[MOD] FRB
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Randomaccount#77123
United States5003 Posts
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Randomaccount#77123
United States5003 Posts
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Gfire
United States1699 Posts
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? | ||
Namrufus
United States396 Posts
typed in FRB, pressed go, no results? + Show Spoiler [mod load screen thing] + ![]() 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! | ||
Natespank
Canada449 Posts
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
Canada540 Posts
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HypertonicHydroponic
437 Posts
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"? | ||
MNdakota
United States512 Posts
![]() <3 | ||
urashimakt
United States1591 Posts
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. | ||
MavercK
Australia2181 Posts
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OverUsedChewToy
New Zealand6 Posts
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archonOOid
1983 Posts
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OldManSenex
United States130 Posts
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. | ||
Superouman
France2195 Posts
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Yonnua
United Kingdom2331 Posts
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moskonia
Israel1448 Posts
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
United States5938 Posts
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. | ||
Gyro_SC2
Canada540 Posts
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
United States1591 Posts
On May 07 2012 02:08 Gyro_SC2 wrote: 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. | ||
Gyro_SC2
Canada540 Posts
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! | ||
Gfire
United States1699 Posts
It's possible that would encourage harassment, though, because the players will want to deal damage but not engage into the enemy's strong position. I'm not sure which way it would, but I fear it would be the former for players who haven't played on FRB much (which is everyone.) | ||
monitor
United States2404 Posts
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Gyro_SC2
Canada540 Posts
On May 07 2012 02:38 Gfire wrote: But with a highground advantage, I imagine players will be less inclined to attack It's possible that would encourage harassment, I think with highground advantage, players will do less a-move timing push. They will have to think more about where to attack, where to defends and that would encorage harassment. Broodwar is a good game for this reason. | ||
Gfire
United States1699 Posts
On May 07 2012 03:32 Gyro_SC2 wrote: I think with highground advantage, players will do less a-move timing push. They will have to think more about where to attack, where to defends and that would encorage harassment. Broodwar is a good game for this reason. Yes. I think long-term that will probably be true. But when it becomes harder to attack, players will start questioning themselves. They won't know whether it's good to attack at a certain time or not (until they have more experience,) and so they will just do the default thing, which is to sit back. I'm just picturing a FRB GT 2 in the near future and everyone just turtles for a really long time into deathball. Unless pros play on it full time for some time, I don't think that we'll see it develop to what it could be. Some players who play an aggressive, harass-based style already might do fine, but most players will probably end up more passive than usual until they've figured out how to play it a little better. This is a good reason to delay the highground advantage for a while, and look just at the resources for the time being, so I support that decision. I'm also not sure what is the best way for the highground advantage to work (chance-based system seems less than optimal.) As far as pro-mods go though, I'm still working on a unit spreading mod which is something I want to offer as a third point to this cause. | ||
monitor
United States2404 Posts
On May 07 2012 04:06 Gfire wrote: Yes. I think long-term that will probably be true. But when it becomes harder to attack, players will start questioning themselves. They won't know whether it's good to attack at a certain time or not (until they have more experience,) and so they will just do the default thing, which is to sit back. I'm just picturing a FRB GT 2 in the near future and everyone just turtles for a really long time into deathball. Unless pros play on it full time for some time, I don't think that we'll see it develop to what it could be. Some players who play an aggressive, harass-based style already might do fine, but most players will probably end up more passive than usual until they've figured out how to play it a little better. This is a good reason to delay the highground advantage for a while, and look just at the resources for the time being, so I support that decision. I'm also not sure what is the best way for the highground advantage to work (chance-based system seems less than optimal.) As far as pro-mods go though, I'm still working on a unit spreading mod which is something I want to offer as a third point to this cause. Highground can make attacking into the main/natural harder, but at later stages of the game it makes controlling space easier. Ultimately it improves the defenders advantage but ALSO makes it easier to contain somebody, siege an area near an expansion, or harass an expansion. | ||
