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[A] Starbow - Page 449

Forum Index > SC2 Maps & Custom Games
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Jawra
Profile Joined June 2011
Sweden146 Posts
October 17 2013 12:53 GMT
#8961
I've been playing sooo much ICCUP(BW). Will be playin tonight though
Deleted User 97295
Profile Blog Joined August 2010
1137 Posts
October 17 2013 13:32 GMT
#8962
--- Nuked ---
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2013-10-17 15:44:16
October 17 2013 15:36 GMT
#8963
Hey.

I took some time off this week, mostly due to school + work. But also to do some contemplation regarding this game.

I will keep the game clean for now. Everything that overlaps with something from BW, or does not feel 100% right, will be moved to the test map. This includes the Stalker, Reaper, Marauder, Roach, macro mechanics etc. All of that will be tried there, or removed completely, to avoid frustration over balance/design/overlap on the ordinary Sbow maps. No changes will be made to the normal map unless it seems solid enough in the test map.

My main concern is to find areas of BW where Sbow can be differentiated. And it all comes down to how large that difference should be, AND how it can be done in a meaningful way. If we settle with some extra spells & abilities, 1-2 new units, some upgrades, macro mechanics, "new smarter interface", then maybe that is enough to make it feel interesting.

I will upload the new scaled Destination tonight, that Xiphias made, and remove the maps who have the wrong scale.

Basic stuff left to do/consider/scrap:

>>>+ Show Spoiler +
Macro mechanics?

Stalker?
Robotic unit?
Sentinel + spells?
Corsair & Scout?
High Templar Hallucination large bug (or replace the spell)
Carrier micro

Marauder?
Reaper?
Viking & Banshee?
PF?
Ghost spell?
Spider mine bug

Viper + spells
Devourer & Guardian
Roach??
<<<

I will try to reply to as many PMs and posts as possible now to catch up.

Its almost three years now that we've been "Starbowing" it up.


Almost 2 years. But for a long time this project had no real direction, and was kinda just a playground for me where I "invented" new units, spells, tried stuff left and right..
Creator of Starbow
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2013-10-17 17:52:45
October 17 2013 16:07 GMT
#8964
Macro mechanics

Four criteria I would like them to have :

1. They must feel meaningful to use and give room for some kind of option/decision.
(So it is not only braindead APM spamming.)

2. If possible for balance, cost something divided by 25 (25, 50, 75, 100 etc) since all other spells in the game do that. (Preferably as cheap as possible to make them more APM intensive.)

3. If possible, feel unique from each other and fit the races.

4. Have potential to become balanced!!

Why macro mechanics at all?
http://www.teamliquid.net/forum/viewmessage.php?topic_id=304955&currentpage=445#8884

Both Xiphias and Hider posted some numbers. I will try some of it in the test map.

The problem IMO is the Terran macro mechanic. Three variations:

1.
+ Show Spoiler +
- Chrono boost & Rift
- Inject, Nurturing Swarm & Creep tumor
- Calldown SCV, Overcharge that allows 2 units to be produced at the same time.

The problem is Overcharge. It is so much stronger since it must last until both units are finished. The only technical way it can be balanced (as I know of) is to change energy cost + cooldown, OR make both units be produced at a slower percentage rate.

For example, if that value is 50%, and Overcharge is used on a Barrack, it will take 42 seconds to complete both Marines.
If they instead are built one and one, it will take a total of 42 seconds there aswell. So there must be a value above 50% BUT less than 100%.

One technical problem with this is Overcharge is used when only 1 unit is in production. That lonely unit will be produced slower. Thus, Terran actually gets punished for using Overcharge on a structure at the "wrong" time, or if he missclicks and does not queue up 2 units.

Protoss and Zerg can waste Chrono boost and Inject if they use it when they are for example supply blocked, but they never gain a negative effect from them.


2.
+ Show Spoiler +
- Chrono boost & Rift
- Inject, Nurturing Swarm & Creep tumor
- Calldown SCV, Overcharge that allows 2 units to be produced at the same time.


We use scaled macro mechanics:

Chrono boost increases unit prodution and research time by 100%.
Worker production by 75%.
Speeds up a cannon by 50%.

Overcharge at Barrack trains 2 units by 100%. Slower on Starport and Factory. (And maybe CC?)

The problem is Inject. If it shall affect army units better than workers, there needs to be two kinds of larvas/eggs. And that just seems complicated and unnecessary.


