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Jyxz
Profile Joined November 2009
United States117 Posts
Last Edited: 2011-12-11 00:59:06
December 10 2011 14:28 GMT
#1
Often in human society something can seem really dumb to an individual and they will ask "This is silly, why is this like this?" and often times they are answered with "It has always been that way." This answer, is simply put, unacceptable. We know our history, we know people used to think the world was flat, and that cutting yourself to bleed out the bad blood was the best cure to the flu. Sometimes you have to stand up for what you believe in and keep holding on until the world has crushed you or started to see things your way.

I must admit after over a year of playing Starcraft 2 I had become complacent myself, but fortunately a chain of events has occurred that has inspired me to start a movement. Firstly I watched a Broodwar game for the first time in a few months, even one I had seen before and thought something is different. It wasn't the cool lurker tactics or the muta micro, although missed they are just something from a different game, no something was wrong on a deeper level. As I looked at Jaedong's drone count I asked myself man why doesn't he just pop like 20 more drones they pay for themselves in about a minute.. So I talked to my friend about it and he said "You remember how dota had EM mode?"
-I said "EM mode?"
-He said "Oh right your not a noob, well all the crappy dota players play this mode where u get twice as much gold and the towers are weaker."
-So I said "Wouldn't that make the game really unbalanced clearly that would help some heroes way more then others."
-He said "Remember when they nerfed CLinkz even though he wasn't overpowered at all, well in EM mode he was just insane, the noobs couldn't handle him."
-"Gosh that must be ridiculous trying to balance a game based of EM mode."
-"Well just look at Starcraft 2"

Because of the chronoboost, mule, and inject larva abilities, Starcraft 2 is to Starcraft, as easy mode dota is to regular dota. It feels gimmicky and massively luck based.

I know a few things:
-This post belongs on a Blizzard forum.
-The likely hood of this ever changing anything is almost zero.
-Blizzard has done really well trying to do the impossible, balancing an inherently broken game. It isn't TvZ thats unbalanced or ZvP, its Orbitial command >>> expansion.
-How ridiculously hard and how many balance issues a change like this will be/create.

I am posting this here to start a community movement, to see if it is even possible to get people to realize how important this is.

My proposed solution:
-Removal of mule, chronoboost, and inject larva from the game.
-Cost of drop supply depo from 50 energy to 75 or 100.
-Protoss gateway units all 10% faster build time, Robo bay units 15% faster build time, Stargate 15% faster build time. Warp gate research 160 --> 120.
-Hatchery generate larva 15% faster. Hatchery build time reduced by 10 seconds.

I am prepared to be shot down, but I wanted to be able to say I tried, because "All it takes for evil to succeed is for good men to do nothing" -Albert Einstein.

Theory:
-This will drastically reduce the amount of viable all ins, and potentially make expanding much more valuable.
-It will allow bigger maps without causing huge balance issues, allowing for better games.
-This will drastically reduce every races income, making games where you have 200/200 because you need it to stay alive then you end up sacrificing your units to get out better tech, much less common.
-Instead of reducing the skill cap, which is why I believe these mechanics were implemented, I truly believe it will raise it.


Why bother:
-Almost everyone of my friends who has played Starcraft: Brood War, has stated loudly and clearly this is the best game I have ever played. It is something else, its almost like a sport.
-There is no reason to give up on Starcraft 2, with this change it could someday replace Starcraft as the best game ever, and I want to do my part so that happens.

Note:
I will be posting this on blizzard forums when/if I can get support and see if this change can ever be possible. Blizzard you made the PTR for a reason, lets see if we can put it to its first real test.


Edit:

using mules/chronoboosts/larva injects consistently and efficiently adds apm, this hightens the minimum mechanics apm. By removing it and adding the same basic effects (larva come faster protoss builds faster) you are actually making EM starcraft.


At the bronze level I agree, but what I think is more relevant and yet forgotten is that there is no reason not to use these mechanics. Chronoboost you start with, and the other two are so powerful they have been gotten every game played since the first game of beta to the last game played today, (except maybe for 1 week when day9 did no queens for monday). These add slightly to your required APM however they are not true skill. True skill is when you have to decide whether or not to engage and army or go in for SCV kills with your muta. These are not apm they are TACTICAL decisions making it a strategy game. If something is so strong it is a must it isnt a test of skill just an unnecessary game mechanic. By your argument you should remove auto-mine and multiply building selection from the game. Beating someone shouldn't be about putting workers on minerals better it should be about making correction decisions in APM demanding situations.