moskonia
Israel1448 Posts
On May 07 2012 01:38 NewSunshine wrote: 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. How do I know it will be worse? for me it is obvious, this idea is really different from the original thought, and accomplishes a different thing completely. The first idea was meant for people to expand more, so it encourages less deathabll things, since harassment is much stronger, so it makes people split up their army when defending, and people are rewarded if they do multiple attacks at the same time. Also, with 6m people who expand very fast throughout the game can make it so they get maxed almost the same as in 8m, so it rewards greedy people who are aggressive with expanding and not people who are afraid to expand and like to turtle on 2-3 bases. This idea on the other hand, does not encourage to expand more often, it does not reward multi pronged attacks more then normal, and so is very different from the original. What it does encourage is the choice between making more workers, fro more income, or making less worker, for stronger army. This choice already exist in the game, and while people might have more workers - less army - smaller deathball, the games will be simply longer, and the worst part is after someone lost alot of stuff, they wont have the money to make it again, so things like a Protoss deathball where you need to have "the 300 supply army" as Zerg to defeat it without BL's , will be much stronger. That is why I dislike the idea. | ||
TheFish7
United States2824 Posts
My hopes are high! | ||
MNdakota
United States512 Posts
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urashimakt
United States1591 Posts
On May 07 2012 02:32 Gyro_SC2 wrote: @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! What I said was the particular incarnation of a high ground advantage you intimated wouldn't be very effective at accomplishing that. Needs to be something that benefits all 3 races throughout the whole match, instead of just Terran at the beginning. | ||
EatThePath
United States3943 Posts
On May 07 2012 05:00 moskonia wrote: How do I know it will be worse? for me it is obvious, this idea is really different from the original thought, and accomplishes a different thing completely. The first idea was meant for people to expand more, so it encourages less deathabll things, since harassment is much stronger, so it makes people split up their army when defending, and people are rewarded if they do multiple attacks at the same time. Also, with 6m people who expand very fast throughout the game can make it so they get maxed almost the same as in 8m, so it rewards greedy people who are aggressive with expanding and not people who are afraid to expand and like to turtle on 2-3 bases. This idea on the other hand, does not encourage to expand more often, it does not reward multi pronged attacks more then normal, and so is very different from the original. What it does encourage is the choice between making more workers, fro more income, or making less worker, for stronger army. This choice already exist in the game, and while people might have more workers - less army - smaller deathball, the games will be simply longer, and the worst part is after someone lost alot of stuff, they wont have the money to make it again, so things like a Protoss deathball where you need to have "the 300 supply army" as Zerg to defeat it without BL's , will be much stronger. That is why I dislike the idea. This a fair summation I think. I would add one thing. Because the income rate is lower, the importance-time of a unit or set of units is amplified. The 300/200 that it takes to build one colossus is more precious and takes longer to accrue, and not only that, but the build time of the tech and production of the unit itself is shorter compared to the time it takes to mine the resources for it. This means every unit is more precious and will spend more time on the battlefield in a role of exaggerated importance. This might seem like a good thing, but it really just focuses the players on not fucking up their micro because losing a unit is even more detrimental. This rewards minimap awareness and unit babysitting more than multitask or "control" imo. But I haven't completely made up my mind, because when you think about the preciousness of units at different points of a game in BW, this is similar. edit: Also I have an adjustment in mind that I really think will achieve everything that we want, but I would like to talk to Barrin about it first before throwing random toppings onto a pizza he's cooking. | ||
urashimakt
United States1591 Posts
Some might not agree, but I like FFE or hatch first to be acceptable openers under correct conditions. | ||
EatThePath
United States3943 Posts
