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Pros and Cons

Blogs > supernova
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supernova
Profile Blog Joined April 2010
Canada148 Posts
September 05 2010 07:17 GMT
#1
This is a note to everyone; this is not a whine thread or blog or anyting of the sort. This is just a blog suggesting new mechanics for StarCraft 2 and weighing in on the pros and cons. Let's start shall we?

Suggestion #1: Fuel for Terran buildings

Summary: This has been suggested numerous times by many TLer's. The summary is that Terran buildings, which can lift off and land (duh says the reader), have a set amount of fuel and when the level hits zero: no more lifting off.

Pro's: It would make it less frustrating to Protoss and Zerg players if this feature came to pass. No more chasing a Command Centre around the map. The Terran player will be forced to land sooner or later. Also, this hinders the Terran's ability use their buildings to see the high ground. This is something that Terran's do often; they'll fly a Barracks or Factory (maybe Starport... but I doubt it) and they'll fly the building up on the high ground where a Zerg or Protoss player will have units stationed. The Terran will Siege their Tanks and proceed to shell the Protoss or Zerg army. No more of that. And finally, no more Terran Cheese on maps like Metalopolis where there is a smokescreen inside you base. This possible feature will not completely stop Terran cheese but it will happen less often.

Con's: Say a Command Centre is trying to get from point A to point B and has to clear a chasm to do so. So what happens if that same Command Centre runs out of fuel halfway across? Is it just allowed to fall? Is the Terran player awarded a refund of all their minerals they just lost? If your a Terran player, you're are going to be pretty pissed off about losing a CC over a chasm. And what should be the set amount of fuel and how fast it should be depleted? These could be major issues.

Suggestion #2: Campaign units in Mutliplayer

Summary: There were some really interesting units in the WoL campaign that could have crossed over to the multiplayer aspect of the game. There were classic units like the Firebat, Medic, Vulture, Goliath, Science Vessel and the Wraith along with new units like the Diamondback, Spectre, Predator and the Hercules. So what happens if they all made the jump to the Multiplayer?

Pro's: New builds is the big one. There would be new strategies that a Terran can use if all these units made the jump. It would be unpredictable and thus your opponent would have to scout more. Nostalgia would be a pretty big factor too. Engaging a Zerg with a Marine/Medic/Firebat army would sure bring back memories. Destroying a Protoss player with Goliaths, Tanks and a few Science Vessels would feel out of this world! It feels like you're playing Brood War only with better graphics and a few new units. Finally, using the new units in Multiplayer. Using a Diamondback to chase fleeing Zerglings, doing a Herecules drop and using your cloaked Spectre to reek all kinds of unholy havoc would be great!...

Con's: Notice how all of these units are Terran? You've got a good eye if you do and if didn't spot it, that's okay because here's why this idea wouldn't work until the thrid expansion. In fact, I just said it. This would cripple the armies of the Zerg and Protoss; there wouldn't be any reason to play as those races anymore. Implementing this idea this early would kill some of the StarCraft fanbase. Some people are really hardcore about their race. They think anyone who plays Terran has no self-respect (*wink*) and simply won't play anymore. Would it be better to introduce this feature after HotS and LotV? Perhaps but some will argue it would be better not to do this at all. It would also be next to impossible for players in the lower tiers to micro or macro. There would be too much going on and too many hotkeys to remember. But not only does this hurt the Zerg and the Protoss, this hurts the Terran as well. There would be no reason to use the Medivac anymore now that you have the Medic back and a huge Dropship at your disposal. Firebats may be come obsolete because of the Hellion. In short, it would just throw the whole game into a blender. We should keep it as it is right now. After the two expansions are released? We'll see.

Suggestion #3: Increase Unit Cap

Summary: Like the original and Brood War, StarCraft 2 has a unit cap of 200 per player. But what if Blizzard decided to change this?

Pro's: More units, more carnage. This possible new feature would allow for more offensive units in the game instead of just 60 devoted to SCV's/Drones/Probes. This would also make for a very micro-heavy game. Managing that many units at once takes serious skill (which we I appreciate and envy) and it could be the difference between a winner and a loser. The focus on macro wouldn't be as important as micro but it still would be important nonetheless. It also allows for some pretty bitchin' unit diversity. All units could come into play if the unit cap is increased.

Con's: Mo' units, mo' problems. First issue that I see in doing this would be the massive lag you would have if you have a low video card or just a inferior computer in general. More units could seriously kill your computer if it is overworked and not given enough time to cool down. Secondly, is the problems that casters would have. Seeing so many units in one condensed space could limit the casters ability to proper comment on the game. Next, what should the new unit cap be? 300? 400? 500? How does Blizzard go about figuring out what it should be. How much is too much? And finally, the last issue I see is the using this new unit cap in 2v2'/3v3's/4v4's/FFA's. If you are in a game with four or more people, it is going to be hard to play due to the amount of massive units in play. Can you imagine four players with a maxed out army with the unit cap of 300? It would be a total clusterfuck.

So do the pro's outweigh the con's or are you a pessimistic person? Also, if I missed anything, feel free to point it out or make more suggestions in the comment box below.

Poll: Which of these would you like to see in StarCraft 2?

None of them (41)
 
69%

Suggestion #1 (12)
 
20%

Suggestion #3 (5)
 
8%

All of them (1)
 
2%

Suggestion #2 (0)
 
0%

59 total votes

Your vote: Which of these would you like to see in StarCraft 2?

