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	<title>Comments on: Nydus Worm Feedback Needed</title>
	<atom:link href="http://www.sc2blog.com/2008/10/23/nydus-worm-feedback-needed/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.sc2blog.com/2008/10/23/nydus-worm-feedback-needed/</link>
	<description>The Official Unofficial StarCraft 2 Blog</description>
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		<title>By: johnner</title>
		<link>http://www.sc2blog.com/2008/10/23/nydus-worm-feedback-needed/#comment-6791</link>
		<dc:creator>johnner</dc:creator>
		<pubDate>Thu, 30 Oct 2008 04:22:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.sc2blog.com/?p=1196#comment-6791</guid>
		<description>just read... I think it can work if you need an overseer to be an anchor on another point... yes, it will be just like recall, but the existing nydus worm is also.. just like recall.. just completely unrealistically so..</description>
		<content:encoded><![CDATA[<p>just read&#8230; I think it can work if you need an overseer to be an anchor on another point&#8230; yes, it will be just like recall, but the existing nydus worm is also.. just like recall.. just completely unrealistically so..</p>
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		<title>By: jibbiajabba</title>
		<link>http://www.sc2blog.com/2008/10/23/nydus-worm-feedback-needed/#comment-6788</link>
		<dc:creator>jibbiajabba</dc:creator>
		<pubDate>Thu, 30 Oct 2008 03:10:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.sc2blog.com/?p=1196#comment-6788</guid>
		<description>To post 12, great idea but no cigar. It works exactly like the arbiter&#039;s recall in Starcraft, in fact it&#039;s much better because the enemy doesn&#039;t know it&#039;s coming.</description>
		<content:encoded><![CDATA[<p>To post 12, great idea but no cigar. It works exactly like the arbiter&#8217;s recall in Starcraft, in fact it&#8217;s much better because the enemy doesn&#8217;t know it&#8217;s coming.</p>
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		<title>By: Patrick</title>
		<link>http://www.sc2blog.com/2008/10/23/nydus-worm-feedback-needed/#comment-6783</link>
		<dc:creator>Patrick</dc:creator>
		<pubDate>Wed, 29 Oct 2008 13:08:08 +0000</pubDate>
		<guid isPermaLink="false">http://www.sc2blog.com/?p=1196#comment-6783</guid>
		<description>As a zerg fan, I love the worm-pod idea. It&#039;s also THE way to destroy closely packed siege tank emplacements: just pop in a drop-worm doing 100 splash damage and it&#039;s soon over for the tanks.

My only fear is that it sounds way too powerful. But there are many ways to nerf it:

- by having the units inside be stunned for a second on landing (which seems logical; they just crashed from orbit).

- by only being able to drop-worm into a place you currently have active vision of

- by having some kind of warning when a location is the target of a drop-worm, or perhaps when a drop-worm is launched, or both

- by giving the &#039;transport time&#039; a longish duration (10 to 20 seconds)

So I think it&#039;s an excellent idea overall.</description>
		<content:encoded><![CDATA[<p>As a zerg fan, I love the worm-pod idea. It&#8217;s also THE way to destroy closely packed siege tank emplacements: just pop in a drop-worm doing 100 splash damage and it&#8217;s soon over for the tanks.</p>
<p>My only fear is that it sounds way too powerful. But there are many ways to nerf it:</p>
<p>- by having the units inside be stunned for a second on landing (which seems logical; they just crashed from orbit).</p>
<p>- by only being able to drop-worm into a place you currently have active vision of</p>
<p>- by having some kind of warning when a location is the target of a drop-worm, or perhaps when a drop-worm is launched, or both</p>
<p>- by giving the &#8216;transport time&#8217; a longish duration (10 to 20 seconds)</p>
<p>So I think it&#8217;s an excellent idea overall.</p>
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		<title>By: Joe</title>
		<link>http://www.sc2blog.com/2008/10/23/nydus-worm-feedback-needed/#comment-6772</link>
		<dc:creator>Joe</dc:creator>
		<pubDate>Mon, 27 Oct 2008 12:16:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.sc2blog.com/?p=1196#comment-6772</guid>
		<description>Hehehe! That&#039;s true! I should say &#039;even more&#039; like the the bugs in starship troopers :P</description>
		<content:encoded><![CDATA[<p>Hehehe! That&#8217;s true! I should say &#8216;even more&#8217; like the the bugs in starship troopers <img src='http://www.sc2blog.com/wp-includes/images/smilies/icon_razz.gif' alt=':P' class='wp-smiley' /> </p>
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		<title>By: SikTh</title>
		<link>http://www.sc2blog.com/2008/10/23/nydus-worm-feedback-needed/#comment-6768</link>
		<dc:creator>SikTh</dc:creator>
		<pubDate>Mon, 27 Oct 2008 08:59:01 +0000</pubDate>
		<guid isPermaLink="false">http://www.sc2blog.com/?p=1196#comment-6768</guid>
		<description>Unlike everything else about the Zerg...</description>
		<content:encoded><![CDATA[<p>Unlike everything else about the Zerg&#8230;</p>
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		<title>By: Joe</title>
		<link>http://www.sc2blog.com/2008/10/23/nydus-worm-feedback-needed/#comment-6767</link>
		<dc:creator>Joe</dc:creator>
		<pubDate>Mon, 27 Oct 2008 08:05:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.sc2blog.com/?p=1196#comment-6767</guid>
		<description>Hmm I&#039;d rather the ventral sacs than the cannon. The cannon is too similar to the bugs in starship troopers.</description>
		<content:encoded><![CDATA[<p>Hmm I&#8217;d rather the ventral sacs than the cannon. The cannon is too similar to the bugs in starship troopers.</p>
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		<title>By: Kent</title>
		<link>http://www.sc2blog.com/2008/10/23/nydus-worm-feedback-needed/#comment-6766</link>
		<dc:creator>Kent</dc:creator>
		<pubDate>Mon, 27 Oct 2008 00:20:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.sc2blog.com/?p=1196#comment-6766</guid>
		<description>to post 12, best idea yet. 

