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why supply cap? - Page 2

Blogs > jimbob615
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Prev 1 2 All
Dfgj
Profile Joined May 2008
Singapore5922 Posts
October 27 2011 17:49 GMT
#21
Different armies among races scale differently, so it prevents something absurd from taking the field that cannot be fought.
KULA_u
Profile Joined March 2010
Switzerland107 Posts
October 27 2011 19:33 GMT
#22
This is mostly a buff to zerg maxed armies. (which is a good thing) But I disagree that todays PC can easily cope with that many units, two of my friends can't play late game 2on2 that well because of performance issues, so the limit shouldn't be lifted.

It would be more interesting to have a +50 supply T3 upgrade for zerg (the better fix would of course be to re-balance roach, hydra and ultra towards 1, 1 and 4 supply though. gives us back the swarm and makes zerg supply costs reasonable again.)



Hejligan
Profile Joined June 2012
Sweden4 Posts
June 01 2012 08:30 GMT
#23
Alot of peapole seems to forget that he said removing the 200 supply/control/psi cap, not removing the supply/control/psi cap itself.

Alot of peapole seems to be worried that it will take aeons for the sides too attack each other, but what if the supply/control/psi cap was timed, for an example: Below 20 minute in too the game you can't go higher than 200 supply/control/psi but after that 20 minutes, you can build up to a 400 supply/control/psi cap, and 35 mins 600 supply/control/psi and so and so forth.

User was warned for this post
sweetbabyjesus
Profile Joined September 2010
Denmark168 Posts
June 01 2012 09:06 GMT
#24
On June 01 2012 17:30 Hejligan wrote:
Alot of peapole seems to forget that he said removing the 200 supply/control/psi cap, not removing the supply/control/psi cap itself.

Alot of peapole seems to be worried that it will take aeons for the sides too attack each other, but what if the supply/control/psi cap was timed, for an example: Below 20 minute in too the game you can't go higher than 200 supply/control/psi but after that 20 minutes, you can build up to a 400 supply/control/psi cap, and 35 mins 600 supply/control/psi and so and so forth.


I'm not saying that this is a bad idea, (i will let others do that for me ) but i can imagine a zerg mass resources and larva until the 20 min mark, and then make 100 roaches at once and instantly remax would be quite a sight.
Crabs
Hejligan
Profile Joined June 2012
Sweden4 Posts
June 01 2012 10:20 GMT
#25
Yes, but you could have a counter system for that., I am sure Blizzard could come up with something, right.
Hejligan
Profile Joined June 2012
Sweden4 Posts
June 01 2012 10:55 GMT
#26
On June 01 2012 18:06 sweetbabyjesus wrote:
Show nested quote +
On June 01 2012 17:30 Hejligan wrote:
Alot of peapole seems to forget that he said removing the 200 supply/control/psi cap, not removing the supply/control/psi cap itself.

Alot of peapole seems to be worried that it will take aeons for the sides too attack each other, but what if the supply/control/psi cap was timed, for an example: Below 20 minute in too the game you can't go higher than 200 supply/control/psi but after that 20 minutes, you can build up to a 400 supply/control/psi cap, and 35 mins 600 supply/control/psi and so and so forth.


I'm not saying that this is a bad idea, (i will let others do that for me ) but i can imagine a zerg mass resources and larva until the 20 min mark, and then make 100 roaches at once and instantly remax would be quite a sight.


I thought of something, what if all your larva dies after the 20 min mark, and you have to re-produce them. And the supply you build when capped becomes a "Unsupplied supply depot." And you'll have to pay a slight fee when not capped to get them supplied. And for the pylons, you can have "Unpure Pylons." Which will pretty much do the same thing as the Unsupplied Supply depots. Wouldn't that kinda solve the problem, eh.
GMarshal
Profile Blog Joined March 2010
United States22154 Posts
June 01 2012 13:51 GMT
#27
Lets not bump ancient threads!
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