Edit 2:
First of all I have to apologize, when I realized what a problem these mechanics create I jumped straight straight into the implications of removing them, what changes would have to be made in order to keep balance in the game. This was foolish and wrong, I completely skipped the most important step of explaining why this should be done.

I certainly agree with everyone that Starcraft 2 and Starcraft are different games, and I am not trying to make SC2 into Broodwar or state that dislike SC2 and want to play Broodwar.

To everyone worried about removing something that adds skill, something should not just be about adding mindless apm. If everyone would benefit from having larva injected, why isn't it just made autocast. I love automine and MBS, even though I am probably better then 99% of the community at setting my starting 4 workers to mine and dealing with no MBS, that is not how I want to win. Why is it ok for me to win off something mindlessly stupid like injecting larva? Why not make it so you have to do 10 push ups before your allowed to set a hotkey, or 20 sit ups before your allowed to build air units? This would obviously make the game harder and raise the skill cap, but it is clear as day that it is freaking stupid.

Now on to the real point: Why should these mechanics be removed, what is it they do that makes the game worse? The reason 4-warp gate was so deadly is 100% because of chronoboost. I understand most of the community doesn't see this so I will try to explain. The way it worked was because of warpgate making you able to catch up on unit production quickly and at your opponents base, you could spend all your CHRONOBOOST on probes untill 20 or so probes when you abruptly stop, then because you have done nothing but econ you can then outproduce your opponent right at his front door. Without chronoboost you would be stockpiling minerals while waiting for warpgate tech to finish, then you would need 5-6 gates to spend it abruptly enough for it to be affective, however with less overall resources from less probes and the extra gates you would never be able to catch up with the production of someone building units/workers constantly at their own base. Further, Chronoboost allows for abrupt changes with rapidly being able to produce higher tech units, and allows for super fast upgrades. All in and all it makes the game much more gimicking by giving you potentially stupid options which make scouting near impossible. For example up until the point you have a stalker out and can kill a worker a fast expand and a 4 warp gate look roughly identical. In other words scouting a no aggression fast expansion, and one of the scariest looking all ins look exactly the same, and you have to GUESS which one is coming.

With zerg almost the same concept is true, simply because of the inject larva mechanic. You can save up tremendous amounts of production potential, allowing for abrupt changes making it completely into a guessing game for your opponent as to whether your about to pop 20 drones or 20 roaches. Also because of the inject larva ability bad play can be rewarded with great success. Even a lot of higher end Koreans are complaining about late game muta switches because there is constant fighting where the zerg doesnt produce anything, but as long as they hit they larva injects they can save up to 4000 4000 minerals then bam mass build whatever unit you arent prepared for. For example you are constantly fighting off ling roach agression as protoss even tho thru many favorable exchanges you might have a slight econ lead or an army advantage because of an abrupt tech switch to mass mutas, you find yourself dead in the water. The Koreans are right to be worried about this, and once again its 100% because of larva injects. (Note: some people were complaining that queens make zerg feel really zergy and to that I would say yah I love creep tumors and transfuse having a queen is great, but what made zerg feel zergy was 10 hatches sorry but ggnore).

As for terran, contrary to what everyone thought of me, I think terran for the most part is pretty great in SC2, the 1-1-1 is a little stupid and yes it is made possible by the mule but in general I was just removing the mule to compensate for the huge blows the other 2 races would be receiving. As for everyone saying the nerf was hardest for terran, I can assure that you are dead wrong, supply depo call down is equal to about 125 minerals (100 for the depo 25 mining time) so it is about half as good as a mule and doesnt destroy your mineral line.

For everyone saying I was just trying to buff Protoss, I think people fail to understand what chronoboost really does. It roughly increases your income by 50% and makes it so every upgrade or unit produced out of a non-gateway structure comes out in half the time.

Finally elimination of these mechanics will allow for builds that require so much skill and precision, I can't even begin to explain it to justice. Until I have the right words I'll just say "Less is more."
This is Jimmy
Kipsate
Profile Blog Joined July 2010
Netherlands45349 Posts
Last Edited: 2011-12-10 14:31:14
December 10 2011 14:30 GMT
#2
The problem with your theory is that the units(and thus, the entire game) are balanced around the macro mechanics.
WriterXiao8~~
Takkara
Profile Blog Joined April 2010
United States2503 Posts
December 10 2011 14:34 GMT
#3
You may think you were the first one to come up with this, but this is the 1000th time someone has suggested this... since before the beta even started.
Gee gee gee gee baby baby baby
TzTz
Profile Blog Joined April 2010
Germany511 Posts
December 10 2011 14:37 GMT
#4
Well, why remove them, just make it so that with perfect macro mechanic usage you get to the point you used to be in Brood War, instead of adding something on top of that.

