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Core RTS Design and the Deathball

Blogs > TroW
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TroW
Profile Blog Joined June 2011
United States67 Posts
Last Edited: 2012-09-16 15:48:30
September 16 2012 03:13 GMT
#1
As a recent college graduate who has yet to acquire a job I have quite a bit of time on my hands. When not engaging in the mandatory job-searching activities I have spent a fair amount of time playing, watching, and thinking about Starcraft 2 and competitive RTS games in general. I have decided to compile some of my thoughts on RTS design and how it relates to specific problems faced in SC2 that are now widely discussed as a result of the HotS beta release. I do NOT expect or even necessarily desire that the design choices I explore here will ever be implemented in SC2. The purpose of this little exposé is to consider some fundamental features of the game that keep deathball-style play not only strong, but sometimes mandatory in a game like SC2. Moreover, I’d like to discuss a potential design alternative that has been utilized in the past without the explicit purpose of breaking up a deathball.

Mandatory Brood War Digression

EDIT: This is questionable as an accurate overview, as vOdToasT explains in detail below. Read his post for a more enlightened perspective, but kindly don't make this a BW v SC2 thread in so doing.

As has been stated ad nauseum on this forum in dozens of threads over the last 2 years, Brood War did not allow the type of deathball, a-move tactics that can be quite successful in SC2. The reasons usually cited are that unit selection was limited to 12 units, that unit pathing was wonky and unreliable, and that units such as very high damage siege tanks or the high ground advantage made defending with less than your entire army a more viable option. The general consensus seems to be that deathballs were discouraged primarily because of how difficult the UI and pathing made balling up your units and sending them to attack, with certain details such as tank damage, psi storm being very nasty, and high ground advantage playing a lesser (but still significant) role. While this is often brought up as a solution to deathball-type play, it strikes me as an extremely inelegant one that will never stand the test of time moving forward in RTS design. So while Brood War certainly did not encourage or reward deathball play, the design features behind this discouragement were, in my opinion, far from ideal.

An Alternative Solution?

Were there a way to discourage deathball style play – or microless steamrolling generally – without making the UI intentionally difficult to work with, would that not be a superior approach? A solution which not only greatly rewarded intelligent and swift unit control, but made A-moving nearly suicidal while retaining an easy-to-use UI with no cap on unit selection? A solution which promised extremely dynamic, uniquely interesting battles that became increasingly more complex and intense as the skill of the players involved rose? I believe there is such an alternative. However, its implementation requires a fundamentally different combat system than that utilized in both Brood War and SC2, one that reached its greatest expression to date in an RTS game of a different flavor which, as it happens, was released on the same day as Brood War!

The Myth Franchise (minus Myth III)

The basic combat system I am envisioning can be traced back to that utilized in Myth: The Fallen Lords and Myth 2: Soulblighter. If you are not familiar with either of these titles I would not be surprised, as they have nowhere near the notoriety of Starcraft, Warcraft, Command and Conquer, etc. For the uninitiated I have included a video below exploring and discussing some key aspects of the two games’ design that seem to me to present an elegant solution to both breaking up the deathball and raising the skill ceiling of competitive RTS games greatly. But first, we need to look at how ranged units function in a game like Starcraft 2.

Ranged Units in Starcraft 2

In Starcraft most ranged units function roughly like this:

- Acquire target

- Attack animation ensues

- Projectile animation unfolds

- Damage is dealt to the target and only the target

Once the projectile is fired, it locks onto its target and will hit that target, regardless of how that unit moves or if the projectile animation actually happens to fly through the model of another unit positioned nearby. (Sometimes if a unit is killed as it fires the attack does not hit, but this is rare and really beside the point.) It is simply an animation leading up to the guaranteed hit on the unit being attacked. Units in Starcraft cannot even be properly said to fire projectiles, as it is really just an animation that auto locks onto the given target that synchronizes with damage being dealt.

There is no variable behavior or potential disturbance with, say, a marauder’s rocket: it will go to its target every time and never miss, so long as the attack was initiated and the attack animation completed. There is no potential for the attack to hit a different unit, be it allied or enemy.

