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Active: 1456 users

why supply cap?

Blogs > jimbob615
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jimbob615
Profile Blog Joined September 2006
Uruguay455 Posts
October 27 2011 07:42 GMT
#1
hi i was just wondering, why is there an arbitrary 200/200 supply cap in starcraft? does anyone know why it was put in? i'd like to know as if it was for performance reasons on old computers, maybe that's not so relevant now. so blizzard could possibly remove it in HOTS?

What do you think?


Poll: Your thoughts on the 200 supply cap?

Keep it. (74)
 
88%

Remove it. (10)
 
12%

84 total votes

Your vote: Your thoughts on the 200 supply cap?

(Vote): Remove it.
(Vote): Keep it.



*
rANDY
Profile Blog Joined November 2005
United Kingdom748 Posts
October 27 2011 07:45 GMT
#2
It is there to give terrans a reason to attack.
jimbob615
Profile Blog Joined September 2006
Uruguay455 Posts
October 27 2011 07:47 GMT
#3
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
Profile Blog Joined September 2011
Denmark174 Posts
October 27 2011 07:47 GMT
#4
Unlimited size of Deathballs......
A creative man is motivated by the desire to achieve, not by the desire to beat others.
Josh-FiveO
Profile Blog Joined September 2011
Denmark174 Posts
October 27 2011 07:48 GMT
#5
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.
A creative man is motivated by the desire to achieve, not by the desire to beat others.
mizU
Profile Blog Joined April 2010
United States12125 Posts
October 27 2011 07:48 GMT
#6
200/200 isn't just arbitrary. Imagine a 300/300 deathball of protoss or terran. Efficiency becomes exponential with certain groups or ranged units.
if happy ever afters did exist <3 @watamizu_
Josh-FiveO
Profile Blog Joined September 2011
Denmark174 Posts
October 27 2011 07:49 GMT
#7
And Zerg might also be to overpowered because they can max very fast. Now consider them getting maxed 20 times.
A creative man is motivated by the desire to achieve, not by the desire to beat others.
Itsmedudeman
Profile Blog Joined March 2011
United States19229 Posts
Last Edited: 2011-10-27 07:51:44
October 27 2011 07:50 GMT
#8
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
Profile Blog Joined March 2009
United States17423 Posts
October 27 2011 07:56 GMT
#9
It would make zergs mid game way way to strong and if toss/terran survived it the toss deathball would be rediculous. The 200/200 food cap is good for multiple reasons as otherwise toss would probably die to a zerg 300/400 food army when their at 150 or something and if they did survive then late game protoss army would never die (and its already hard to kill a late game protoss deathball >>)
When I think of something else, something will go here
Deleted User 101379
Profile Blog Joined August 2010
4849 Posts
October 27 2011 08:03 GMT
#10
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.
elmizzt
Profile Joined February 2010
United States3309 Posts
October 27 2011 08:06 GMT
#11
I accidentally clicked 'remove it'.
d=(^_^)z
Heyoka
Profile Blog Joined March 2008
Katowice25012 Posts
Last Edited: 2011-10-27 08:16:51
October 27 2011 08:16 GMT
#12
I think its highly unlikely to be removed, the cap has always been a part of SC games and it leads to necessary mid/endgame scenarios where its no longer possible to add to your army.

I do think changing it to something like 300 would be interesting to explore in a custom for a few games though
@RealHeyoka | ESL / DreamHack StarCraft Lead
Azerbaijan
Profile Blog Joined January 2010
United States660 Posts
October 27 2011 08:18 GMT
#13
The cap is there so my computer wont melt
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
October 27 2011 08:25 GMT
#14
Actually, I kinda dislike how mineral collection works in SC2. In BW, a player spreading their workers out over several bases could get a higher income than a player who spreads the same number of workers over fewer bases. This kinda doesn't occur in SC2, where extra expansions don't really offer much economic gain until the previous expansions are full saturated. As a result, there is a limit to how many expansions are possible to take before the worker supply count gets too high.

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.
ㅇㅅㅌㅅ
Rkie
Profile Blog Joined October 2009
United States1278 Posts
October 27 2011 08:35 GMT
#15
http://starcraft.wikia.com/wiki/Map_max

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
Profile Blog Joined July 2010
Canada400 Posts
October 27 2011 08:53 GMT
#16
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
Profile Blog Joined August 2006
China2912 Posts
October 27 2011 08:57 GMT
#17
Supply caps are still needed in SC2 so players don't lag out. Also probably easier to balance than unlimited supply.

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.
Logic is Overrated
Sqalevon
Profile Joined August 2010
Netherlands523 Posts
October 27 2011 12:38 GMT
#18
If the supply cap would be raised, I would love to see more open maps with ways to flank your opponent. Battles would be more about positioning and flanking too, and deathballs would be easily broken when attacked from all sides.

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
Profile Blog Joined October 2009
Canada6330 Posts
October 27 2011 16:42 GMT
#19
I wouldn't remove it completely, but I'm not against the idea of exploring different caps (between 150 to 250, let's say) to find out how it affects gameplay and racial balances.
[TLMS] REBOOT
Eppa!
Profile Joined November 2010
Sweden4641 Posts
October 27 2011 17:26 GMT
#20
300+ lings still lag most comps.
"Can't wait till Monday" Cixah+Waveofshadow. "Needs to be monday. Weekend please go by quickly." Gahlo
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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