3.
+ Show Spoiler +
- Chrono boost & Rift
- Inject, Nurturing Swarm & Creep tumor
- Calldown SCV, Overcharge, Tech lab & Reactor

One easy solution for Terran Overcharge would be to let it work like this:
- Speeds up the production in target Barrack, Factory or Starport by 75% for 10 sec. (Weaker than Chrono boost)

If Terran can produce Tech lab & Reactor as usual, it will be better to use Overcharge on a structure with Reactor since the bonus is doubled. (150% during 10 seconds.) It will also make flying Terran structures move faster ^^

The problem with Reactors are that they allow T to get out a high early number of Marines + Vultures. (Which screws the balance.) If Reactor instead requires E-bay or Armory, that should not be a problem.

It is however boring that Chrono boost + Overchage will be quite similar: Both speeds up production by X% during X seconds.

CB is more versatile and can be used on almost anything. It is stronger than Overcharge when it comes to squeeze out high tech units.

Overcharge is instead more efficient at getting out high numbers of low-tier units, due to Reactors.

This would probably be easier to balance as well.

Creator of Starbow
JohnnyZerg
Profile Joined July 2012
Italy378 Posts
Last Edited: 2013-10-17 17:33:57
October 17 2013 17:03 GMT
#8965
Hello to all,
I would have a council concerning:
The problem is Inject. If it shall affect army units better than workers, there needs to be two kinds of larvas/eggs. And that just seems complicated and unnecessary.


You could also add a negative side to inject if used incorrectly: When this ability is in use on the hatchery, it can accumulate a maximum of 2 larvae instead of 3. To maximize the effect of this inject, you must use the larvae as soon as possible. Accumulate 2 larvae on hatcheries, mean block your macro production. Thoughts?

Ps: This strongly penalizes the supply block.
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
October 17 2013 17:39 GMT
#8966
I think we can let overcharge make 2 units at a time even if it's more OP than toss since toss can CB out upgrades. Let's go for asymmetry! (We should ofc do something like 100% for barracks, and 75 % or 50 % for fact / starport)

I really don't think it matters that much if something is slightly better right now, let's just try and make sure nothing is obviously OP. What we need now is the design and decent balance, then with a bigger player base, it will be easier to get some balance going.
aka KanBan85. Working on Starbow.
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2013-10-17 19:54:07
October 17 2013 19:46 GMT
#8967
Starbow test map uploaded. So far, it is the same as normal Sbow maps, except it has macro mechanics.
Creator of Starbow
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
October 17 2013 20:16 GMT
#8968
Stats on the macro mechanics?
aka KanBan85. Working on Starbow.
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2013-10-17 22:24:52
October 17 2013 20:31 GMT
#8969
I used almost all of the values you described.

CB - 100% during 10 seconds. (Costs 75 minerals and 30 sec to upgrade)
Inject - 70% during 20 seconds. (150 minerals and 40 sec to upgrade)

Orbital 125 minerals to upgrade, 40 sec build time. Has 100 maximum energy.
Calldown SCV - 50 energy, no cooldown. (You suggested two versions, so I took one of them.)
Overcharge - 25 energy - target Barrack Factory or Starport can produce units 75% faster for 10 seconds.
(They can also build Reactors as usual. Requires E-bay to avoid too early broken game. A structure with Reactor gains double benefit.)
Scan costs 25 energy. (Might need seperate energy, as some of you have discussed.)

Overcharge is a little boring since it is kinda a Chrono boost v.2. But the Calldown Reactor thing requires some more editor work, so it affects each structure differently. I did read through Hiders and LaLush suggestions as well, but they revolved a bit around Calldown Reactor as a part of the equation. Then it is also possible to scale them down further, as LaLush speaks about. (Although spells would need to cost 12,5 energy which is "ugly." But if that helps to improve the gameplay/balance, I think we can live with it.)

If anyone has even more calculations, then bring it on!

@Carrier micro
I read a way to fix so it becomes more like BW micro:

If you mean interceptors not returning until out of range then just give the weapon an arc of 360/able to fire while moving like diamondback and make it not channelled.


I will try to see if this makes it better.
Creator of Starbow
JohnnyZerg
Profile Joined July 2012
Italy378 Posts
Last Edited: 2013-10-17 21:35:57
October 17 2013 21:13 GMT
#8970
Inject - 70% during 20 seconds. (150 minerals and 40 sec to upgrade)


I do not like, simply have to be automatons to play, every x seconds you have to do this, and it seems to me that Starbow want to avoid this at all costs. Try the idea that I posted about to inject:

Inject cost 25 energy, 60% during 40 sec. While this inject work, The maximum number of larvae of the hatchery is decreased from 3 to 2.