Makes a lot more sense, feels zerg.
Who needs zerglings to have a return path, make it one way only. Have a creep organ that can SPIT the Nydus worm into Orbit and drop onto enemy grounds.

I sure hope blizz will get to read the above idea.</description>
		<content:encoded><![CDATA[<p>to post 12, best idea yet. </p>
<p>Makes a lot more sense, feels zerg.<br />
Who needs zerglings to have a return path, make it one way only. Have a creep organ that can SPIT the Nydus worm into Orbit and drop onto enemy grounds.</p>
<p>I sure hope blizz will get to read the above idea.</p>
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		<title>By: SikTh</title>
		<link>http://www.sc2blog.com/2008/10/23/nydus-worm-feedback-needed/#comment-6764</link>
		<dc:creator>SikTh</dc:creator>
		<pubDate>Sun, 26 Oct 2008 12:21:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.sc2blog.com/?p=1196#comment-6764</guid>
		<description>I like that idea! Very much in Zerg style! Launch a pod into space that explodes on contact with the ground, releasing the units inside. Suicide transport! 

One way ticket... these are the Zerg, after all. Who cares whether a few Hydralisks return home after a mission or not?</description>
		<content:encoded><![CDATA[<p>I like that idea! Very much in Zerg style! Launch a pod into space that explodes on contact with the ground, releasing the units inside. Suicide transport! </p>
<p>One way ticket&#8230; these are the Zerg, after all. Who cares whether a few Hydralisks return home after a mission or not?</p>
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		<title>By: Joe</title>
		<link>http://www.sc2blog.com/2008/10/23/nydus-worm-feedback-needed/#comment-6763</link>
		<dc:creator>Joe</dc:creator>
		<pubDate>Sun, 26 Oct 2008 06:55:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.sc2blog.com/?p=1196#comment-6763</guid>
		<description>redrach: Was that really the reason? I thought we were talking about gameplay? These are magic trains after all! Once the mechanic works fluidly, then the logic can be defined. I think doing it the other way is obviously a restriction to design in this case.

I also see the overlords as a serious restriction, just as they were targeted in SC1 as a means of crippling supply, detection, and transport - you want to make sure you look after them when facing a smart player.

I feel Zerg cannon ideas might fail in the areas of: 
- The cannon is not a transport unit.
- getting your units back from location they were fired to. (like from an island...)
- Transport method bypasses missle defence (I assume :/)</description>
		<content:encoded><![CDATA[<p>redrach: Was that really the reason? I thought we were talking about gameplay? These are magic trains after all! Once the mechanic works fluidly, then the logic can be defined. I think doing it the other way is obviously a restriction to design in this case.</p>
<p>I also see the overlords as a serious restriction, just as they were targeted in SC1 as a means of crippling supply, detection, and transport &#8211; you want to make sure you look after them when facing a smart player.</p>
<p>I feel Zerg cannon ideas might fail in the areas of:<br />
- The cannon is not a transport unit.<br />
- getting your units back from location they were fired to. (like from an island&#8230;)<br />
- Transport method bypasses missle defence (I assume :/)</p>
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		<title>By: Battlarmd</title>
		<link>http://www.sc2blog.com/2008/10/23/nydus-worm-feedback-needed/#comment-6761</link>
		<dc:creator>Battlarmd</dc:creator>
		<pubDate>Sun, 26 Oct 2008 05:28:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.sc2blog.com/?p=1196#comment-6761</guid>
		<description>OK, what if we rethink about it completely?

right now, the problem is..
1, Worm underground in space is just.. non-sense
2, overseer requirement seems artifical
3, the whole canal idea just seems silly.

Alright, so lets redo it. How about the Nydus worm is an actual unit? you can produce it in a new zerg building, then you load units inside, and put the Nydus worm into the building, and then it FIRES the worm into orbit and drop on wherever you can see it be?

On contact, the nydus worm&#039;s head explodes, doing maybe 100 splash damage, and all the zerg units inside will pop out !

Kinda like an organic drop pod.
At least it makes more sense than going underground in impossible gaps in space.... right?</description>
		<content:encoded><![CDATA[<p>OK, what if we rethink about it completely?</p>
<p>right now, the problem is..<br />
1, Worm underground in space is just.. non-sense<br />
2, overseer requirement seems artifical<br />
3, the whole canal idea just seems silly.</p>
<p>Alright, so lets redo it. How about the Nydus worm is an actual unit? you can produce it in a new zerg building, then you load units inside, and put the Nydus worm into the building, and then it FIRES the worm into orbit and drop on wherever you can see it be?</p>
<p>On contact, the nydus worm&#8217;s head explodes, doing maybe 100 splash damage, and all the zerg units inside will pop out !</p>
<p>Kinda like an organic drop pod.<br />
At least it makes more sense than going underground in impossible gaps in space&#8230;. right?</p>
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