Higher tier ranged units function very similarly, though they may also do additional damage in an area of effect around the unit that they hit. The colossus functions essentially the same as the stalker, it just happens to do damage in a given area around the unit that it laser beams as well. The colossus has no friendly fire, and will not damage allied units unless they are explicitly targeted. The siege tank is the most interesting deviation from the norm in Starcraft; while it still locks onto targets like the other ranged units, it damages allied units even if an enemy unit was targeted. It also has a minimum range, which gives it characteristic weaknesses if caught up to or dropped on.

As it happens, the siege tank is probably the most exciting and interesting ranged unit in the entire game. I would argue this is in no small part because it has this potential to backfire along with the notable weakness of a minimum range. It can be exploited in clever and exciting ways as a result; by dropping marines on top of a siege line, sending your zerglings/zealots to attack marines so that the tanks kill half of your opponent’s marines for you, etc. Despite this, the siege tank is still among the best units in the game and is incredibly useful in a wide variety of circumstances. Were the siege tank like the colossus it would, in my opinion, be substantially less interesting. Of the two units, there is little doubt that the colossus wins in the “A-movable” department and loses in the “strategically complex and interesting” one. (I play Protoss, so don’t go there.)

What does this general type of design encourage or make viable for ranged units? In combination with a smooth and more modern engine like SC2, this makes things like clumping up into a tight ball extremely effective in certain scenarios, such as when you have a pack of marines and are stutter stepping as you focus down a spine crawler in early game TvZ. The reason this sort of thing can be very powerful is because the number of units that can focus their fire, or just get a shot off on nearby enemies, is greatly increased when every unit is tightly packed together. The ranges of the separate units overlap to a great extent, and so you have a very potent pack of damage dealers that can shred things quite quickly. The system in Starcraft does not discourage this clumping at all due to its auto-lock attack system. There are obviously built-in ‘counters’ to this balled up unit style in the baneling, siege tank, high templar, and so on; but it is undeniable that balling up and staying tightly packed can be extremely effective in a wide variety of situations all the same.

Second, kiting is a highly effective (even mandatory at high levels of play) tactic against both melee units and ranged units with a lower range and/or higher attack speed. (Think stalkers kiting marines, marines kiting zerglings, roaches kiting zealots, etc.) The form this kiting takes is, by and large, characterized by a tight ball of ranged units moving back and shooting in sync. Because units tend to clump when you move them towards a common waypoint any arc or spread your ranged units had quickly dissipates unless small groups of units are kited back independently of one another. (This is fairly commonplace in high level TvP, where Terran players will kite back a small portion of their bio while the rest remains stationary and continues to fire.) Let us just note at this juncture that this clumping up of the ranged units rarely has any appreciable effect on their damage output, as having ranged units directly in front of other ranged units does nothing to impede their damaging enemy units.

With these considerations in mind, let’s examine what the differences are between ranged units in Starcraft and those found in Myth, and how these differences affect the way in which battles are waged.



NOTE: My mic cuts out briefly a few times and there is some lag on account of my recording program not meshing well with Myth II, but it's nothing too horrible. Just don't judge it too harshly on that score alone.

#1 - Actual Projectiles Abound

In Myth every ranged unit in the game fires an actual projectile of some sort which will, depending on where it was aimed, move across the map according to a physics engine. The crucial difference is that, since these are actual projectiles and not merely locked-on animations, they have the potential to hit anything that is in their path, friend or foe. If you fire a volley of 8 arrows into a mob of battling melee units, those arrows will behave as the physics engine and your targeting determine and strike whatever is in their path. You have the potential to shoot your own warriors in the back and kill them. The same holds true for AOE units such as bomb-tossing dwarves, warlocks, fetches, and so forth. If these units are not carefully looked after and ordered to fire from intelligent angles or at strategic locations then they absolutely can--and often do--destroy your own units. In a system such as this A-moving and deathball tactics would often be tantamount to tactical suicide: having your ranged units haphazardly lob arrows and bombs at the first pack of enemy units encountered would in many cases only serve to pepper your own melee units with arrows or, worse yet, dismember them with explosives.

