlord as an evolutionary niche.
The increased air range would need to be paid for out of the damage of the air attack. So, as 6 range would cost 8 (5 more points), the dps of the air attack would need to be 83 (5 less points). Otherwise, having multiple weapons for different situations is not a problem, as long as it doesn't get out of hand. Three attacks isn't that bad, and you aren't cheating discounts, so I'll let it slide.
You're abilities are over powered. BEP does way too much damage for it's energy cost and an ability shouldn't really be weighted toward a particular armor type the way an attack is. The same goes for TftD, which, as a passive, shouldn't be doing that kind of damage, especially not when coupled with an essentially free ability. I don't mind Deep Tunnel, I would suggest actually letting us know what the limitation is: either define a range or say it requires creep. The regen is fine, but I'm uncertain on the numbers I should allow there. Let me get back to you.
Your ship just sounds like a Leviathan. Much like every and any Leviathan. Not particularly unique or special in it's capabilities or tactics. OK, you have bio-electricity, but you don't have the Sec score to let that have any mechanical effect. Cool story though, and I like that you are thinking about appropriate zergy tactics.
Blatant as in the reverse of subtle. You're not supposed to tell people who your Ghost writer is (and he is generally not allowed to take credit). Hence, it means it's a Secret. Genie's out of the bottle, now. The characer looks good from here. I assume that extra 96 points will go toward a colony (and we can dock you the first four points of income) as discussed?
Razarac is the Fenrir commander responsible for the mess that currently is the Karinth system (which is my biggest point drain at the moment). He was a zergy character back in the previous incarnation of this game that I wrote into this incarnation (with Brown's permission).
I'd like to break in here, as there hasn't been any progress on this front. I see no reason why you can't strand forces without a flagship. A flagship is required if you want to build new forces (as the prefabed stuff and personel have to come from somewhere) but as far as leaving folk on a planet while you run away? perfectly acceptable.
How are we on some of these other plots, btw. I'm thinking of ramping things up a few notches in the near future, and would like to know who we have around.
For a transform type of ability like the Viking or Siege Tank, how I would do it is make two versions of the character and redistribute the stats with the same point total.
For an alternative attack, like a melee attack that has different damage then a ranged attack, I would do it as bonus damage. You can buy +vs light for half price, so +vs melee or vs range If one does more damage then the other. If they both have the same damage totals, then it's simply a matter of using a different attack speed.
In both of the above cases, a unit can have multiple weapons but can only use one at any given time. If you want a unit to be able to use multiple weapons at once, you have to buy them by continuing to buy dps. Once the dps is bought, you can distribute it any way you feel appropriate.
Oh, I would love to see a zerg character idea, but keep in mind that you will only be able to play one of them.
I would like to point out that 3% of 250 is 7.5 energy per second, meaning that Dr. Rark could maintain his heal spell indefinitely and still have energy to spare for once he got another ability. I think the Selfix Armor works well for this character as it functions like Protoss Shield Regeneration: Useless in Combat, but allows for almost no down time out of combat. If he had an army, sure it would be overpowered, but as long as he doesn't he is going to need to run and gun, and Selfix is perfect for just that without being overpowered in combat.
Edit: Oh, and their seems to be a beta patch.... I don't think I'm going to keep up with the little changes. HotS units will be as they are found in current iteration of Beta.
Some Patch notes, though I will probably be doing this again as soon as Beta hits.
Swarm Host (HotS ~ Burrowed Summoner)
Cost: 200 Minerals / 100 Gas / 3 Supply / 40 Time
Requires: Infestation Pit
Modifiers: Armored, Biological
Armor: 1 (+1 per GC)
~ Spawn Locusts: Spawns 2 Locusts. 25 second cooldown. Must be burrowed.
~ Burrow: As all Zerg, does not require research.
Modifiers: Light, Biological
Armor: 0 (+1 per GC)
Mov. Speed: 1.88
Armament: Acid Spit
~ Damage: 16 (+2 per RA)
~ Target: Ground, Air
~ Range: 2
Special: Timed Life: 15 (25 with upgrade)
Viper (HotS ~ Battle Control Specialist)
Cost:: 100 Minerals / 200 Gas / 3 Supply / 40 Time
Modifiers: Armored, Biological, Air
Armor: 1 (+1 per FC)
Mov. Speed: 2.25
~ Consume: The Viper does 200 damage to a friendly building over 10 seconds to regenerate 50 energy.
