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[MOD] FRB - Page 6

Forum Index > SC2 Maps & Custom Games
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NewSunshine
Profile Joined July 2011
United States5938 Posts
May 18 2012 19:03 GMT
#101
On May 19 2012 01:47 Frozenhelfire wrote:
The amount of workers it takes to saturate an 8 mineral base remains the same no matter how much you drop the income of the patch. Simply dropping the amount of minerals the trip gives you doesn't change the rate of expansion as much as manipulating the amount of workers it takes to saturate a base. If three bases was optimum before for a race it will still be the optimum now. I still want to play on the 8m/4pt before I bash it too much. However, my gut reaction is that I still like 6m more because it involved periods of time where you want to cut workers to get some army out or get an expansion started. 6m bases at least gave you more of a reason to expand.

Yeah, it takes longer to saturate a base with this new 8m setup, but I don't think that's a bad thing. Yes, you had more reason to expand quickly with 6m, because if you don't your income drops off quickly. However, all that's really happening with a 6m base is exactly what happens with these new 8m bases, only faster. Moreover, because you have to use more workers to secure the same income, there's less room for a deathball army, because more of your 200 food will need to be workers. If you keep your worker counts the same as what we have now, i.e. ~75-100, your income is lower, thus replenishing a deathball is less feasible, not to mention how it already takes longer to reach a deathball army, because your income is lower the entire time, as opposed to only being lower at full saturation(how it is with 6m).
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
ScoSteSal
Profile Blog Joined March 2011
United States54 Posts
May 18 2012 21:27 GMT
#102
Yeah, a lot of this is trying to make it so that individual army trades are less game-ending in their impact and making it so that general play (macro/harass/multitask) are more important by putting the focus more on the ability to replenish
Iustum Agere Arduum Est...Sed Modo Sine Day9o
NoM.Mur
Profile Joined May 2012
Finland6 Posts
May 20 2012 21:25 GMT
#103
This sounds absolutely great! I have been working on a few FRB maps myself. However, I can't finish or try them out without this mod. This is because I'm from the EU server. So when can we see this new mod in the EU servers?

I would be happy to host it and I'm sure there are others too. Anyways... keep up the good work Barrin!
MarcusRife
Profile Joined March 2011
343 Posts
June 02 2012 02:03 GMT
#104
Is there a status update on FRB? Did it not survive the transition from 6m to this mod? Is it dead?
haitike
Profile Joined June 2009
Spain2726 Posts
June 02 2012 04:16 GMT
#105
It would be cool to test FRB in the Arcade beta, now that there are "Open Games List".

We should revive this mod, or people will forget about a breath of gameplay.
Disengaged
Profile Joined July 2010
United States6994 Posts
June 02 2012 09:30 GMT
#106
Hmmm. . . .

You got your Tiberium crystals in my SC2
Superouman
Profile Blog Joined August 2007
France2195 Posts
Last Edited: 2012-06-02 12:24:23
June 02 2012 12:21 GMT
#107
I changed my mind concerning this mod, it doesn't fix anything. It only makes the deathball smaller and early/mid game longer.
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
Nazza
Profile Blog Joined August 2010
Australia1654 Posts
Last Edited: 2012-06-02 13:13:13
June 02 2012 13:11 GMT
#108
Not really sure about this Barrin.

I tried playing zerg.... it's like 18 hatch or something now when going Hatchery first... It really screws up timing in the first 5 mins.
No one ever remembers second place, eh? eh? GIVE ME COMMAND
haitike
Profile Joined June 2009
Spain2726 Posts
June 02 2012 17:31 GMT
#109
On June 02 2012 21:21 Superouman wrote:
I changed my mind concerning this mod, it doesn't fix anything. It only makes the deathball smaller and early/mid game longer.


That doesnt seem bad. Early and mid game longer is something I would like. In SC2 the game reach the 200 lategame supply too fast.

I have a question to people that have played this mod. It is 4/5 bases gameplay before lategame like in Broodwar? Or still 3 base macro like in SC2?
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
Last Edited: 2012-06-02 18:22:57
June 02 2012 18:22 GMT
#110
3 bases is not enough to effectively build a deathball. Its a bit like trying to build a deathball off 2 bases in regular SC2, its doable, but you'll probably get run over by a player who is on more bases.
~ ~ <°)))><~ ~ ~
coolcor
Profile Joined February 2011
520 Posts
June 10 2012 03:40 GMT
#111
So is anything still going on with this mod? I thought you might like to see that David Kim was asked about FRB in this interview.

EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2012-06-10 09:13:11
June 10 2012 06:52 GMT
#112
I'm impressed that David Kim admitted that FRB was seriously considered by Blizzard team members, if not with a serious chance of adoption, at least it wasn't dismissed out of hand. That's very encouraging. I still think we should be working on ways to achieve the FRB goals by some means that has little to no impact on the current SC2 metagame and pro scene status quo -- so only potential for improvement can result.

edit: davis kim? lol, david* kim
Comprehensive strategic intention: DNE
NewSunshine
Profile Joined July 2011
United States5938 Posts
Last Edited: 2012-06-10 07:58:46
June 10 2012 07:57 GMT
#113
I was kinda surprised when the bearded dude asked about FRB, to be honest. It would seem the idea has caught on some, but I tend to agree that the games we're getting now are actually really good. If FRB is actually better - which it might be - we must try to find a way to introduce it without harming the current, normal, scene. Might be tricky, but may also not be necessary, who knows, there seem to be quite a few units in HotS that discourage the deathball, and the metagame is shifting away from them even now(slowly, but I believe surely). In any case, the future of SC2 looks awesome.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
HolyDiver
Profile Joined April 2010
United States17 Posts
June 15 2012 22:31 GMT
#114
I too am interested to know what's happened with this mod. I think it has a lot of merit.
SC2: a good overall stepping stone, but still very deficient of what a truly engaging game requires.
sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
June 16 2012 03:10 GMT
#115
If you are doing a mod, increase the mining delay instead of lowering the mineral gather count, and then increase the mineral income rate to compensate. I forgot what the sweet spot was, I think I doubled the mining delay, and made returned minerals to 8 instead of 5.

I can't remember what the attribute is, but if you change it, the worker will continue mining for longer before returning.

This should cause less linear saturation, the workers will "glitch out" kinda like BW does, meaning faster expansions will yield better ROI faster, or even splitting the workers between more bases should yield better returns.

The problem is the current mining delay is perfectly timed so that a worker will return as a worker is going towards it. If you mess with this timing, the mining rate should theoretically be less linear.
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
MNdakota
Profile Joined March 2012
United States512 Posts
June 16 2012 03:24 GMT
#116
On June 16 2012 12:10 sluggaslamoo wrote:
If you are doing a mod, increase the mining delay instead of lowering the mineral gather count, and then increase the mineral income rate to compensate. I forgot what the sweet spot was, I think I doubled the mining delay, and made returned minerals to 8 instead of 5.

I can't remember what the attribute is, but if you change it, the worker will continue mining for longer before returning.

This should cause less linear saturation, the workers will "glitch out" kinda like BW does, meaning faster expansions will yield better ROI faster, or even splitting the workers between more bases should yield better returns.

The problem is the current mining delay is perfectly timed so that a worker will return as a worker is going towards it. If you mess with this timing, the mining rate should theoretically be less linear.


I like this idea and I've heard it come up before. I approve.
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.
Cyro
Profile Blog Joined June 2011
United Kingdom20326 Posts
June 23 2012 21:58 GMT
#117
On June 16 2012 12:24 MNdakota wrote:
Show nested quote +
On June 16 2012 12:10 sluggaslamoo wrote:
If you are doing a mod, increase the mining delay instead of lowering the mineral gather count, and then increase the mineral income rate to compensate. I forgot what the sweet spot was, I think I doubled the mining delay, and made returned minerals to 8 instead of 5.

I can't remember what the attribute is, but if you change it, the worker will continue mining for longer before returning.

This should cause less linear saturation, the workers will "glitch out" kinda like BW does, meaning faster expansions will yield better ROI faster, or even splitting the workers between more bases should yield better returns.

The problem is the current mining delay is perfectly timed so that a worker will return as a worker is going towards it. If you mess with this timing, the mining rate should theoretically be less linear.


I like this idea and I've heard it come up before. I approve.


I do also. It seems it would have the side effect of also benefiting worker micro, which is not a bad thing in my eyes
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
AssyrianKing
Profile Blog Joined August 2011
Australia2116 Posts
June 24 2012 01:12 GMT
#118
How is FRB these days
John 15:13
MNdakota
Profile Joined March 2012
United States512 Posts
June 24 2012 03:52 GMT
#119
On June 24 2012 10:12 PiPoGevy wrote:
How is FRB these days


Being used in the Starbow mod - http://www.teamliquid.net/forum/viewmessage.php?topic_id=304955
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.
AssyrianKing
Profile Blog Joined August 2011
Australia2116 Posts
June 24 2012 08:04 GMT
#120
so is FRB not being worked on anymore?
John 15:13
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