#2 – Balling Ranged Units is Grossly Inefficient

Because one’s own ranged units can shoot one another they have to be spread sufficiently far apart that they can shoot around or over allied units. It often happens in Myth that if your archers are clumped in a ball then those in the middle and back of the pack cannot shoot because, were they to do so, they would simply shoot the archers in front in the back of the head. This necessitates being spread out in a line or in a deep enough formation that they have room to shoot over a nearby allied unit. The distance at which they need to be separated from an allied unit in order to shoot over them will naturally vary based on the height of the allied unit. A dwarf can be right under an archer and the archer can still fire, but if a large unit like a trow (my namesake!) is in between an archer and their target, they have to be quite far back before they can shoot. (The AI automatically detects this and moves the archers around to find a clear shot when an allied unit is directly in front of them, they do not shoot your own units in the back of the head from point blank range.) So one would rarely see a ball of ranged units as is ubiquitous in SC2, because when the units are firing actual projectiles they must be spread in a line or be staggered far enough apart that they can shoot over one another, as you would expect in a real battle. However, if the target is far enough away a tighter ball of archers could all fire due to the extreme upward angling of their bows. It is closer targets that demand a more straight-line trajectory which would really make the ball formation unworkable.

#3 – Ubiquitous Minimum Range and Lower Movement Speed

Every ranged unit in Myth has a minimum range and the vast majority are relatively slow, much like the siege tank. If a melee unit gets up to striking distance on an archer or a dwarf, they cannot attack that unit (save for an optional and extremely weak knife attack that has to be manually activated, a feature I don’t find particularly interesting). This is in stark contrast to the normal ranged units in SC2, where a marine will riddle a zealot with bullets from 6 inches off despite the psi blades carving through his torso, or a stalker will shoot a laser into an ultralisk’s maw even as it is being devoured by its pincers. Personally I find there is something irrevocably silly about this type of combat, but that is not the substantive objection to this type of game design. What ubiquitous minimum range affords is the necessity to zone melee units away from your ranged units for them to be truly effective. If melee units get up close and personal with your archers, they have suddenly become useless, or at least substantially less useful. Ranged units that are generally slower than melee units, have a minimum range, and fire actual projectiles put a premium on positional play, careful and precise engagements, wise usage of terrain, and proper abuse of the ranged units’ strengths. Ranged units stop being primarily a matter of “kite, kite, kite!” or “spread, spread!” and revolve more around abusing their range, strong AOE damage, unique abilities, and so forth. These are qualities which can be increased greatly when these units aren’t a viable stand-alone, go-ahead-and-mass-me units such as the marine, roach, or stalker.

#4 – The Attack Ground Command

Units in Myth can be commanded to “attack ground” once by control + clicking on a given location on the map. This will make an archer shoot an arrow at that spot or a warlock a fireball. This is actually an extremely useful mechanic to have when the ranged units are firing projectiles, especially where AOE is concerned. Anybody that played Myth online will likely have engaged in dwarf/warlock/mortar duels where the deciding factor in who came out on top was how well you predicted your opponent’s movements and aimed your shots on the terrain. Simply right clicking on an enemy warlock with your own warlock would result in the fireball being centered on the enemy warlock. Now, if your opponent is at all savvy, he won’t just right click on your unit; he will, rather, attack the ground approximately the radius of a fireball’s AOE in front of your warlock, because he will then fire first and hit you as you continue to saunter forward. This is because he is using the maximum range of the fireball in combination with the area of effect, much as an EMP can hit beyond its listed range on account of its effect radius.

This dynamic is very interesting and engaging, and adds another skill-based dimension that can sway the outcome of a battle. Being able to aim your projectile where you want it to go rewards those who can predict enemy movements intelligently, allows for hitherto nonexistent artillery duels, and generally provides a whole new avenue of skilled micromanagement that is absent in a game like Starcraft 2, where you must target an enemy unit (or your own unit), even with an AOE-based unit such as the tank.

To summarize: The one exception to the general character of ranged units in Starcraft, the siege tank (the reaver--now long dead--was another such exception!), offers us a glimpse of what I think would be an extremely satisfying resolution to deathball tactics and A-moving for RTS games generally, one that is inherent to the basic design of the Myth franchise:

Utilizing a combat system wherein:

(1) every ranged unit fires an actual projectile that behaves according to a physics engine and has the potential to damage both enemy and allied units regardless of targeting

(2) every ranged unit has a minimum range on their projectile attacks

(3) most ranged units are slow or medium movement speed

(4) most ranged units are relatively fragile and easily killed if caught up to

(5) every ranged unit can be commanded to “attack ground” and fire once at a specific point on the map

(6) the aforementioned changes are balanced out by appropriately strong buffs to range, damage, special abilities, and AOE beyond what is the norm in a game like Starcraft 2


What I’m NOT Suggesting

I am not suggesting that future RTS games have the same game speed as Myth, the same 3D camera as Myth, or that the units be balanced just as they are in Myth in terms of range, speed, damage, area of effect, etc. I am only pointing to what I see as fundamental features of a game engine that would discourage several common problems encountered in a modern, competitive RTS like SC2: notably deathball tactics and A-moving with units that sometimes require little to no micromanagement in order to be very effective. These changes primarily revolve around changing how ranged units operate, making them more similar to siege tanks and reavers, less like marines and stalkers, and placing them in the context of a physics engine.