On May 07 2012 13:13 urashimakt wrote: It's also useful to note that 6m FRB rewarded 1 base play more than macro play, simply because your very early resource collection was still on the SC2 level while the saturated resource collection was much slower than usual. A player pushing very early would be at an even more immense advantage to someone who attempted to macro up than they would be in the regular game. If you're approaching saturation on 6m FRB, your military units aren't suffering diminishing returns but your workers certainly are. Some might not agree, but I like FFE or hatch first to be acceptable openers under correct conditions. Are you speaking from experience or is this conjecture? This analysis doesn't take into account the time it takes to make a relevant attacking force and get it across the map. Macro up is not a meaningful term for one base play. Do you mean, the mineral investment of taking your natural leaves you too vulnerable to one base play? Or that teching leaves you too vulnerable? In my experience, tech units quickly eclipse the piddling amount of tier zero units you get off one base in 6m, and static defense is also powerful in the same way. For example, one immortal and some micro shuts down warpgate attacks so hard in PvP in 6m. You reach functional mineral saturation at 12 workers in 6m. This is about the time you make your first military structure. I don't see how a rush becomes any more viable under these conditions. If you're talking about expanding, it all hinges on race asymmetry and tech units. One important thing you bring up is that in 6m, surplus worker production in expectation of your natural eats a lot more of your maxed 1base economy. However, I think most people cut workers depending on the early game situation even if they are expanding, in order to make whatever they need to defend. | ||
monitor
United States2404 Posts
On May 07 2012 13:52 EatThePath wrote: Are you speaking from experience or is this conjecture? This analysis doesn't take into account the time it takes to make a relevant attacking force and get it across the map. Macro up is not a meaningful term for one base play. Do you mean, the mineral investment of taking your natural leaves you too vulnerable to one base play? Or that teching leaves you too vulnerable? In my experience, tech units quickly eclipse the piddling amount of tier zero units you get off one base in 6m, and static defense is also powerful in the same way. For example, one immortal and some micro shuts down warpgate attacks so hard in PvP in 6m. You reach functional mineral saturation at 12 workers in 6m. This is about the time you make your first military structure. I don't see how a rush becomes any more viable under these conditions. If you're talking about expanding, it all hinges on race asymmetry and tech units. One important thing you bring up is that in 6m, surplus worker production in expectation of your natural eats a lot more of your maxed 1base economy. However, I think most people cut workers depending on the early game situation even if they are expanding, in order to make whatever they need to defend. I might be way off, but on 6 maps- Isn't expanding is relatively a higher % of income investment on than 8m maps? Probes are less efficient per cost because you have less minerals but the probe still costs the same as if you had more minerals to spend. Units are also more expensive in ratio to the income. I don't know what the implications are exactly. Does this mean the fix would be to scale back the cost of every unit and structure? Probably not since that would essentially still make the game deathbally, it'd just remove the 3base cap. Essentially raising the supply cap to 300/300 (as Day9 once suggested in the beta) would do a similar thing. | ||
urashimakt
United States1591 Posts
On May 07 2012 13:52 EatThePath wrote: Are you speaking from experience or is this conjecture? This analysis doesn't take into account the time it takes to make a relevant attacking force and get it across the map. Macro up is not a meaningful term for one base play. Do you mean, the mineral investment of taking your natural leaves you too vulnerable to one base play? Or that teching leaves you too vulnerable? In my experience, tech units quickly eclipse the piddling amount of tier zero units you get off one base in 6m, and static defense is also powerful in the same way. For example, one immortal and some micro shuts down warpgate attacks so hard in PvP in 6m. You reach functional mineral saturation at 12 workers in 6m. This is about the time you make your first military structure. I don't see how a rush becomes any more viable under these conditions. If you're talking about expanding, it all hinges on race asymmetry and tech units. One important thing you bring up is that in 6m, surplus worker production in expectation of your natural eats a lot more of your maxed 1base economy. However, I think most people cut workers depending on the early game situation even if they are expanding, in order to make whatever they need to defend. Experience. If your fast expand build doesn't include pumping workers past 2 per mineral batch and maynarding to your natural, you've just invested a lot of very important minerals into something that's not going to pay off any time soon. It would be a mistake to do the fast expand. If the initial mineral income before saturation is also slowed down, there's still room to attempt a fast expo. If what you hope to see achieved is a smaller number of workers required to fully saturate a base then I propose that a solution come from somewhere less dangerous than the 6m idea. | ||
EatThePath
United States3943 Posts