This inject requires skill on the part of the player to get a 100% efficiency. Not always this ability is useful, but even counterproductive if used in the wrong times: If hatchery has 2 larvae, this ability blocks the creation of the third larva, combined with a supply block, reduces the macro. Furthermore this inject, is difficult to master to increased on the number of hatchery.

I would recommend trying this as soon as possible, because I think it's an ability rich in potential.

Kabel, pls, let me know what you think.

Ps: i like new reactor calldown, I think it is an interesting skill unlike the chrono boost.
Fishgle
Profile Blog Joined May 2011
United States2174 Posts
October 17 2013 21:29 GMT
#8971
you don't need to make the spells cost 12.5 mana.... you can just edit the mana regen rate and scale everything appropriately.

and why does Terran have both reactor and overcharge now. also, i completely agree overcharge is a boring Chronoboost v2.0 -

also, whats the point of having inject every 20 seconds if you don't have the energy to use it every 20 seconds. (or does the energy regen get doubled?)
aka ChillyGonzalo / GnozL
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2013-10-17 23:10:55
October 17 2013 22:05 GMT
#8972
Kabel, pls, let me know what you think.


IF all macro mechanics shall have a negative effect, so if players use it in a bad moment, then it can be a solution for Zerg. But is it really fun that macro mechanics have downsides? They are fast paced and not much time to think?

you don't need to make the spells cost 12.5 mana.... you can just edit the mana regen rate and scale everything appropriately.


True!

and why does Terran have both reactor and overcharge now. also, i completely agree overcharge is a boring Chronoboost v2.0 -


Because it takes more time in the editor to get Overcharge to work properly as a one-time Reactor. Since I did not have time to fix that today, and I will not have time to work in the editor again until sunday, I went for this solution in the meantime. (In case people wanna play in the weekend and try the macro mechanics out in the test map.) Since I made Overcharge a weaker version of Chrono boost, I brought back the ordinary Reactor. Thus, Protoss CB is stronger on single target units. Terran "CB" is stronger on low-tier units, since the effect is doubled when used on a structure with attached Reactor. Just as a way to add some difference between them, until the "real" Terran macro mechanic gets fixed. (If it does.)
Creator of Starbow
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
Last Edited: 2013-10-18 04:55:30
October 18 2013 04:53 GMT
#8973
On October 18 2013 06:29 Fishgle wrote:
you don't need to make the spells cost 12.5 mana.... you can just edit the mana regen rate and scale everything appropriately.


Yes you can, but that might be a much more complected job because this well affect all spell-casters. I would not do this unless absolutely necessary. Also this would feel odd for the new players.

On October 18 2013 06:13 JohnnyZerg wrote:
I do not like, simply have to be automatons to play, every x seconds you have to do this, and it seems to me that Starbow want to avoid this at all costs. Try the idea that I posted about to inject:


Yes it will be a "do this every x sec", but it won't be "do it as soon as it goes out" like it used to which I think is better. It is now also a more "I have to get some extra larvae right now to stop this push" more like CB is "I have to squeeze out an extra stalker now". Maybe not ideal, but a step in the right direction imo.
aka KanBan85. Working on Starbow.
JohnnyZerg
Profile Joined July 2012
Italy378 Posts
October 20 2013 14:21 GMT
#8974
I also thought of a new mechanics for warp gate.
LaLuSh
Profile Blog Joined April 2003
Sweden2358 Posts
October 20 2013 17:07 GMT
#8975
I am a proponent of do it when it goes out. It's just in line with my opinion on macro mechanics in general.

Energy is too easy to dispose of for Terran and Protoss in SC2. And Starbow is moving in that direction now for zerg as well. Protoss is already basically the same between the Starbow and SC2. It's hard to suggest a do-it-when-it-goes out mechanic for Protoss that stays relevant in strength though. Terran's mechanic in Sbow is slightly innovated, leading to more decision making and choice, but difficulty wise same crap.

While SC2's do-it-when-it-goes out design for larva inject gets my approval, it obviously has other issues which makes it not very relevant after a portion of the midgame has passed (simply too powerful to stay relevant).

If your goal is to make macro mechanics relevant throughout the game you've already achieved that goal by slowing down the general pace of your game (whatever you decide to implement). Sbow definitely has more choice and decision making and that's good because as far as I can tell you are actively trying to achieve that.