Finally, I am not suggesting that the auto lock system used in Starcraft is inherently inferior. There is certainly a good deal of entertaining, difficult, and enjoyable micromanagement in this system. I have played SC2 more than any other RTS I’ve ever bought, and I’ve played a ton of them. It’s a great game. Personally, however, I would very much like to see refinement and experimentation with a combat system more akin to that used in the Myth franchise.

Concluding Remarks

As I stated in the beginning I do not expect or even desire that SC2 be altered to this sort of combat system, as I highly doubt that would ever occur. My intent is to bring to the attention of other RTS fans a particular sort of combat system that, it seems to me, would have many advantages over more popular ones for a competitive game. Micromanagement generally would be far more important and complex in an interesting, skill-based way with changes along these lines. Deathballs and A-moving armies would be hugely discouraged as a result of friendly fire and the woeful inefficiency of ranged units clumped together. This would be accomplished without having to make the game artificially hard by imposing unit selection limits or making units unwieldy with frustrating pathing. This strikes me as a notably more sustainable and elegant solution than the “harken back to BW” solution often proffered. The potential for catastrophe is much higher in this sort of system, as is the potential for top-notch control making all the difference and turning around what might have seemed a hopeless situation to a lesser player. Combining this sort of combat with a macro component a la SC2 would be extremely cool. I think this general direction would be great for competitive RTS games, and I’d like to know what you all think about this or related design changes.

In parting, I would also claim that there are further advantages to this sort of system above and beyond those affecting the competitive aspects of the game. I would also argue that this sort of system makes for vastly more interesting and dynamic battles (mainly as a result of the physics engine) and that it can produce uniquely exciting scenarios in every game, rather than recycling the same tired animations over and over, the net result of which would be a much improved spectator experience. But if I were to delve into that it would be another post entirely.

Thanks for reading!

TL;DR
[image loading]



*****
"A thinker sees his own actions as experiments and questions--as attempts to find out something. Success and failure are for him answers above all." - Friedrich Nietzsche
CyDe
Profile Blog Joined November 2011
United States1010 Posts
September 16 2012 04:04 GMT
#2
This is actually absolutely fascinating. Thank you for writing this, easy 5/5. I don't have the attention to read it at a whole right now, but the effort is obvious, and I will probably tomorrow. Good job
youtube.com/GamingCyDe-- My totally abandoned youtube channel that I might revisit at some point
EzZzZzZz
Profile Joined August 2012
Canada25 Posts
September 16 2012 04:32 GMT
#3
I never understood why SC/2 didn't allow for ranged units to auto attack a selected area (regardless of units being there or not) I think that would play a huge role in how people defend. Imagine a tank on auto fire on a ramp, or colussous, ect. Anywho, great read, pretty thought provoking.
I love potatoes
Spazer
Profile Blog Joined March 2009
Canada8031 Posts
September 16 2012 04:47 GMT
#4
On September 16 2012 13:32 EzZzZzZz wrote:
I never understood why SC/2 didn't allow for ranged units to auto attack a selected area (regardless of units being there or not) I think that would play a huge role in how people defend. Imagine a tank on auto fire on a ramp, or colussous, ect. Anywho, great read, pretty thought provoking.

The lack of attack ground might be a conscious design decision since cloaked units exist. You don't want to make it too easy to skimp on detection.

5/5 for a Myth blog. Such a fun game.
Liquipedia
Antylamon
Profile Joined March 2011
United States1981 Posts
September 16 2012 04:55 GMT
#5
On September 16 2012 13:47 Spazer wrote:
Show nested quote +
On September 16 2012 13:32 EzZzZzZz wrote:
I never understood why SC/2 didn't allow for ranged units to auto attack a selected area (regardless of units being there or not) I think that would play a huge role in how people defend. Imagine a tank on auto fire on a ramp, or colussous, ect. Anywho, great read, pretty thought provoking.

