What do you think?
Poll: Your thoughts on the 200 supply cap?
Keep it. (74)
88%
Remove it. (10)
12%
84 total votes
Remove it. (10)
84 total votes
Your vote: Your thoughts on the 200 supply cap?





Blogs > jimbob615 |
jimbob615
Uruguay455 Posts
What do you think? Poll: Your thoughts on the 200 supply cap? Keep it. (74) Remove it. (10) 84 total votes Your vote: Your thoughts on the 200 supply cap? ![]() ![]() ![]() ![]() ![]() | ||
rANDY
United Kingdom748 Posts
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jimbob615
Uruguay455 Posts
On October 27 2011 16:45 rANDY wrote: It is there to give terrans a reason to attack. i see what you mean, but if a terran is turtling, a zerg could build 500/500 brood lord infestor corruptor for example. so i don't think it would nescessarily change anything except make more epic battles. what do you think? | ||
Josh-FiveO
Denmark174 Posts
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Josh-FiveO
Denmark174 Posts
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mizU
United States12125 Posts
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Josh-FiveO
Denmark174 Posts
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Itsmedudeman
United States19229 Posts
On October 27 2011 16:48 Josh-FiveO wrote: Tbh m8 this idea blows. The game would suck if there was noi supply cap. Then Terran and Toss would just wait till all minerals on the map is mined, and then attacked. Are you kidding? Zerg would by far be the race that benefits the most as they typically have the highest drone count, and with the cost inefficiency of roaches right now, having a larger supply cap would help a ton in the late game. Anyways, dumb idea and you should promote engagements and action during the late game. | ||
blade55555
United States17423 Posts
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Deleted User 101379
4849 Posts
After all, SC2 is not C&C. | ||
elmizzt
United States3309 Posts
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Heyoka
Katowice25012 Posts
I do think changing it to something like 300 would be interesting to explore in a custom for a few games though | ||
Azerbaijan
United States660 Posts
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eviltomahawk
United States11133 Posts
Tying this in with the supply cap, I think it would be interesting to experiment with increasing supply caps as a way of encouraging greedier late-game play by allowing for more worker supply to be spread out over more bases. | ||
Rkie
United States1278 Posts
This is what they implemented in Brood War. My guess is that it is just because at the time the game was made, they could only support so many things to display at once. For all of the why SC2 shouldn't be like BW debates, this is just another concept that was carried over to the second game. Also, interesting to note, since the Valkyrie has that crazy attack animation with so many rockets, there is this "A bug prevents the Valkyrie from attacking if there are too many units on the screen." | ||
Kid-Fox
Canada400 Posts
On October 27 2011 17:03 Morfildur wrote: It is there to force players to make a decision between workers and units as well as low-tech cost-efficiency vs high-tech supply-efficiency. It's a good limitation. After all, SC2 is not C&C. Uh oh, incoming supply cap removal (Browder worked on CnC RA2) For me it's still a performance issue. My comp can't handle monobattles at times and I always have to play on lowest settings. | ||
Newbistic
China2912 Posts
As for the RA2 comparison, I don't think that's too much of an issue. Sure you had unlimited supply but in reality very few games went past the C&C equivalent of a 200/200 supply mark in ladder. | ||
Sqalevon
Netherlands523 Posts
But I think more open maps would upset the early game too much and tailor too much to the Zergs strengths. (ground mobility) Could be interesting to play around with though. | ||
OpticalShot
Canada6330 Posts
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Eppa!
Sweden4641 Posts
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Dfgj
Singapore5922 Posts
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KULA_u
Switzerland107 Posts
It would be more interesting to have a +50 supply T3 upgrade for zerg ![]() | ||
Hejligan
Sweden4 Posts
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
Denmark168 Posts
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 ![]() ![]() | ||
Hejligan
Sweden4 Posts
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Hejligan
Sweden4 Posts
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 ![]() ![]() 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. | ||
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GMarshal
United States22154 Posts
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