On May 07 2012 14:07 monitor wrote: I might be way off, but on 6 maps- Isn't expanding is relatively a higher % of income investment on than 8m maps? Probes are less efficient per cost because you have less minerals but the probe still costs the same as if you had more minerals to spend. Units are also more expensive in ratio to the income. I don't know what the implications are exactly. Does this mean the fix would be to scale back the cost of every unit and structure? Probably not since that would essentially still make the game deathbally, it'd just remove the 3base cap. Essentially raising the supply cap to 300/300 (as Day9 once suggested in the beta) would do a similar thing. Yes, the sunk cost of expanding is 33% more per income rate, which is huge. However, it's good that you acknowledge the implications of that are nowhere near clear cut. We could talk about it for days. I can't pick any "highlights" because there are so many factors and they all make a difference, like the ones above. About scaling the costs, you have to be precise about it because the costs are multiple but I know what you mean. Mineral, gas, build time, supply used... those are what most people would scale. But then, what have you achieved? If you only alter a selection of those, like mineral and gas cost, you're doing some major disturbances to balance (and design). Even if you do literally scale those four costs by 3/4 -- you are hoping to induce more base locations in an average game -- now you have a situation where you have essentially made all units larger, faster, and longer range. (Conversely you could say you've shrunk the terrain.) So do you also adjust the unit stats? And the AoE sizes? Raising the supply cap does indeed seem like the cleanest way to require the taking of more bases without having to make any other tweaks. (But I'm sure you'd find things that need tweaking, all the same; think of lategame monocompositions at 200 vs 300 supply like mass carriers.) However we'd still be in a world where people die at all the same timings and all-ins, though that is naturally decreasing as time goes on. | ||
Gyro_SC2
Canada540 Posts
(But I would like the highground avantage system.) | ||
EatThePath
United States3943 Posts
On May 07 2012 14:28 urashimakt wrote: Experience. If your fast expand build doesn't include pumping workers past 2 per mineral batch and maynarding to your natural, you've just invested a lot of very important minerals into something that's not going to pay off any time soon. It would be a mistake to do the fast expand. If the initial mineral income before saturation is also slowed down, there's still room to attempt a fast expo. If what you hope to see achieved is a smaller number of workers required to fully saturate a base then I propose that a solution come from somewhere less dangerous than the 6m idea. But rushes aren't effective just because of the timings, and the longer the game goes on the less that 300-400 minerals matters, the ratio of your army to theirs continually approaches 1:1, without even considering your potentially larger economy. The worker production makes a difference of course but that's why I mentioned about cutting workers if you need to make units instead. Anyone who doesn't expand is face with having to do damage or else be behind, and I'm not convinced there's a window to do that damage. Thus fast expands are still incentivized adequately. And this has been my experience, though I haven't thoroughly tested rushes and FEs. | ||
AmericanUmlaut
Germany2575 Posts
If you're already going down the path of modding maps to achieve your goals, then why not reproduce the inneficient mining of BW workers to increase the reward for taking an additional expansion? Increasing the mining time of a worker by 20% instead of reducing mined resources by the same ratio would reduce your income rate by the same amount for the first eight workers, and would make it impossible to perfectly pair two workers to the same mineral, so you'd get decreasing ROI after the eighth worker as each worker bounced more and more frequently before finding a free spot. The result would be that with 70 workers, you'd need 9 bases to have perfect worker efficiency, and there would thus always be an advantage to having more bases than your opponent. | ||
Fencar
United States2694 Posts
![]() Maybe 1 supply roaches, with a nerf to their HP and damage as well. It probably wouldn't go through, but one can dream, right? | ||
Gyro_SC2
Canada540 Posts
We just need to put some sight blocker-invisible in each ramp. I need help because im not a good mappers ! At first I wanted to put the sight blocker at the top of the ramp but I had the problem that they block the space for the building construction in the game :S . After I wanted to put the sight blocker in the ramp, but I wasn't able to change the footprint thing ? thank | ||
urashimakt
United States1591 Posts
On May 07 2012 22:25 Gyro_SC2 wrote: I got an idea how to make the highground avantage in the sc2editor. We just need to put some sight blocker-invisible in each ramp. I need help because im not a good mappers ! At first I wanted to put the sight blocker at the top of the ramp but I had the problem that they block the space for the building construction in the game :S . After I wanted to put the sight blocker in the ramp, but I wasn't able to change the footprint thing ? thank Vision is already a high ground advantage...putting a sight blocker on every ramp on every map isn't going to stop scans, observers, overlords, overseers, colossi, etc from just seeing over it anyways. | ||
AmericanUmlaut
Germany2575 Posts
On May 07 2012 22:47 urashimakt wrote: Vision is already a high ground advantage...putting a sight blocker on every ramp on every map isn't going to stop scans, observers, overlords, overseers, colossi, etc from just seeing over it anyways. In fact, putting a normal sight blocker at the top of a ramp would make the ramp essentially no different than a sight blocker on flat land, since a ramp is basically nothing but a one-way sight blocker. The only differences would be the inability to build or warp units in on the ramp. | ||
