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Active: 626 users

suggestion: "New" concept for LotV

Forum Index > Legacy of the Void
Post a Reply
AleXusher
Profile Joined September 2014
280 Posts
June 07 2015 05:24 GMT
#1
Heyjo there.

Hardly will blizz do sth like this, but i still would like share some ideas, well one idea.

Right now LotV doesn't feel like BW, or SC2 at all, not for me. I understand that they wanna have more action and less deathball. So multiple fights at different locations at the same time, the need to take more bases, all fine. BUT, and that is the most important thing for me, it all feels forced. The way Blizz achieves their goals feels forced. They lower ressources on mineralpatches and gas geysers and gave us 6 more workers in the beginning compared to HotS. The result? You need to expand faster, because bases doesn't last that long anymore.

So what is my suggestion?

I've read the DH10 and DH8 articles on TL. And i was like "yeah that sounds rly good, blizz should try that!" So my suggestion is to implement DH10 NOW into beta AND as well a new type of building.

This building, just for example, called the "Xel' Naga Research Center" provides some benefit to it's owner. So you get a Unit there, and this unit captures this building in ... 10 seconds. The benefit could be, -5% researchtime for upgrades, or buildings, or give buildings +1 armor, or it could be something racespecific, so that any race gets a different benefit. Nothing rly super big, like gamebreaking and like "if you dont get this building you can't win" but something that is like "If you can get and hold this building you will get a notable but not overpowered benefit, that is still worth getting it, asap in the game"

Asap in the game! That means as soon (early) as possible when the game starts. Worker couldn't capture this building. Maybe this building will be captureable just after first 4-5 Minutes.

So and why would this Building be great now?

My thoughts were, maybe get rid of 4 Player maps.

[image loading]

You see, there are 2 start locations, and where i marked with red the other 2, there would be 1 Xel' Naga research Center each. So 2 in total on that map. What would that do? Well from Minute 5 on, if it provied a big enough advantage, it would spread the whole army, over one edge for each player! You could get your army there to protect it, but you would be vulnurable at home, you could just not care, but your opponent would than be able to get the benefit for free. The only problem i see with that, could be the recall from the MSC, maybe.

Ofc on that location, where the new building is, there would be NO mineralpatches and geysers.

I think that could be interessting and a possible solution to deathballing, also you don't need to lower mineralpatches and scratch the early game, like it is right not.

Discuss
Master League Terran Gameplay - https://www.youtube.com/user/AleXusher92 // Cheap Highlevel coaching - https://www.gamersensei.com/senseis/alexusher
Brutaxilos
Profile Blog Joined July 2010
United States2624 Posts
June 07 2015 05:49 GMT
#2
A problem with this would be that it would create too many possible openings, so scouting would be a pain in the ass.

Also, now you would basically have to build production buildings on both bases because you could risk being undefended to an attack. While a 2 starting location concept would be cool, it wouldn't be possible on cross spawn.
Jangbi favorite player. Forever~ CJ herO the King of IEM. BOMBERRRRRRRR. Sexy Boy Rogue. soO #1! Oliveira China Represent!
StalkerFang
Profile Joined August 2013
Australia68 Posts
June 07 2015 05:56 GMT
#3
It's a good idea but I think it would be pretty hard to implement in a way that doesn't just give a straight up advantage to one race. In each matchup one race has pretty solid map control at the start of the game so this will basically be a straight-up buff to that race. I agree with the sentiment though, there are a lot of map-related things blizzard could do.

IMO if blizzard wants to get things moving in the early game they need more units like the reaper, super low-risk but fairly low-reward units which encourage early game multitasking and little pokes. That's why I think the adept would actually be pretty good as an early-game harras unit rather than a part of the protoss core composition, as long as they toned down the damage a little bit against workers.
Former member of the Anti-Traction League
DDiVer
Profile Joined May 2015
2 Posts
June 07 2015 06:27 GMT
#4
I don't think that people will like the idea of adding more concepts to SC2 game-play. I personally just don't like the idea at all. I'd attribute this sort of idea to gimmicky RTS games that don't really make it anywhere.
Rukis
Profile Joined April 2009
United States252 Posts
Last Edited: 2015-06-07 07:58:43
June 07 2015 07:58 GMT
#5
You might as well make the LoTV campaign a JRPG turn-based while you're at it too. Your Idea destroys the concept Starcraft is intended for ( Multiplayer that is ). Not being rude but if you can't handle the new economy system I would recommend going into a game with no opponent and just practice economy builds. Then forward just use Day9's tips for creating a build order.

Personally I think Legacy of the Void is a more fast paced Heart of the Swarm. But with more BW positioning ( I.E. vs lurkers/liberator/disrutpor ).
Flash was the Genius, Nada was the true god.
Cascade
Profile Blog Joined March 2006
Australia5405 Posts
June 07 2015 08:03 GMT
#6
I find your idea 10x as forced as what Blizzard is doing with lotv. It'd move the game in a arbitrary direction, changing it into something completely different. I mean, it's the same kind of idea as adding neutral creep to the map, or other kinds of map objectives. Imo, xel naga towers and destructible rocks that kill units are already pushing it in terms of interactive maps. You should build units to fight the opponent, not interact with the map.. It makes the game into two parallel PvE where both players are trying to get the most out of the map. I want the map to just be the setting where the two players can interact with each other. That is what I feel at least, as sc:bw --> sc2 player. Maybe war3 players are more comfortable with this kind of merged PvE and PvP.
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