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[MOD] FRB

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 3 4 5 7 8 9 Next All
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
May 06 2012 02:10 GMT
#1
--- Nuked ---
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
May 06 2012 02:12 GMT
#2
--- Nuked ---
Gfire
Profile Joined March 2011
United States1699 Posts
May 06 2012 02:25 GMT
#3
My main concern here is that the bases will take too long to mine out now, which should just make it play out as a slower deathball game, won't it? The incentive to expand will be very low since you can still get so many workers before losing efficiency, and you mine out way later. Kinda loses a lot of what I thought FRB would do for the game.

And it seems like the single high yield gas still causes problems.

I feel like you're now just trying to copy BW, unlike you originally claimed. It's funny, though, because you are copying inaccurate BW data, are you not?
all's fair in love and melodies
Namrufus
Profile Blog Joined August 2011
United States396 Posts
Last Edited: 2012-05-08 05:48:58
May 06 2012 02:33 GMT
#4
hmm, maybe I'm not doing this right, but I can't find the mod on bnet (I'm on NA server)
typed in FRB, pressed go, no results?

+ Show Spoiler [mod load screen thing] +

[image loading]


I'm connected, and other mods come up if I search for other terms.

maybe you have it published as private or something?


just tried it again, seems to work!
This is it... the alpaca lips.
Natespank
Profile Joined November 2011
Canada449 Posts
May 06 2012 02:34 GMT
#5
Mules and injects are significantly nerfed, but chrono isn't? In the long run I can't see the energy cost of chrono not increasing for balance in this mod- same effect, but usable less often? (easier to mod that way I figure)

I think the high ground concept should enter testing sooner rather than later as well. Anybody disillusioned with 6m will encounter similar problems with this specifically because of a lack of positional advantages.

See MMA vs Alive last night btw? Those were some nice positional games

Gyro_SC2
Profile Joined November 2010
Canada540 Posts
May 06 2012 03:17 GMT
#6
Can you make a custom map ? Iwould like to test it.
HypertonicHydroponic
Profile Blog Joined October 2010
437 Posts
May 06 2012 03:48 GMT
#7
Has anyone tried my suggestion here? I'd love to see how the results stack up against the econ graph here.

I guess I'll have to go back and test it again, but my inital thoughts on the 8lym was that mining was a tad bit too slow in comparison to the costs of things -- I think a lot of these musings are back in the Breadth of Gameplay thread. Anyway, I guess there's more testing/thinking to do about it now.

Are you planning on reintroducing random mischance for high ground into your next version of this "pro mod"?
[P] The Watery Archives -- http://www.teamliquid.net/forum/viewmessage.php?topic_id=279070
MNdakota
Profile Joined March 2012
United States512 Posts
May 06 2012 04:36 GMT
#8
Will be following as always!

<3
You may have a fresh start any moment you choose, for this thing we call "failure" is not the falling down, but the staying down.
urashimakt
Profile Joined October 2009
United States1591 Posts
Last Edited: 2012-05-06 06:37:26
May 06 2012 06:33 GMT
#9
On May 06 2012 11:12 Barrin wrote:
I feel like I might be forgetting something.. Hmm.

High Ground will come after FRB GT #2. This 8m with 4pt thing is a lot better than I expected it to be when I wrote the High Ground thread. 8m/4pt goes a long way towards being what I am really after, High Ground can wait.

I read the High Ground thread and I'm interested in what's holding you back on that front. Are you trying to mimic the BW high ground advantage exactly and working on the implementation? Or are you trying to redesign the high ground advantage?

I ask because mimicking the BW miss chance through the data editor would be trivial, but a bit tedious. If it helped you at all in this justified endeavor I could encapsulate it in a mod for you.
Who dat ninja?
MavercK
Profile Joined March 2010
Australia2181 Posts
May 06 2012 07:57 GMT
#10
wish you all the luck with this mod. im a big supporter of this idea. i think it's ingenious.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
OverUsedChewToy
Profile Joined March 2012
New Zealand6 Posts
May 06 2012 08:47 GMT
#11
This looks really cool. The gas kind of confuses me, wouldn't it be better to make it 2 gas, and not have so much gas income with such a small initial investment in minerals and production time? The FRB tourney was odd in that the gas didn't seem quite right, part of the reason I feel might have been that there was only one of them.
archonOOid
Profile Blog Joined March 2011
1983 Posts
May 06 2012 09:37 GMT
#12
Yeah, I like this and i feel that map editor was the next logical step in creating a better sc2 experience. Once you have come to the conclusion that the FRB maps needs the map editor is there a possibility to recreate the bw ramps and remaining third one.
I'm Quotable (IQ)
OldManSenex
Profile Joined June 2011
United States130 Posts
May 06 2012 13:42 GMT
#13
Awesome, really looking forward to experimenting on this. :D Just a couple quick things:

I don't see anything in the 'Breadth of Gameplay' thread redirecting here. I'd almost recommend locking that thread with links at the beginning and end to this one just to encourage the conversation to move here.