The lack of attack ground might be a conscious design decision since cloaked units exist. You don't want to make it too easy to skimp on detection.

5/5 for a Myth blog. Such a fun game.

I agree on that. The Attack Ground command is in WC3, but it wasn't implemented in SC2, effectively proving this logic.
starfries
Profile Blog Joined July 2009
Canada3508 Posts
September 16 2012 05:05 GMT
#6
Is there much turtling in Myth? It seems like too much emphasis on positioning and terrain could lead to that.
DJ – do you like ramen, Savior? Savior – not really. Bisu – I eat it often. Flash – I’m a maniac! | Foxer Fighting!
Ssin
Profile Blog Joined August 2010
United States88 Posts
September 16 2012 05:57 GMT
#7
Myth multiplayer from my memory was score- and time-based. So games could technically end in stalemates, but more often than not someone got an advantage earlier on which puts pressure on the one behind to make up the points.

Also some units (re: Trow) are essentially barricade busters. They can walk up hills and kick the shit out of your archers if you were not paying attention. All the units had, pretty good synergy and each composition allowed you certain freedoms. Man just talking about it makes me want to install and play again.
vOdToasT
Profile Blog Joined September 2010
Sweden2870 Posts
Last Edited: 2012-09-16 07:21:17
September 16 2012 06:37 GMT
#8
As has been stated ad nauseum on this forum in dozens of threads over the last 2 years, Brood War did not allow the type of deathball, a-move tactics that can be quite successful in SC2. The reasons usually cited are that unit selection was limited to 12 units, that unit pathing was wonky and unreliable, and that units such as very high damage siege tanks or the high ground advantage made defending with less than your entire army a more viable option. The general consensus seems to be that deathballs were discouraged primarily because of how difficult the UI and pathing made balling up your units and sending them to attack, with certain details such as tank damage, psi storm being very nasty, and high ground advantage playing a lesser (but still significant) role. While this is often brought up as a solution to deathball-type play, it strikes me as an extremely inelegant one that will never stand the test of time moving forward in RTS design. So while Brood War certainly did not encourage or reward deathball play, the design features behind this discouragement were, in my opinion, far from ideal.

Sigh. No, you're wrong. I don't know what general consensus you are refering to, but it's not correct. Give people the ability to select all their unts at once, and you still won't see "deathballs". The reason you don't have deathballs is because of units like lurkers, defilers, siege tanks, vultures, reavers, high templars, and maybe a few more that I can't think of right now.

In ZvP, if you are attacking in to zealot dragoon templar with lurker hydralisk zergling, you don't WANT to send in everything at once. You want to bury your lurkers in a line that is spread out enough to not die to multiple storms, but still compact so that as many of them as possible can attack at once. You also don't want to send in all your hydra ling at the same time, because then they will all die to storm. You want to send in an amount that is high enough to force him to storm or lose the battle, but low enough that you don't loose too many units. You obviously also want to flank, because this lets you send in more units without clumping up. Then, when he is out of storms, you can send in the rest. Even if this never happends, though, your lurkers were sitting there doing damage non stop, so you had a good trade. If you had send in everything at once, your entire hydra ling army would have been stormed to death, and then he would have killed the lurkers because they had no protection.

If you are defending vs zealot templar dragoon with lurker hydra ling, you want to have a line of lurkers that is, again, spread out but not too spread out. This is easier than attacking, since you can set it up in advance instead of having to run in and micro your ass off to create the formation of lurkers vs an army that can just move back a little, forcing you to un burrow and do it all again. And while you're trying to get the lurker formation done, you also have to worry about sending in units (And you can't send them all in at once, remember?)