My opinion here, though, will remain that good game design and good esports design don't necessarily mix in this particular area.
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2013-10-20 19:44:01
October 20 2013 19:25 GMT
#8976
@Macro mechanics

I´ve spent some hours today testing different variations of the macro mechanics in the editor. I think I might have found a "solution" that can be ok. Its not 100% complete yet, but I can share it anyway for those who are curious.

I have looked at those three criteria for all macro mechanics:

- more APM intensive.
- make them as even as possible in worker and army production for all races.
- encourage players to use it to produce armies rather than just spam workers.

Simply put, I have made so all macro mechanics boost army and worker production by the same % for all races.
This means that the production relationship from BW is maintained between the races.

Lets start with the results!
(Further down will I write about the values I used on the macro mechanics to reach this data.)

Worker

>>>+ Show Spoiler +
Here is the time it takes to produce 12 workers from 1 main base without any macro mechanics:

- T - 211.2 seconds
- P - 211,2 seconds
- Z - 234 seconds

If each race produces workers non-stop from 1 main base, and uses constant CB, Inject and Calldown SCV, this is the time it takes to produce 12 workers:

- T - ca 150 seconds
- P - ca 150 seconds
- Z - ca 168 seconds (The Hatchery starts with 1 Larva)

The relationship between the races is almost intact. All races now have potential to boost their worker production by the same % value. (Ca 40%)
<<<

Army


>>>+ Show Spoiler +
I measured how many Marines, Zealots and Zerglings can be produced during 2 minutes from 1 production structure, without any macro mechanics. Normal values:

Z - 6,15x2 Zerglings from 1 Hatchery that starts with 1 Larva, during 2 minutes.
P - 3,5 Zealots from 1 Gateway during 2 minutes.
T - 5,7 Marines from 1 Barrack during 2 minutes.


If each race uses CB, Inject or Overcharge non-stop on the same production structure, this is the amount of units who are produced during 2 minutes:

Z - 9x2 Zerglings (46% more efficient production)
P - 5,2 Zealots. (48% more efficient production)
T - (Overcharge is special. No matter if it works like a one-time-reactor, or like a Terran Chrono boost, I have managed to get it to increase production by ca 50%.)

I tested some other units aswell. The relationship seems to be intact no matter what, All macro mechanics now have potential to boost army production by the same % value.
<<<


But how is this more APM intensive?

>>>+ Show Spoiler +

Chrono boost - Lasts 20 seconds, increases time by 50%. Costs 15 energy.

Calldown SCV - Cooldown 30 sec, 25 energy, 50 minerals.

Inject - Lasts 24 seconds, increases Larva spawn rate by 50%. Costs 15 energy.

Overcharge for Terran either costs 25 energy and works as a one-time reactor, OR costs 15 energy and works like Chrono boost. (I write details why at the end of this post.)

15 energy allows all mechanics to be used more often. It is a ugly number, but it gets the job done.
<<<

But why will players use this more on producing army rather than just workers?
>>>+ Show Spoiler +
Well, I can not guarantee it. This is merely an extension of the production speed of BW. Which means that if a player in BW produces workers like crazy, and the other player goes more for army/harassment, he can benefit from it if the opponent does no damage. I imagine the same will happen here - if P only Chrono boosts Probes, while Zerg uses his injected Larva for a Hydra bust.. well.. the same thing would be possible with or without macro mechanics.

Zerg will probably Drone up and build armies in the same way as before, since both army and drone production is boosted in the same way by the same % value.

Protoss will get excess energy if CB is only used on Nexi, since it is so cheap to cast, lasts 20 seconds and each Nexi start with 50 energy. It is more inefficient to just wait and cast it on the same structure over and over, compared to if it has a shorter but stronger effect.

Terran can ofc just use all energy over and over to Calldown SCVs if he so desires. But then his army production will be limited, compared to P and Z. (But if Calldown SCV costs no energy, T will get energy over to use on army boost.)

But is there no way to encourage players to boost their army instead of workers?
>>>+ Show Spoiler +
One way is to use scaled macro mechanics:
- Chrono boost gives 100% boost to Gateways/Stargates/Robotic and upgrades, and only 50% boost to workers.
- Calldown SCV gets worse so it matches the weaker CB on workers. Overcharge becomes stronger, and maybe even gives different bonus to structures.

The problem is Zerg. They use Larvas for both workers and army. Which means that we can not boost respective field in an isolated way. UNLESS Zerg has two kinds of Larvas/Eggs:
- Hatchery spawns normal Larva.
- Queen can lay eggs on the ground who works as Larva. Only difference is that they produce workers much slower. (Or not at all.)

