On July 21 2015 05:52 Loccstana wrote: I would like to see additional mule use as well, for example using mules to mine gas, using mules to do fast repair, fast construction of buildings, etc.
This. I am all for an extra use for Chrono if Terrans can get mules mining gas and constructing buildings faster. I do not feel that the current CC energy options are that much better than Z or P, just different.
Could chronoboost maybe be used to provide nearby buildings or units with in-combat shield regen for some extra defensive purposes? I don't think you can make it global due to potential cannon rushes, but for defensive purposes? Maybe it has to be combined with the mothership core -> cast nexus cannon on nexus -> allow nexus to cast chronoboost on buildings/units to provide additional shielding. It would probably be too complex/vague, but maybe it can be simplified somehow.
On July 21 2015 05:52 Loccstana wrote: I would like to see additional mule use as well, for example using mules to mine gas, using mules to do fast repair, fast construction of buildings, etc.
On the contrary, I'd like to have chronoboost limited to economic use only. Instead of a universal "speeding up" function, turn it into a "free-probe" spell that warps in a probe, or a "free-money" spell, as something similar to the mule, allowing all surrounding probes to carry 50% more minerals per trip from a mineral patch to the nexus in a short period of time.
On July 21 2015 02:18 purakushi wrote: chronoboost cannons so they shoot faster
This would work great. For people who hate photon overcharge, that ability could be used to instead buff cannons too. By the time this is out cannon rush stages are over anyway.
It should, but it would probably imbalanced for rushes for the same reason that Gateways have long build times... Because you don't pay to access the macrobooster like other races, so you can just bank it from minute 0, and prepare a chronoboosted rush.
Add a requirement to prevent it (for example, CyberCore needed to chronoboost) and you can buff Gateways and give it to cannons (specially because cannons are weak compared to other static defense)
I think all these ideas said above make sense and would be cool: - Chrono Cannons to shoot faster (with some requirements to stop super Cannon rushes) - Chrono Mothership Core to morph into Mothership faster - Chrono Carrier to build Interceptors faster (would be cool just to have this option; I don't think it would actually be used, though)
And what I thought about is - Chrono Pylons so they warp in units faster - Chrono Assimilators to speed up gas mining. For example, Probes would instantly (or after a very short time) return from the Assimilator. This would allow for more Probes to effectively mine from the Assimilator, and with constant Chornoing, it would increase the gas income, but at the same time slow down the production, because you wouldn't Chrono the production buildings. - Chrono could regenerate shields in combat as well (it already does boost it, but obviously not in combat).
On July 21 2015 05:52 Loccstana wrote: I would like to see additional mule use as well, for example using mules to mine gas, using mules to do fast repair, fast construction of buildings, etc.
On the contrary, I'd like to have chronoboost limited to economic use only. Instead of a universal "speeding up" function, turn it into a "free-probe" spell that warps in a probe, or a "free-money" spell, as something similar to the mule, allowing all surrounding probes to carry 50% more minerals per trip from a mineral patch to the nexus in a short period of time.
Why? Isn't the current chronoboost more interesting than this? Every energy source for the so-called macromechanics can be converted into something other than pure economy. You have the queen with Heal and Creep tumors, and the OC with Scans.
On July 21 2015 05:52 Loccstana wrote: I would like to see additional mule use as well, for example using mules to mine gas, using mules to do fast repair, fast construction of buildings, etc.
On the contrary, I'd like to have chronoboost limited to economic use only. Instead of a universal "speeding up" function, turn it into a "free-probe" spell that warps in a probe, or a "free-money" spell, as something similar to the mule, allowing all surrounding probes to carry 50% more minerals per trip from a mineral patch to the nexus in a short period of time.
Why? Isn't the current chronoboost more interesting than this? Every energy source for the so-called macromechanics can be converted into something other than pure economy. You have the queen with Heal and Creep tumors, and the OC with Scans.
And the MSC with Mass Recall, Photon Overcharge and a slowing spell.
But there has to be compensations if Chrono is boosted in some way
It is already very strong and Protoss early game shenanigans would be even stronger, if not totally broken, as you do not need to pay for it unlike Terran.
Perhaps add some extra abilities to the CC, Nexus and Queen energy but have a base requirement for Protoss, such as a Cybernetics core or a researchable upgrade.
Balance is irrelevant when you are coming up with new idea. That's a point that many of the posters do not understand - and seemingly also Blizzard sadly fails in this department. The current balance of the game is based on very specific set of circumstances and totally unforeseen interaction bewteen timings of different races. Many things would be OP in vaccum, but are perfectly fine in the great picture.
That great picture is completely inacessible when making a change in a particular aspect. So the only way to have any substantial novetly is to try whatever comes to mind, see what are the consequences and then balance by litle details. Usually the amount of balancing needed is very small as even tiny number changes can completely swing the balance because of snowballing. Hopefully everyones remembers the Queen range ... So I would really suggest people do not bring much of balance concerns when vague ideas are discussed, it does not make much sense.
That being said, any expansion to Chrono in it's current state will be very miniscule if effect, because Chrono is already in short supply in the parts of the game where it matters. Chronoing a single unit to recharge shields when you could have had an extra probe, or Blink finishing 15 second earlier? I don't think that's gone see much play. But why not have it, just for fun. In general SC2 is unnecesarrily limited in possibilities, if something is not very used, it usually gets removed or left to die. There should be more of "the little things" that are extremley rare, but make you appreciate the cleverness of the player when he uses them once in a blue moon to a great effect.
Balance is irrelevant when you are coming up with new idea.
Not sure that that is true - keeping balance somewhat in mind should help keep the ideas reasonable. If I suggest that the Chronoboost should be able to be used to warp in an offensive unit, regardless of whether you have the supporting production facility, then that is obviously broken and not workable. This way we do not waste time theory-crafting or beta testing. When making a suggestion you have to ask what impact is this likely to have on the game, what counters exist?
As we are talking Protoss here, the ability should probably NOT help offensively in the early game as adepts and oracles already shred well enough without boosts.