~ Abduct (75 Energy): The Viper pulls a unit instantly to the Viper's location. Approximate range of 7.
~ Blinding Cloud (125 Energy): Creates a cloud that reduces the attack range of any biological units in the AoE to melee. Same AoE and range as fungal growth.
Upgrade ~ Increase Locust Time:
Cost: 200 Minerals / 200 Gas / 100 Time
Increases the time the locusts last by 10 seconds (to a total of 25 seconds).
Hydralisk Upgrade ~ Muscular Augmentation:
Cost: 150 Minerals / 150 Gas / 100 Time
Increases Hydralisk movement speed to 3.38 in all circumstance (on and off creep).
Ultralisk Burrow ~ (Ultralisks come with this ability innately in HotS, but I will be charging for it if you want it early.):
Cost: 100 Minerals / 100 Gas / 100 Time
Ultralisk's Burrow changes to: Burrow and reappear at target location within range 7. All units in the space the ultralisk unburrows take regular attack damage and are knocked back. Cooldown: 30 Seconds.
To accommodate these changes, I added the Overseer to all my armies that were relying on the Viper for detection. Have a good day!
Edit: All that hard work at formatting, and the thing gets jumbled together. Oh well, if the good doctor needs help deciphering it, he can give me a call.
Well, just when I get my school stuff wrapped up my computer decides to up and die. I don't know how long it will take to fix, but until that time I will be suspiciously absent. Send me a pm if you need me, I will attempt to check in regularly, but I give no promises. Have fun storming the castle!
@ Game: The Nirogg leviathans were actually a bit further out, and will take 4 turns to get into position. Otherwise Moz is all set.
@ Luna: I was wondering how long it would take you to join our merry band. Your character has my approval as edited, I hope that we can keep the characterization you did of Draal in your initial posts.
Most of the time, it won't cost you anything to repair your flagship. It is assumed that that is done under the table. However, if you ignore maintenance, resupplying, refueling, etc as a factor then the GMs will start penalizing you for it. This rule is simply in place to "force" people to interact with other factions, and to penalize people for pretending they are completely self sufficient on their ship. It is done to promote RP. However, this rule should never come up if you are playing the game as intended, and actually roleplaying the effects of your actions appropriately.
Long Answer: As far as the rest of the sector is concerned, the zerg have turned inward after their defeat. Noone knows for certain why, but they are content to leave it be for now. Especially considering that many groups have decided to take advantage of the lull in fighting to carve out feifdoms of their own, thus causing drama. If certain people knew of the particulars of the Zerg infighting, they would definitely attempt to leverage that knowledge in order to either keep the zerg fighting as long as possible, provoke them into starting the next war preemptively or destroy the zerg (depending on further strategic implications of the given information). Thus, anyone willing to supply that information could likely be paid extremely well, but doing so carries a lot of risks.
Quick question for all you zergy peoples..... Why cerebrates? I wrote in the option to be an infested Terran as well as a sentient mutant, and everyone seems to prefer the lump of psionic flesh. I don't get it. At least HalfDead's guy is only a cerebrate on a technicality (having more in common with a zerg Hive then an actual Cerebrate).
I don't really understand your story. You throw a lot of information out there, but the only thing that is really relevant is that you held a stable position within the Gracken Brood until some young brat tricked you with poison and caused you to loose that position. Do I have that right? Where are you going with this?
Cerebrates are usually buildings and therefor have movement speeds of 0 as well as the Armored and Structure modifiers. If the unit is not a cerebrate, you can certainly be that speedy, but most Cerebrates are rooted to the ground.
I would like to know what weapon you have in mind. The DPS if to know how much it costs, but it should still be broken down into damage and cooldown from there.
Enhanced Carapace needs a radius of effect, I suggest 2. If you are mobile it needs a range, if you a structure it is ok for it to have a global range.
500 Damage is way too much for Creep Mortor, even if it is spread. I like the idea that you can summon creep on demand, it could be a cool ability, but the damage should be lowered to about 100ish. Or, as another option, it deals no damage and just summons the Creep for 25 energy, or you could have it to full AOE damage at a much smaller radius of effect.
Lastly, I don't think your army totals are right. Once you have purchased the 'tech' for that unit, you only need to buy the units at a cost of 1 point per 10 supply. I'm not sure what you did, but the units you bought should only cost about 5 points (unless my math is off somewhere).