The Protoss on the other hand wants to send dragoons and observers forward to snipe lurkers. If he does this, the Zerg can send forward some lings and hydralisks in response to block the dragoons off. When he does this, the protoss can storm. But the Zerg can dodge the storm. So you have Protoss sending dragoons forward, Zerg sending hydralisks and zerglings forward to answer, Protoss pulling back, Zerg pulling back, storms going off, posturing, positioning, re positioning, and skirmishes. Eventually the Zerg might try to send everything in with a flank, but this is not always the best idea since the Protoss can pull back and fight away from the lurkers. Lurkers have set up time, and it's very hard to get the optimal lurker formation when attacking, especially when you are also managing other units. Zerg can also try to snipe observers with scourge while defending. As the dragoons move forward to attack the lurkers, the Zerg can respond by sending forth scourge. In response, the Protoss pulls the observer back and tries to kill the scourge with the dragoons. But if the Zerg sent ground units at the same time, the dragoons will be busy shooting at the ground units. He can still micro and target fire the scourge, of course, but in general this is a very good way to stall and defend (The more scourge you send in, the harder it will be for him to save the observer). The lurkers force dragoons to come forward, away from the rest of the army. As they do this, the Zerg can attack the dragoons because they're alone. If the Protoss sends in zealots to help, they will get attacked by the lurkers. Unless of course Zerg chased protoss too far away and isn't in range of lurkers anymore.

So to summarize (This is over simplified, but I'm trying to make a point):

When Zerg is defending in ZvP:

Protoss wants to snipe lurkers. He also wants to drag zerg units out to defend the lurkers, and kill them cost effectively with good storms. If the zerg sends really few units, you can stutter step your dragoons back. If he sends many units, you can get a good storm off.

Zerg wants to force the dragoons forward to attack the lurkers, and then attack the dragoons when they're alone. You want to spread your hydralisks out so they don't get stormed. Also, Zerg wants to try to block the dragoons way back with zerglings so they can't run back to the rest of the army. You have to send enough units to either kill the dragoons or force them to retreat (hopefully kill them) but you can't send too many units or the psionic storm will be too effective.

If Zerg just sent everything in, Protoss would win because of storm. But since lurkers are hard to attack in to, and only dragoons are long range enough to deal with them, you get this dynamic situation.

When Zerg is attacking in ZvP:

Zerg wants to burrow a line of lurkers, spread out enough to not get more than one lurker hit by each storm, but clumped up enough to get a good attack arc. You want to send in a stream of units to be in front of the lurkers, protecting them, and also doing damage. But you don't want to send in too many, because then storm will be too eftective. You want enough unts to force bad storms, but as few as you can get away with. If he doesn't storm because he wants the perfect opportunity, then he'll end up not using any storms, and dying.

Protoss wants to move back, forcing the lurkers to re deploy, and fighting while they're not burrowed, or moving to an angle where there aren't that many lurkers, forcing lurkers in another area to re deploy. Also, you can move back, "stutter stepping" to kill the hydras and lings while getting away from the lurkers.

You can also move between the natural and the third (if Zerg took another main base as his third), or between any expansions that have distance between them. This way the Zerg has to keep re-deploying his lurkers, and you get to take potshots and pick off units.

This was only ONE example of a common situation in ONE matchup. There are other situations, because there are more units than these six. Protoss can add reavers, Zerg can add defilers, Zerg might not always have lurkers (but they usually do), etc. But I hope you get the point. The reason you don't have deatbhalls in BW is because of the units and the way they are, not the 12 selection limit. I don't want to be an asshole to you since you were probably just ignorant, but I really wonder where you got this "general consensus" from. It sounds like you made it up. If you had gotten an understanding of Brood War by playing or watching it, you would have known about what I was saying.

I could write about more situations, common and not, like ZvT vs mech, ZvT vs bio, and so on, but instead I'm just going to ask you to believe me when I say that every matchup except PvP avoids being deatbhally as well. Many of the other matchups situations are more complex and harder than this ZvP situation I mentioned as well. The reason I chose to write about this one is that it's one of the simplest ones. Mid and late game PvP in BW still has more micro than vortex and feedback vs mothership, though, so it's nowhere near as "deathbally" as SC2. You have reaver shuttle micro, dark archons sniping high templars with feedback, spreading your units out vs storm, and storm dodging.

I actually feel like telling you about PvP because it's so cool, but I already wrote a wall of text, so I'll resist it.

Edit: One last thing. If I want to attack move everything I have in to lurkers under dark swarm, I can easily do so. The only difference between doing that in SC2 and SC1 would be the difference between 1a and 1a2a3a4a5a. If I want to do it, I CAN. The interface does not prohibit me from doing that. The reason I don't do it is because I would be attack moving everything I have in to lurkers under dark swarm.
If it's stupid but it works, then it's not stupid* (*Or: You are stupid for losing to it, and gotta git gud)
boomudead1
Profile Blog Joined June 2012
United States186 Posts
September 16 2012 07:35 GMT
#9
lol i agree. but if this actually happen. everyone wud switch to Zerg cuz they dont wanna get shoot in the back of their heads by allies :D unless bullet range are real range that wud go further than what it is now. space marines rite now in sc2 can shoot as far as 5 meter? yeah. your engine wud be too realistic . maybe in sc3 or other games.
ArcticRaven
Profile Joined August 2011
France1406 Posts
September 16 2012 08:16 GMT
#10
I think that may change radically the way the game works. It wouldn't be Starcraft anymore.