Right now it's looking to me like 'FRB GT' is the correct search term for the new edition, and any others (for example, plain 'FRB') lead to outdated 6m1hyg maps. If that's the case it should be clearly marked at the top of the page which search term gets you to the new edition, because I'm hoping new FRB players will hop into the thread, read the core ideas and immediately start looking for a game, so we should point them in the right direction. :D

One last thing I can think of right now. I might just be a derp (it's happened before!) but when I read the 'How do I use this mod on my maps' it looked at first to me like I needed to download something to play FRB, rather than it being a custom game available in the lobby. After a minute figured out that that section is for mapmakers, but it might be nice to put it in spoilers so the mapmakers can look at it if they want but folks like me don't stumble into it and get confused. However, it could be that I'm the only person who'll make that mistake, so take this with a grain of salt.

Other than those nitpicks I'm eager to get started! See you all in game.
For FRB shoutcasts and analysis check out www.youtube.com/wiseoldsenex
Superouman
Profile Blog Joined August 2007
France2195 Posts
May 06 2012 13:52 GMT
#14
I'm against 8m1g and for 6m1g because the worker count to saturate an expand stays the same. It's not only about reducing the income but also reducing the worker count per base so you can gather resources from more bases which are more spread out
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
Yonnua
Profile Blog Joined October 2011
United Kingdom2331 Posts
May 06 2012 15:26 GMT
#15
Is the MOD published on EU yet and if not do you need somebody to host it?
LRSL 2014 Finalist! PartinG | Mvp | Bomber | Creator | NaNiwa | herO
moskonia
Profile Joined January 2011
Israel1448 Posts
May 06 2012 16:08 GMT
#16
I fully supported you with the original idea and tried to convince my friends to play also on FRB maps, but this is just stupid, as people pointed, it will just lead to slower deathball games, I played 6m maps and they feel great to play, the only thing they need is 2 gasses that yield 3 points in each collection, and you didn't even do that one here.

I think you should really reconsider this out, cause this wont lead to more interesting games, only longer games. You wont have to expand more then from normal games, and you will see the same amount of deathballs, so this is not only not better from normal games, but much much worse.
NewSunshine
Profile Joined July 2011
United States5938 Posts
Last Edited: 2012-05-06 16:39:09
May 06 2012 16:38 GMT
#17
On May 07 2012 01:08 moskonia wrote:
I fully supported you with the original idea and tried to convince my friends to play also on FRB maps, but this is just stupid, as people pointed, it will just lead to slower deathball games, I played 6m maps and they feel great to play, the only thing they need is 2 gasses that yield 3 points in each collection, and you didn't even do that one here.

I think you should really reconsider this out, cause this wont lead to more interesting games, only longer games. You wont have to expand more then from normal games, and you will see the same amount of deathballs, so this is not only not better from normal games, but much much worse.

I must present this counter-question, because the same sort of thing's been said about HotS, but how do you know it'll be worse?

The end result is the same - less income per base. However, it also takes longer to reach this reduced income, compared to 6m, so if anything there should be fewer deathball action. Also, because there are still 8 mineral patches in a base, having more workers will be required to achieve enough income to even sustain a deathball, where the increased number of workers will make the resulting army a bit smaller - or make it take much longer to get/remax a deathball.

I know it's easy to be skeptical, since it's unproven, but it's usually better to keep an open mind, and give it a chance. Who knows, it could work.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Gyro_SC2
Profile Joined November 2010
Canada540 Posts
May 06 2012 17:08 GMT
#18
On May 06 2012 22:52 Superouman wrote:
I'm against 8m1g and for 6m1g because the worker count to saturate an expand stays the same. It's not only about reducing the income but also reducing the worker count per base so you can gather resources from more bases which are more spread out


100% approve !
The players must expand fast because their bases is satured and not because they have slow income.

The next step is to have a better high ground mecanic that encourages the player on the high ground! As I said, units on a ramp shouldn't have the vision on the high ground.
urashimakt
Profile Joined October 2009
United States1591 Posts
May 06 2012 17:16 GMT
#19
On May 07 2012 02:08 Gyro_SC2 wrote:
Show nested quote +
On May 06 2012 22:52 Superouman wrote:
I'm against 8m1g and for 6m1g because the worker count to saturate an expand stays the same. It's not only about reducing the income but also reducing the worker count per base so you can gather resources from more bases which are more spread out


100% approve !
The players must expand fast because their bases is satured and not because they have slow income.

The next step is to have a better high ground mecanic that encourages the player on the high ground! As I said, units on a ramp shouldn't have the vision on the high ground.

That ramp thing would only help a Terran defend his own base, which they can already do really well. The high ground advantage needs to involve something more substantial.
Who dat ninja?
Gyro_SC2
Profile Joined November 2010
Canada540 Posts
Last Edited: 2012-05-06 17:33:14
May 06 2012 17:32 GMT
#20
@urashimakt

The problem at the moment is: there is no strategic advantage position, not enought control space mechanic. So a lot of games are just big balls fighting. http://www.teamliquid.net/forum/viewmessage.php?topic_id=330085

I think each race benefits of a defensif high ground mechanic!
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