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Entropy vs Occams Razor. Early Siege Unit?

Blogs > decemberscalm
Post a Reply
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
Last Edited: 2013-04-16 19:45:29
April 16 2013 19:44 GMT
#1
This is purely for my own rant space so I can re-read it and get more perspective, also to lay my thoughts out instead of wasting 50 pages of paper and throwing away what I dislike.

Hi anyone who happens across this blog. Just a quick introduction to myself. I've been creating games since I was very young. I'd literally make multiplayer rpg's played across my houses rooms with various game mechanics. I was heavily involved in SCBW mapping, and dabbled in modding other things. I've spent hours and hours in the SC2 data editor. Currently I am most involved in the Starbow melee mod community.



I've been drawing up various mods for SC2 for years now. From procedural generated rogue likes to a WW1 mod that has actually progress quite a bit. Some are just aesthetics, like getting an immortal to keep aiming at targets even when moving (but not firing on the move), others are crazy experiments on how units behave.

I am an absolute fan of BW and constantly think on how SC2 could be changed to still have the merits of BW. My biggest motivation is two simple things. Watching 10 viewer count stream of BW is amazingly more entertaining than watching the 8k plus viewer streams on at any moment. This is game wise, not how entertaining the player is (Grubby is hilariously entertaining, Jaedong is a spectacle, but neither reflect upon the game compared to BW). The second thing is the innate joy I receive upon loading up a BW game, playing an easy ZvP and how much bloody fun simply using hydras to fight zealot/goons is. Why is there this stark contrast? Que Day9's rant about Frisbee's and Baseballs and the twitchy aspects to unit control in BW.





Introduction over, on to the main piece.

I am currently building and still fleshing out a for fun melee mod that is trying to encapsulate a lot of what I feel could make SC2 much more fun.

To understand my predicament first I'll need to give you a general taste of the tech tree and the unit roles within it for Terran. Keep in mind there are two Terran factions, because who needs balance right? Ahahaha, but seriously that shouldn't be a crazy issue, more on that later.
Terran Faction 1: Kel-Morian Combine
Tier 1: Rax
Marine- Generalist, Medic-Support, Ghost-Support/Siege, Firebat-Antiswarm
Fact-Vulture-Harrass/AreaControl, Tank-Hard Board Control (less mobile, more expensive, higher damage), Goliath-Hard Airspace control
Star-Wraith-Harasser/Light Airspace control, SciVess-Spell Support, Dropship, BC-Siege Unit

Now here is my conundrum. I want the mod to emphasis hard control being very possible. This is one of my favorite aspects from BW. Put a few cannons and a reaver behind a bridge and the enemy will not attempt to break it without a huge army and the right tools. That or simply finding somewhere else to attack of course.
I am theorizing that hard board control could be produced with fantastic results via more expensive, dangerous, and less mobile (longer siege time) siege tanks.
This means you are sans 1 mobile siege option.
My theory is I could replace the siege tanks role with another unit. My first concept for this unit in the KMC arsenal is an APC with a longer ranged grenade longer.
It won't do tons of damage, it isn't a good fighter by itself. Think about early to midgame TvZ. T is stuck waiting to bust down sunken colonies until siege tanks are there. This wouldn't be possible with a slower, less mobile, longer setup tank. Instead it could be replaced by an APC that would slowly whittle sunken colonies down.

This parralels addition thinking about collosus and reaver. Perhaps a collosus could be the immobile hard board control and the reaver the siege unit.
Lurker/swarm host could serve as hard board control. Not sure for the siege unit yet because Z already has so much late game tools between dark swarm, ultras, guardians, blords, etc.

My first approach to unit lineups was that of simplicity. BW was so beautiful because each units interaction was so important. Basic unit making dictates that if you over inflate the amount of units, there will be a lot of unused ones. It is far more important to make sure the fewer count of units you do put in promote good game play.

Too many roles involved means roles overlaps and it the game suddenly becomes wishy washy and the units themselves just seem out of place against the backdrop of other units on their race.

I will assuredly be thinking on this matter more.
Assuming the new roles are added this would be the lineup.
Terran: Dominion
Marine, Medic, ?Maruader?-Early ish, but weak seige unit after range upgrade, ghost
Tank, Hellion, Widow Mine,
Warhound (air support, perhaps it could be given the weak siege role, but having a bunch of anti air units that can all siege seems a bit odd)
The Diamondback could also serve as a weak siege unit, but aesthetically it looks out of place so the marauder or warhound is probably the best bet.
Banshee, Raven, BC, Viking(light air control)

Terran: Kel-Morian Combine
Marine, Medic, Firebat, Spectre
Vulture, Tank, APC (weak siege role as discussed before, preferably with a recquire upgrade for that purpose), Goliath
Wraith, Sci Vess, BC


*****
Kabel
Profile Joined September 2009
Sweden1746 Posts
April 16 2013 20:00 GMT
#2
Go go go December!
Creator of Starbow
pebble444
Profile Blog Joined March 2011
Italy2497 Posts
Last Edited: 2013-04-16 20:27:29
April 16 2013 20:27 GMT
#3
Watching 10 viewer count stream of BW is amazingly more entertaining than watching the 8k plus viewer streams on at any moment


THIS :D

Man i Hope another TLS starts soon do

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