E.g. make Larvae spawn slower and you have to fix it via injects and so on
Ziktomini
Profile Joined October 2010
United Kingdom377 Posts
December 10 2011 14:39 GMT
#5
Doing this would cause Starcraft 2 to be a completely different game, this is just something which Blizzard cannot do, a game cannot just change what thousands of people have spent money on this drastically, imagine the shit they would get from people who bought sc2 because they like it how it is.
Jyxz
Profile Joined November 2009
United States117 Posts
December 10 2011 14:40 GMT
#6
On December 10 2011 23:34 Takkara wrote:
You may think you were the first one to come up with this, but this is the 1000th time someone has suggested this... since before the beta even started.

So your with me?

On December 10 2011 23:30 Kipsate wrote:
The problem with your theory is that the units(and thus, the entire game) are balanced around the macro mechanics.


The difficulty of the solution is does not always outweigh the issues caused by the problem.
This is Jimmy
Neelia
Profile Joined September 2010
Germany599 Posts
December 10 2011 14:41 GMT
#7
I like how you want to compensate the removal of inject/chronoboost with some other buffs but think Terran would be fine as it is whitout mule. :[
Probe1
Profile Blog Joined August 2010
United States17920 Posts
December 10 2011 14:41 GMT
#8
You know, you've put a lot of effort into that post. But it's going to be closed and on battle.net it will be ignored or trolled for a while then forgotten. I hate to be so bleak with you Trevor but it's the truth. May I call you Trevor?

Okay Trevor here's the deal. You've offered no credentials in video game design or balancing. You didn't even qualify your opinion as one of a triple crown GM. No, no you showed up seemingly out of no where Trevor. And like a brilliant burning light you've blinded us all with your never before suggested balance changes. The most cunning part was you make an abomination of brood war and wings of liberty but failed Trevor. You failed to seamlessly blend the two games. Do you know why?

Because they're different games.

Good luck in the future Trevor. I'm sure Blizzard will introduce your amazing game restructuring design changes on the PTR any day now.

[image loading]
우정호 KT_VIOLET 1988 - 2012 While we are postponing, life speeds by
darklight54321
Profile Joined July 2011
United States361 Posts
December 10 2011 14:42 GMT
#9
well first of all, your proposed changes heavily benefit protoss, but look at it from another way.

using mules/chronoboosts/larva injects consistently and efficiently adds apm, this hightens the minimum mechanics apm. By removing it and adding the same basic effects (larva come faster protoss builds faster) you are actually making EM starcraft.
NoobStyles
Profile Blog Joined October 2009
Australia257 Posts
December 10 2011 14:43 GMT
#10
I would really like to try a mode that allows more attacking units via ether high supply cap or lower unit supply cost, and in turn larger maps. Getting rid of the macro mechanics could also be interesting.
Jyxz
Profile Joined November 2009
United States117 Posts
December 10 2011 14:44 GMT
#11
On December 10 2011 23:41 Neelia wrote:
I like how you want to compensate the removal of inject/chronoboost with some other buffs but think Terran would be fine as it is whitout mule. :[

Terran has supply depo drop and and scan both mechanics which are sometimes used instead of mule, although they are not as good, the nerf is theoretically harder on the other two races.


This is Jimmy
Chaosvuistje
Profile Joined April 2010
Netherlands2581 Posts
December 10 2011 14:46 GMT
#12
So now we don't have any macro abilities, we all produce workers at the same rate except zerg. Who will, by the way, get way too easy without inject larvae. On top of that, all the current pressure builds will turn into all ins for zerg because they can't drone up behind them.

You will need to do a lot more than just remove macro mechanics and tinker with build times to convince me it would be a better game, sorry man.

EtherealBlade
Profile Joined August 2010
660 Posts
December 10 2011 14:47 GMT
#13
I don't agree that SC2 to BW is what -em is to standard in dota.
SC2 is different and updated to 2010 expectations and a spiritual successor to BW, while -em in dota is just a gamemode that retains every item, hero etc. but they make early gamers less useful.

