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Since the command center can upgrade itself into a spell caster, maybe the rax, factory and/or port could be upgraded to cast spells too. Maybe terran production could have a more forgiving cycle if they can spare the APM to cast spells on their buildings. So what would these upgraded buildings cast? (just listing out some ideas)
Defense - Temporary armor, this would increase the building armor by +x and drain y mana/sec, probably self casting only. This would be could for ling runbys or chargelot drops defense while you try to re-position some of your mech to deal with it. For balance, potential downsides could be no production while these "emergency shutters" are active. Tech labs nor reactors should be affected just the base buildings.
Alternate ideas on the same theme of defense would be a PF-style turret, call down an auto-turret on top of the building, or an electrical fence if it should be melee-range only.
Production - Could a spell solve the terran remax problem? Is there a way to stop Calldown from being OP in the late-game? I can't think of it, but there could be rooom for this role here. Perhaps a chronoboost equivalent for tech-labbed buildings.
Transform - Recycle would rebuild this building as any of the 3 base building ( rax, fac, port ), which would then have to be upgraded again to regain recycle. This might be for reacting to broodlords or col, turn some rax or fac to ports for quicker vikings. Build times and resource costs could balance this. This would also allow for terran to fast tech switch, assuming he has the upgrades.
   
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Maybe we could add Heroes to SC2 while we are at it. And creeps too.
Seriously though, if SC2 has not enough place to spend APM on, I think that creating things like you and Dustin Browder thought are really bad. I remember one interview where Browder said they created the macro-mechanics to force players to "go back to their base" to spend APM or something along these lines.
Instead of implementing that, why not just add other kind of constraints to reward mechanics, you know, things like limited unit selection (set it to something like 20 units)? And then remove MBS (could be troublesome due to warp-in mechanic though)? Or remove smartcasting? I wonder how many noobs wanna-be-pros would cry their hearts out complaining if that happened. People like to live the illusion to believe they are better than they really are.
Mechanics are part of the RTS essence, lowering the mechanic skill that takes to win like SC2 did is way too much, the bar should be set higher. Chrono Boost, MULEs and Inject Larvae are just bad ideas that tried to make it up for lowering the mechanics bar with the unlimited selection and MBS addition.
A player who is able to coordinate 4-5 control groups of army should be rewarded against a player who 1a all game long, and afaik this is not happening in SC2.
But this is just an opinion of a guy who has quit SC2 a long time ago, has not followed the SC2 scene at all and just recently started watching SC2 proleague games. Inevitably I compare SC2 SPL to BW SPL and SC2 just plain simple suck.
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On December 26 2012 05:28 fabiano wrote: But this is just an opinion of a guy who has quit SC2 a long time ago, has not followed the SC2 scene at all and just recently started watching SC2 proleague games. Inevitably I compare SC2 SPL to BW SPL and SC2 just plain simple suck.
Right, so you decide to post in a SC2 topic and go off topic into a whiny SC2 vs. BW rant that has nothing to do with the topic.
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Tell me exactly how criticizing the OP idea has nothing to do with the topic?
edit: noticed you edited your post, seems like you thought we were in the SC2 forums...
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On December 26 2012 04:31 quannump wrote: Is there a way to stop Calldown from being OP in the late-game?
What is this...I don't even...
Do you, at this times, when no terrans are present at the top places of almost any tournament, call anything that terran has OP?
Please rework this part. It really gives wrong impression to lower level players that anything late game terran is OP while in fact statistics show that terran is the race with least wins in late game. Nothing, I repeat, NOTHING of terran can be classified as OP.
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On December 26 2012 06:00 fabiano wrote: Tell me exactly how criticizing the OP idea has nothing to do with the topic?
edit: noticed you edited your post, seems like you thought we were in the SC2 forums...
I agree with your criticisms of ops ideas, because they are pretty dumb. they seem more focused on what would be fun or cool, and less focused on what would actually be good/balanced in the game. in fact i would put probably 8-12 dollars on op being 14 or younger. but i mean thats fine. who didnt want random extra cool stuff in games when they were 14?
but this second post seems like your just picking a fight and getting defensive. your not even really attacking his argument at all. (most of the needless dick measuring is in your edit though, first half is decent.) (also theres some needless griping in your first post about how you hate sc2, and i dont understand why you would complain about hypothetical balance changes (albeit dumb ones) to a game you dont play and hate)
+ Show Spoiler +[QUOTE] Defense - Temporary armor, this would increase the building armor by +x and drain y mana/sec, probably self casting only. This would be could for ling runbys or chargelot drops defense while you try to re-position some of your mech to deal with it. For balance, potential downsides could be no production while these "emergency shutters" are active. Tech labs nor reactors should be affected just the base buildings.
Alternate ideas on the same theme of defense would be a PF-style turret, call down an auto-turret on top of the building, or an electrical fence if it should be melee-range only.
Production - Could a spell solve the terran remax problem? Is there a way to stop Calldown from being OP in the late-game? I can't think of it, but there could be rooom for this role here. Perhaps a chronoboost equivalent for tech-labbed buildings.
Transform - Recycle would rebuild this building as any of the 3 base building ( rax, fac, port ), which would then have to be upgraded again to regain recycle. This might be for reacting to broodlords or col, turn some rax or fac to ports for quicker vikings. Build times and resource costs could balance this. This would also allow for terran to fast tech switch, assuming he has the upgrades.
I wont claim to be an expert, but these changes don't seem all that well thought out. as i said before there seems to be more of a focus on what might be cool, rather than what the game might need. This is an important thing to think about before discussing changes because people have differing opinions on what might be cool, but what the game needs is something that you can take personal preference away from. Also if you suggest these types of changes people will ignore you, not take you seriously, or call you retarded.
(edited for some stuff i missed, and also for better format)
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Warp in without MBS would work just fine. Just make it so that you can put a rally point anywhere on the map, and that point will be the warp in location.
You could do some good ole F2 F3.
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If you let Zerg or Protoss buildings have spells too, then sure.
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