(Vote): Suggestion #1
(Vote): Suggestion #2
(Vote): Suggestion #3
(Vote): All of them
(Vote): None of them



*
"And we played the first thing that came to our heads and it just so happened to be, it was the best song in the world, the best song in the world!" Tenacious D
KtheZ
Profile Blog Joined October 2009
United States813 Posts
September 05 2010 07:25 GMT
#2
I'd say #1 and #3 sorta.

Increase the food limit for zerg only, in like a building or upgrade (or overlord morph? who knows)

Doing it for terran just means a bigger deathball that rolls its deathballerific mass into your base.
For protoss.... well maybe. Warpgates INDIRECTLY increase your supply a bit i guess, since warping units replaces lost units very quickly, but at least they dont make as deadly a deathball that terran makes (well maybe they do with tons of collossi added to their army but at least we can deal with that
Comeh
Profile Blog Joined July 2008
United States18918 Posts
September 05 2010 08:16 GMT
#3
#1 I feel iffy about - mainly because it negates the use of terran buildings to scout with, which I am totally in favor of. I'm more in favor of the offering of a tie if a certain amount of nothingness occurs in a game.

#2 is too far in the future to really consider, and i have a hard time believing its a good idea, but again, its too far in the future to really consider seriously

#3 I agree with this actually - if only for blizzard to toy around with this idea. I feel like it could help zerg out decently, and it would be better for the game (due to different worker ratios, general increased in supply of units and whatnot). I'm not sure if it would be the best of ideas, but i support the attempt of incorporating this, just to see what happens.
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Risen
Profile Blog Joined March 2010
United States7927 Posts
September 05 2010 08:42 GMT
#4
#3 is pretty much saying that you want terran to become veen more powerful and zerg to become even weaker.

(For those not in the know, terran 200/200 is generally considered much more powerful than a zerg 200/200 while protoss is army dependant)
Pufftrees Everyday>its like a rifter that just used X-Factor/Liquid'Nony: I hope no one lip read XD/Holyflare>it's like policy lynching but better/Resident Los Angeles bachelor
ArvickHero
Profile Blog Joined October 2007
10387 Posts
September 05 2010 09:10 GMT
#5
Unit cap increase please, it would only lend itself to bigger battles. Also I'd say have an upgrade that would increase gas mining efficiency so you'd only need to devote 2 workers per geyser (or at least have it for Zerg..), and being able to mine from a depleted geyser.
Writerptrk
Asdkmoga
Profile Joined May 2010
United States496 Posts
September 05 2010 11:33 GMT
#6
On September 05 2010 16:25 KtheZ wrote:
Warpgates INDIRECTLY increase your supply a bit i guess, since warping units replaces lost units very quickly.

i believe the larva system is directly based on the fact that u can replace ur army quicker than any other race by stockpiling it if ur 200/200.
"Once is happenstance, twice is coincidence, three times is enemy action and over 600 is clearly the work of an ancient Sumerian demon or some shit."
Nytefish
Profile Blog Joined December 2007
United Kingdom4282 Posts
September 05 2010 12:09 GMT
#7
It would be interesting to see larger maps and larger unit caps. Maybe the unit cap should vary depending on map size? It might be fun to try out.
No I'm never serious.
SubtleArt
Profile Blog Joined January 2010
2710 Posts
Last Edited: 2010-09-05 13:47:20
September 05 2010 13:46 GMT
#8
I like #1, solves the unfair advantage terran can get in those ridiculous endgames where both people have no money and terran can draw it at the very least
Morrow on ZvP: "I'm not very confident in general vs Protoss because of the imbalance (Yes its imbalanced, get over it)."
SageFantasma
Profile Blog Joined April 2010
United States383 Posts
September 05 2010 14:12 GMT
#9
On September 05 2010 17:16 Comeh wrote:
#1 I feel iffy about - mainly because it negates the use of terran buildings to scout with, which I am totally in favor of.


I disagree here. I think it's stupid that Terran can have a scout with 1000 HP that moves at a decent enough pace to be very effective early game. They already have scan, and that in itself is equally useful when compared to MULEs. So they already have a free scout, why should they have another one? If you think about it, if you are at least somewhat careful with your scouting rax/fac, then it's free. Additionally, Terran has a scout that costs 150 minerals and has 1000 HP. That's ridiculous to me.

No I'm not calling imba this, or imba that, but I am saying that idea #1(which I voted for) would be an excellent idea because of Terran building scouts.
Najda
Profile Joined June 2010
United States3765 Posts
September 05 2010 16:01 GMT
#10
MAYBE number 3, it's the only reasonable one in my opinion. #2 would be fun if it were enabled for custom games only, but it would be completely overpowered.

#1 isn't a problem to begin with, the only problem with it is that it can be used to hide a building forever and force a "draw" situation, but making fuel for the buildings is only a band-aid fix and fixing the actual problem (allowing a draw option) is the real fix.
Antisocialmunky
Profile Blog Joined March 2010
United States5912 Posts
September 05 2010 16:36 GMT
#11
At first I thought this would be a blog on Luxury getting traded for cigarettes in Korea Jail.

I am disappointed.

+ Show Spoiler +

One of the annoying things that hasn't been discussed that are the supply increases for mid-tier units in SCII. :| It makes it hard to make large armies of them. IE Hydras or Roaches.
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
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