The skill ceiling in SC2 is still very high even though some old mechanics from BW aren't ported. It's not like a noob could hit master league while in -em it's a LOT easier for bad players to get good stats. 2012 looks so promising for SC2 skillwise, why would you want to hold people back with ancient mechanics that take up apm and aren't that interesting to watch.
SoylentCreep
Profile Joined September 2010
Korea (South)176 Posts
December 10 2011 14:48 GMT
#14
If you want to remove larva inject from the game you should also get rid of reactors. Its not possible to keep up with unit production if T has X rax with reactor. Even increasing the larva refresh rate by 15% wouldn't solve that. Not sure about the other races. I think a cooldown on the MULE would be the better solution, and scan and depot call down would probably used more often then.
ronpaul012
Profile Joined March 2011
United States769 Posts
Last Edited: 2011-12-10 14:49:19
December 10 2011 14:49 GMT
#15
You basically just made it so protoss will never lose again. The changes to zerg are almost nothing and the changes to terran are nothing. I mean, maybe it would make for a goofy custom game to mess around with every once in a while, but I dont see it being popular.
I'm a gooner.
Jyxz
Profile Joined November 2009
United States117 Posts
December 10 2011 14:50 GMT
#16
On December 10 2011 23:42 darklight54321 wrote:
well first of all, your proposed changes heavily benefit protoss, but look at it from another way.

using mules/chronoboosts/larva injects consistently and efficiently adds apm, this hightens the minimum mechanics apm. By removing it and adding the same basic effects (larva come faster protoss builds faster) you are actually making EM starcraft.

At the bronze level I agree, but what I think is more relevant and yet forgotten is that there is no reason not to use these mechanics. Chronoboost you start with, and the other two are so powerful they have been gotten every game played since the first game of beta to the last game played today, (except maybe for 1 week when day9 did no queens for monday). These add slightly to your required APM however they are not true skill. True skill is when you have to decide whether or not to engage and army or go in for SCV kills with your muta. These are not apm they are TACTICAL decisions making it a strategy game. If something is so strong it is a must it isnt a test of skill just an unnecessary game mechanic. By your argument you should remove auto-mine and multiply building selection from the game. Beating someone shouldn't be about putting workers on minerals better it should be about making correction decisions in APM demanding situations.
This is Jimmy
Jyxz
Profile Joined November 2009
United States117 Posts
December 10 2011 14:52 GMT
#17
On December 10 2011 23:49 ronpaul012 wrote:
You basically just made it so protoss will never lose again. The changes to zerg are almost nothing and the changes to terran are nothing. I mean, maybe it would make for a goofy custom game to mess around with every once in a while, but I dont see it being popular.

I am not sure if you understand how important chronoboost is, it has the potential to almost double your probe count.
This is Jimmy
[17]Purple
Profile Joined October 2011
United Kingdom3489 Posts
December 10 2011 14:54 GMT
#18
On December 10 2011 23:52 Jyxz wrote:
Show nested quote +
On December 10 2011 23:49 ronpaul012 wrote:
You basically just made it so protoss will never lose again. The changes to zerg are almost nothing and the changes to terran are nothing. I mean, maybe it would make for a goofy custom game to mess around with every once in a while, but I dont see it being popular.

I am not sure if you understand how important chronoboost is, it has the potential to almost double your probe count.


And I don't believe you understand the importance of larva inject, it has the potential to double your supply count.
"Turn Disadvantages into Disadvantages" and "Collect Telephones". The secrets of Chinese success.
QurtStarcraft
Profile Joined January 2011
United States162 Posts
December 10 2011 14:54 GMT
#19
LOL. This has got to be a troll the entire game is surrounding around the mules chrono and larvae inject. This isn't going to change. The game would be so dull. Why would you take out the mechanics that make the game complicated.
IF THEY WOULD DO THIS!
What are you giving to replace the mule for terran? How is terran ever going to win if they don't have the mule? Please leave your gold league rant to yourself
ronpaul012
Profile Joined March 2011
United States769 Posts
December 10 2011 14:55 GMT
#20
On December 10 2011 23:52 Jyxz wrote:
Show nested quote +
On December 10 2011 23:49 ronpaul012 wrote:
You basically just made it so protoss will never lose again. The changes to zerg are almost nothing and the changes to terran are nothing. I mean, maybe it would make for a goofy custom game to mess around with every once in a while, but I dont see it being popular.

I am not sure if you understand how important chronoboost is, it has the potential to almost double your probe count.


I am not sure if you understand how important 15% speed increase on all buildings are. It has the potential to cut a gateway or two and make protoss all-ins extremely powerful. And removing mules is a much bigger hit than chrono boost is.
I'm a gooner.
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