All of this is technical possible to do in the editor for me. BUT it just feels unnecessarily complicated?
<<<
<<<

Details over the macro mechanics:
>>>+ Show Spoiler +

Upgrade Nexus

- 100 minerals
- 35 sec BT
- Starts with 50 energy
- Max energy 100
- Requires Gateway

- CB lasts 20 seconds, boosts by 50% and costs 15 energy.
- Rift cooldown 60 seconds, costs 50 energy.

Queen
- 150 minerals
- 40 sec BT
- Starts with 50 energy
- Max energy 100
- Requires Pool

- Inject lasts 24 seconds, boosts Larva by 50% and costs 15 energy.
- Creep tumor 25 energy
- Nurturing swarm costs 25 energy, heals 75 life OR speed up morphing structure by 50% during 20 seconds.

Orbital command
- 125 minerals
- 40 sec BT
- Starts with 50 energy
- Max energy 100
- Requires Barrack

- Calldown SCV cooldown 30 sec, costs 25 energy and 50 minerals.
- Overcharge costs 15 or 25 energy, depending on how it shall work.
- Scan 25 energy.

Ofc Scan, Rift, Nurturing Swarm and other values might need to be fine tuned. The most important basic aspects are at what time the macro mechanics comes into play, and how well they effect worker + army production.

With those values, both worker and army production are now even for all races.
<<<

Ok ok.. and what is the problem with Terran Overcharge?
>>>+ Show Spoiler +
Just editor stuff. I can make it work in two ways:

- Like Chrono boost but with different values. (Becomes better if used on a structure that has a Reactor add-on.)
- Like a One-time-Reactor that makes the Barrack, Factory or Starport able to produce 2 units at the same time until 1 unit finishes.

The latter is ofc more unique. I have managed to scale it:
- Two units at Barrack are produced at X% speed.
- Two units at Starport and Factory are produced at X% speed.

The ability MUST be scaled for decent balance. (Otherwise it is much stronger than CB and Inject when used on especially Factory or Starport.)

One practical problem is this:
- Lets say T has 4 production facilities. He drops Overcharge on 3 of them. He has all of them hotkeyed. He pumps units. The units will be spread throughout ALL of the structures. Which means that NONE of the structures will produce 2 units at the same time until all other structures produces something...

[image loading]

IF a structure with Overcharge produces units at a slower pace than normal, T gets punished by this! Lets say he only starts to produce 4 units. (No more resources.) Those units will actually be produced slower...

If a structure however has a normal Reactor added to it, and T has many structures selected and spams units, they will AUTOMATICALLY start to produce 2 units in the same Reactor before the next structure starts to produce.

I have not managed to fix this issue in the editor.
<<<

Worker and army boost will be even between the races with those values.
Macro mechanics will be more APM intensive.
This will speed up the game, since stuff comes into play faster now, and also give some kind of skill difference and larger build order/decision choices in macro.

Thoughts on this?

Creator of Starbow
Izerman
Profile Joined May 2013
Sweden99 Posts
October 20 2013 19:49 GMT
#8977
I wish had your intelligence sometimes Goss... ehm.. i mean Kabel..

Sounds pretty good.. would like to try it.. i've catched at least three tumbleweeds flying through the chat channel and even come across mr Xia..

anyone up for a game (not you close to gm players )
Foxxan
Profile Joined October 2004
Sweden3427 Posts
October 20 2013 20:52 GMT
#8978
Thoughts on this?

Best i have seen so far. I kinda like it and i feel it goes in the right direction

About zerg laying eggs, i like that alot. Not sure how to solve the worker problem. Having both inject and layegg seems
messy in my eyes, could still work.

A small thought i got about the queen laying eggs was if they could produce workers from those eggs(faster than p, and t) but the queen is build from a larva.

- T - ca 150 seconds
- P - ca 150 seconds
- Z - ca 168 seconds (The Hatchery starts with 1 Larva)

Did everyrace start with their productionbooster in this test?
Or else, toss and terran lose two workers while zerg dont lose any

One more thing. The first hatch starts with 3larva, you know this ofcourse.
The first expansion starts with 1larva, but here zerg usually makes more hatcheries.

Hmm just some thoughts.
Deleted User 97295
Profile Blog Joined August 2010
1137 Posts
October 21 2013 01:30 GMT
#8979
--- Nuked ---
Deleted User 97295
Profile Blog Joined August 2010
1137 Posts
October 21 2013 01:47 GMT
#8980
--- Nuked ---
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