However ! Implementing this on 1 or 2 high tier units with AoE (Colossus, I'm looking at you) would be pretty interesting. If colossi dealt damage to everything in the way of the lasers, deathball play would suddenly become way less popular (and pvp would be fixed, too)

Great idea there.

Also, i wouldn't really consider marines as uninteresting amove units. You never want to amove marines in most matchups : hellions, zerglings and zealots are coming for you early game, and lategame, storm, fungle + banes, and siege tank lines are waiting and ready.
[Govie] Wierd shit, on a 6 game AP winning streak with KOTL in the trench. I searched gandalf quotes and spammed them all game long, trenchwarfare247, whateva it takes!
TroW
Profile Blog Joined June 2011
United States67 Posts
Last Edited: 2012-09-16 19:24:01
September 16 2012 15:42 GMT
#11
@ vOdToasT

You are basically correct, and this is the portion of the post I probably put the least thought into because I did not play Brood War competitively, I've only watched it at a professional level a moderate amount, and this topic is beaten to death elsewhere. The sampling for my "consensus" opinion was reading through a lot of threads about how we could learn from BW to improve SC2, wherein many a poster constantly harps on the virtues of limited unit selection, old pathing, etc. I find your perspective a lot more enlightened and closer to the heart of the matter, so thanks for that. So, yes, it was largely out of ignorance and partly out of not wanting to start a BW v SC2 thread inadvertently. I appreciate the explanation

@ boomudead1 & ArcticRaven

As I said I don't really think this sort of system is ideal for Starcraft, it would require far too much of an overhaul and would have to be reserved for SC3, were it to be implemented in any capacity at all. Some of the problems would be the attack ground command v a unit like the dark templar (it would render it useless in professional play, or near enough as makes little difference), and the mere existence of air units. Ground to air attacking becomes a lot more troublesome in the context of a physics engine like you see in Myth. Also, you might wonder why units can attack ground but can't "attack air" in a certain spot if there are air units, and implementing that feature seems like it would be a bit... tricky. I think this kind of combat is more properly seen as a platform for newer RTS games that don't have to adhere to a preexisting design philosophy like the Starcraft franchise.

@ starfries

Yes there can be some highly effective turtling in Myth (as there can be effective turtling with mech in SC). As another poster mentioned, though, there are several line-breaker units that can walk through arrows, bombs, and fireballs and kick your artillery units to pieces if you don't zone them out just right with your own giant units or a pack of melee units. There is a unit, the stygian knight, that doesn't take any damage from arrows but is weak to explosives, and then there are all around badasses like trow that simply have a ton of HP, are fast, and do a ton of damage. The game modes also revolved around time limits and controlling flags like a King of the Hill mode, so the pressure was on to attack or simply lose by virtue of not having captured more flags, or having held the flag on the hill for the longest. It worked out very well in most game modes, despite the defender's advantage often being high. In order to make this type of combat work very well in a game with a macro component and no such time pressure would take a lot of thought and testing on the balance of the various kinds of units, especially important defense-busting units and artillery units.
"A thinker sees his own actions as experiments and questions--as attempts to find out something. Success and failure are for him answers above all." - Friedrich Nietzsche
Endymion
Profile Blog Joined November 2009
United States3701 Posts
September 16 2012 18:29 GMT
#12
great analytic post, tl needs more content like this.
Have you considered the MMO-Champion forum? You are just as irrational and delusional with the right portion of nostalgic populism. By the way: The old Brood War was absolutely unplayable
TroW
Profile Blog Joined June 2011
United States67 Posts
September 17 2012 17:05 GMT
#13
@ Endymion

Thanks, glad you enjoyed it. I will probably be writing at least another post or two in a similar vein.
"A thinker sees his own actions as experiments and questions--as attempts to find out something. Success and failure are for him answers above all." - Friedrich Nietzsche
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