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[LoTV Idea] "Task Force" upgrade researched on Nexus/CC/Hatchery. Once you select 10 to 12 units and assign them to a hotkey units gain a buff (+1 armor, + movement speed). Buff is lost when a Task Force unit(s) are given a command along with units not in that Task Force.
Love it or hate it, I think its an interesting concept. Let me explain the thought process and background behind this idea. The essence of the mechanic is that the buff is lost on a unit once it is issued a command along with a unit that is not part of its Task Force. You can still assign more units to a hotkey but the buff will trigger with between 10 to 12 units (the limit can also be based on supply). I reflected on how the restriction on amount of units that can be assigned to a hotkey in SC:BW (along many other factors) contributed to disperion of your units on the map. That contributed to many skirmishes and action. An unfortunate consequence of an ability to assign countless units to a hotkey in SC2 is the deathball effect. The idea behind this upgrade is to encourage players to use small size "Special Task Forces" either for harrasment, map control or even to get positional advantage in a team fight. With added armor and movement speed players are encouraged to establish map control in early mid game. Added armor makes engagements longer. Added movement speed rewards players for positioning and micro. With maximal amount of 10 hotkeys (players will likely use less to improve macro, but I think it is a nice thing that best of the best could use up to 10 groups) it would be optimal to see that around 100-150 supply your units won't be able to get more buffs - marginal gain of adding current tier units falls. This is an opportunity to invest in tech heavy units like Vipers, Ravens, Carriers. The most vivid illustration where this upgrade has a great use is Mutalisk harrassment. Skillfull player will use many control groups to retain the buff on all mutalisks. Added armor will help to deal damage longer, while increased movement speed will reword positioning and micro. An other application is in a late game fight where you position buffed units on the front to tank damage and, while they die, you assign new Task Force units (out of the un-buffed units) to maximize survivability of your army. As it is always the case with similar ideas they always sound great in your head and you won't realize how silly they are after you share them. So I don't want to sound like: "Blizzard, pls you have to implement this", just wanted to share.
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Seems like a change for the sake of a change imo,
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Nice ideas, I like the thoughts behind this. It allows for more depth of tactics. On the other side, it adds even more complexity to a game that is already complicated.
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I like the idea of encouraging players to use more than 1/2 hotkeys for their army without forcing them to do so. I'm pretty Blizzard would never, ever implement this because it would be "too hard for new players" to understand and use though.
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Wouldn't this make bio very powerful when splitting them against banelings even when on creep?
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lol...lets please remember this is StarCraft we are talking ab out here... too many upgardes and random stuff >_<
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Seems like a nightmare. Deathballs will still be very strong, tey'll just have to be managed a little more to get them maximum effect, but then if someone tried to defend against a larger force with a smaller force, the overall strength of the units might just be effectively multiplied by let's say 1.1 in both cases, which makes the absolute difference in strength greater for the larger side than it would have been. It sounds to me like it would just be another change that would favour the attacker rather than the defender (because all-ins etc. usually rely on having a bigger force at that point in time) and it would also make some forms of smaller harassing troops, which might be good, might be bad. MMM drops to snipe tech buildings/production/bases would snipe bases even faster, which sounds bad to me. Buildings already go down too quickly in this game.
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Let's make Medivac drops even stronger! Yay!
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That sounds like a really really bad idea. Its very non-intuitive, and forces you to care about the number of units in a hotkey group which isn't something you should have to care about, and has no lore justification whatsoever. Its a very awful way to try to patch existing game problems, and it probably won't even work the way you'd think it would.
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Isn't this the exact way of thinking people HATE Blizzard for pursuing? Fabricating specific scenarios and crafting specialised tools to realize them - only to see them hilariously fail time and time again.
I believe that the design concept should be "give people general and varied tools and let them do their best with them" not "this unit does this and this this and we need to force people act like that ..."
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pls no more useful things for/from CC/nexus/hatch... all most important stuff in sc2 are chrono/mules/larvas/msc. that why ppl prefer to kill that building than the workers. With your idea, this game is gonna be more unforgiving if you lose this building.
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