Gfire
United States1699 Posts
On May 07 2012 19:05 AmericanUmlaut wrote: My understanding of 6m1hyg's goal was to encourage players to take more expansions, with the intention of forcing armies to be more spread out and encourage a large number of low-supply skirmishes and multiple fronts. Reducing the income per mineral while leaving the number of minerals at 8 doesn't accomplish any of these things: There is now, as in standard SC2, no incentive to go above three mining bases at a time, which means to me that the only difference between FRB GT and standard SC2 will be pacing. If you're already going down the path of modding maps to achieve your goals, then why not reproduce the inneficient mining of BW workers to increase the reward for taking an additional expansion? Increasing the mining time of a worker by 20% instead of reducing mined resources by the same ratio would reduce your income rate by the same amount for the first eight workers, and would make it impossible to perfectly pair two workers to the same mineral, so you'd get decreasing ROI after the eighth worker as each worker bounced more and more frequently before finding a free spot. The result would be that with 70 workers, you'd need 9 bases to have perfect worker efficiency, and there would thus always be an advantage to having more bases than your opponent. I agree %100 with this. Increasing harvest time is better than reducing number of minerals (closest to BW also.) | ||
Gyro_SC2
Canada540 Posts
6m hyg HA Cloud Kingdom LE US server HA stand for High Ground Advantage The HA system come from : http://www.teamliquid.net/forum/viewmessage.php?topic_id=335595#14 | ||
MNdakota
United States512 Posts
On May 08 2012 00:09 Gyro_SC2 wrote: I made one map with High ground adbantage! 6m hyg HA Cloud Kingdom LE US server HA stand for High Ground Advantage The HA system come from : http://www.teamliquid.net/forum/viewmessage.php?topic_id=335595#14 What exactly are the advantages? | ||
RDaneelOlivaw
Vatican City State733 Posts
There is a % chance that an attack will miss when attacking from the low ground | ||
MNdakota
United States512 Posts
On May 08 2012 00:20 RDaneelOlivaw wrote: There is a % chance that an attack will miss when attacking from the low ground Do you know the percentage at all? ![]() | ||
KazaDooM
Austria32 Posts
E.g. Take away ~500 from 4 stacks and add ~500 to the other 4 minerals. At the start it will feel like a standard map, but as time passes 4 patches will mine out faster and the overall collection rate will reduce drastically. As a side effect Bases will also take longer to mine out completely. The same can be done with gases as well. With my example each base would start as 8m2g and transition into 4m1g over time. Note that beside the net-income loss per base over time players would have to be very careful with their economy, it would matter more than ever where probes double up in the early game, which mineral fields are muled or which gas is taken first. Furthermore, as the game progresses and patches mine out players would need to keep track of their worker numbers at various bases to prevent oversaturation. The point I want to make is that it could be a possibility to keep the base layout and early game timings of standard maps, while creating different scenarios in the mid to late game that could favour expanding and keeping bases. Please keep up your good work. Regards, Kazadoom | ||
urashimakt
United States1591 Posts
On May 08 2012 00:22 MNdakota wrote: Do you know the percentage at all? ![]() You can follow the link Gyro gave for full info, but the default setting is 53% chance to hit higher ground targets (same as BW). | ||
OldManSenex
United States130 Posts
In Brood War a unit attacking from the low ground had a 53% chance to miss a unit on the high ground. The thing is, that introduced a noticeable RNG element into the game, particularly when you had small numbers of units. In Starcraft 2 the Random Number Generator has basically been removed; it's not used anywhere save for determining spawn locations and even then most GSL/MLG maps force cross-positions. They do so because the random number generator damages the validity of competition. Starcraft 2 is wonderful as an e-sport because everything comes down to player skill. You can count on your units and your enemies doing the same damage at the same rate, every time. A miss chance high ground makes it so you can't count on that. 10 marines attacking 5 marines on a high ground could win, but they could also lose based solely on the whims of the computer. I can only imagine the outcry if a major player lost a game though a streak of bad luck when trying to break a highground. I think annoyance would surge through the player base as well, with people getting justifiably angry when you don't quite kill that supply depo making the wall, the proxy pylon on a high ground near your base doesn't go down or the spine crawler remains alive and well because the RNG didn't give you enough hits. Because of this, Barrin spent a lot of time looking for other mechanics that might be used for a high ground advantage. Armor was one that Blizzard itself looked at, but it disproportionately effects some units (marines, hydras, stalkers) and is almost completely ignored by others (siege tanks, roaches, immortals). A % damage reduction is another potential solution, but the exact number (50%, 33%, 25%?) is open to question and needs a lot of testing. Too strong and once a deathball gets a high ground position it's unbreakable (Terran mech with 50% damage reduction, uuuugh) but too weak and it won't often make a difference against an incoming attack. So basically, I don't currently know the right solution for a high ground advantage, but I'm strongly against reintroducing the old Brood War RNG. My personal opinion is to start with a fairly low damage reduction modifier (maybe as low as 10 or 15%) and slowly increase it if it looks like it's not enough. I'm definitely looking forward to what good ideas the community can come up with though. ![]() | ||
