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Regarding LoTV's Economy and Critiques - Page 3

Blogs > qxc
Post a Reply
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Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2015-04-23 21:07:22
April 23 2015 19:27 GMT
#41
--- Nuked ---
Cyro
Profile Blog Joined June 2011
United Kingdom20343 Posts
April 23 2015 21:28 GMT
#42
Why do you think that DH with 10 per trip is better than DH with 8 per trip?
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2015-04-23 21:48:54
April 23 2015 21:40 GMT
#43
--- Nuked ---
Cyro
Profile Blog Joined June 2011
United Kingdom20343 Posts
Last Edited: 2015-04-23 22:28:50
April 23 2015 22:13 GMT
#44
Ah i got it backwards

I think DH8 1hyg is much more elegant than BW solution of "ai is bad so income sucks". You're deliberately telling the AI to act in a certain way, rather than it being reduced in an inconsistent and unpredictable way.

I think we should also be calling for mineral positions to be CONSISTENT. On some maps through mineral stacking and such, you can currently get as much as over 10% more income than other maps. There are not only close and far patches, but there are close close patches, far close patches, far far patches etc.
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
April 23 2015 22:29 GMT
#45
--- Nuked ---
vesicular
Profile Blog Joined March 2010
United States1310 Posts
April 24 2015 03:32 GMT
#46
On April 22 2015 02:19 Big J wrote:
Don't really agree. Mainly because I'm disagreeing with
Show nested quote +
The author has a section regarding 'strategic diversity' and how it must be maintained. He says that the LoTV economy will kill ultra defensive/passive styles of play. This is a good thing. Just because some strategy can exist in the game, doesn't mean it should.


because I think
Show nested quote +
There is little argument that protoss deathball, swarmhost turtle, and raven mech are generally bad for the game.

is a problem of unit design. In other words, I like turtling. I dislike strategies that allow you to heavily bypass supply caps through overly supply efficient units, worker replacement through mules and gardens of often-not-so-static defenses.
This could all be changed directly, while still allowing for defense and reactive play.


I agree with this. When I say I like defensive styles of play, I think Tank/Turret lines from BW that promote map control. I don't think of Swarm Hosts. Thankfully LotV will give us Lurkers again, but much like Tank/Turret it means little when SH, BL or deathballs exist.

I also think offensive vs defensive misses the point. If a game does not reward expanding, then expanding ceases to be a strategic decision. Making the game so 200 vs 200 deathballs are rare is a very good thing. But the econ discussion to me is more about adding in another element of decision making for the player.

In short, expanding should give you an edge, at the risk of spreading yourself too thin. That's a strategic, pro/con, risk/reward choice. What we have in LotV may help speed the game up and get it to the "fun" stage faster as well as help with max supply problems, but it doesn't really improve econ depth at all. It would be fun to have more depth so that macro strategies could be as interesting to see unfold as micro ones.
STX Fighting!
Kingsky
Profile Blog Joined October 2010
Singapore298 Posts
April 26 2015 14:51 GMT
#47
reading Lalush'es post on all the depth and micro, the understanding of macro and buildings etc, i think we need blizzard to hire him as a balance consultant.

I think the best decision for SC2 LOTV would be for blizzard to hire Lalush
Why do people hate the Colossus? Because the Colossus is like banksters from Wall Street: “too big to fail”. - TheDwF
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