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On September 19 2023 21:20 BulgarianToss wrote:Show nested quote +On September 16 2023 08:49 Crimson)S(hadow wrote: i hate always being economically behind other races because larva produce from hatcheries at 87% the rate of a command center/nexus producing probes/scvs. Having 3 slots to build units simultaneously per hatchery which costs 100 minerals less than nexus/CC is a pretty good compensation imo. Drone cycles are probably the strongest economical boost in the game. It costs 100 minerals less because it only gives 1 supply and uses up a drone
it's actually 350 minerals and a larva for less production and less supply (87.5 minerals of supply missing)
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Actually, I like the high-ground/low-ground mechanic. Yes, it adds randomness. But not in a way that makes a match a coin toss. Players must take into account the randomness of the ramp and take risks if necessary. I think this is an exciting element that should not be changed. However, it is different with the general miss chance with range attacks. That is just stupid.
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Goon Stuck bug and bnet. Worker mining boosting.
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Did I read correctly that in your version of broodwar attacking removes cloak? Does this work for lurkers as well? This seems like a pretty drastic balance change and far from what I would prioritize. I will try to remember to check in on your project, it will be interesting to see what your balance team comes up with. My cynical brain says you will probably nerf Protoss, the already weakest race.
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Lakizilisk (formerly Lurker) doesn't reveal when attacking, but standing on burrowed units with ground units reveals them.
If you do check out the project, feel free to let us know what you think!
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This is really interesting. What kind of process does your team have for implementing changes. For example the cloaked & burrowed changes. You obviously feel this makes the game better, why is that a good change?
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Hopefully it's not derailing the thread too much to answer this, but:
In stock SC1, cloak is basically a binary equipment check. If you have detection (particularly mobile detection), you're usually fine and the unit is useless. If you don't have it, you could lose loads of workers/military/whatever. Obviously pros will optimize builds to include it most of the time, but even at their level games can be won or lost very easily from one mistake, including not building detection vs cloak (or not being able to protect your detection, in ZvT).
Of course, Wraiths and Dark Templar serve other purposes than just being equipment checks, but that kind of interaction is inarguably a 'rock-paper-scissors', hard counter-esque experience within SC1, and we wanted to move away from those kinds of things. This fits with our general desire to reduce the volatility of the early-game, which lots of people initially dismiss as simply "making the game easier", though I think it actually makes the game more challenging because longer games test more of your strategic understanding, stamina, etc.
Detection is also ubiquitous: it's present on the Missile Turret, Photon Cannon, and Spore Colony. We wanted to remove this so that static detection was less common, meaning cloaked units would have more breathing room as scout / harassment units. When coupled with the 'reveal for 2 seconds on attack' change, cloaked units have much more counterplay, but we can have more of them in the game (Terran Sundog | Protoss Barghest), and they can do more interesting things than simply defeat your opponent if they don't have detection.
Burrow vision was changed separately, because upgrades/researches are removed, so you have Burrow by default. This initially resulted in silly situations where burrowed worker scouts would be mostly unkillable without detection, thus providing a really weird advantage to the Zerg player. However, revealing the Lakizilisk by standing on it is actually really interesting - if you have durable enough units, or you want to risk it anyway, you can snipe them without detection!
If you want to learn more, I've begun making educational videos to introduce new players, starting with a macro overview. It doesn't cover cloak (the next video will), and it doesn't linger too much on the reasons behind our changes, but it should give you a more holistic view on the project.
Thanks for your question!
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