urashimakt
United States1591 Posts
I bet you didn't know the time between each unit's attack is randomized, did ya? I'd also love to see the reduced damage across the board since it basically achieves the same thing. However, the SC2 editor cannot change the amount of damage an effect deals based on validators (such as the difference between cliff levels). This was a functionality that was actually lost since WC3. The closest you could come is duplicating almost all the information for ranged ground units just to add a second damage effect for each of them. Every time you decided the damage amount wasn't quite right, you'd have to recalculate and reset each one of them individually. It's not sane. But anyways, the miss chance really is a great solution. People get way too hung up on the idea of "what if" when it comes to something random. The problem is people are so afraid of it I think they'll probably refuse to try it. In the mean time, I'll be releasing a range based high ground advantage so that you can compare the two. | ||
moskonia
Israel1448 Posts
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OldManSenex
United States130 Posts
On May 08 2012 03:29 urashimakt wrote: Just to clear up a couple points, the chance to hit was 53% and SC2 introduced different elements of RNG. I bet you didn't know the time between each unit's attack is randomized, did ya? Um, do you have a source? Because I've never heard anything even remotely like this. | ||
Namrufus
United States396 Posts
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moskonia
Israel1448 Posts
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urashimakt
United States1591 Posts
On May 08 2012 03:57 moskonia wrote: The time between each unit attack is not randomized, unless they patched the thing each unit has an attack speed, for example: stalker has 1.44, ling has 0.7 and marauder attacks every 1.5 (1 with stim) sec. I don;t see your random factor here. That's the displayed base attack period. The actual weapon cooldown between attacks is randomly generated based on that and two other variables called the Random Delay Min and Max. On May 08 2012 03:58 OldManSenex wrote: Um, do you have a source? Because I've never heard anything even remotely like this. Yes. It's right there in the data. Here's the Marine's stats. ![]() The marine's actual attack period is anywhere between .7983 and .9858 seconds. That's a pretty significant difference (max is 25% longer than the min), but when you average it out the "randomness" just seems to disappear. On May 08 2012 04:10 moskonia wrote: I will do some tests, but I highly disbelieve it, please link a valid test results you, or someone else made. This has been known by the mapping community for a long time. The fact that no one notices is a testament to the overreaction people have to "randomness". | ||
Gyro_SC2
Canada540 Posts
I change my map, units on the low ground hit only 10%. Its more extrem but i like extrem exemple to see what is the difference. name: 6m hyg HA Cloud Kingdom LE | ||
Natespank
Canada449 Posts
On May 08 2012 03:57 moskonia wrote: The time between each unit attack is not randomized, unless they patched the thing each unit has an attack speed, for example: stalker has 1.44, ling has 0.7 and marauder attacks every 1.5 (1 with stim) sec. I don;t see your random factor here. That's the displayed base attack period. The actual weapon cooldown between attacks is randomly generated based on that and two other variables called the Random Delay Min and Max. On May 08 2012 03:58 OldManSenex wrote: Show nested quote + Um, do you have a source? Because I've never heard anything even remotely like this. Yes. It's right there in the data. Here's the Marine's stats. The marine's actual attack period is anywhere between .7983 and .9858 seconds. That's a pretty significant difference (max is 25% longer than the min), but when you average it out the "randomness" just seems to disappear. On May 08 2012 04:10 moskonia wrote: I will do some tests, but I highly disbelieve it, please link a valid test results you, or someone else made. This has been known by the mapping community for a long time. The fact that no one notices is a testament to the overreaction people have to "randomness". I honestly find this very interesting, but shouldn't this be in the high ground advantage threads? This is Barrin's FRB thread. Anyway, I wonder if somebody could break a mech terran in the center of antiga with this mechanic. Regardless, I want to see games casted with this mod! (Senex? Pull?) | ||
Apoo
413 Posts
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Gfire
United States1699 Posts
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EatThePath
United States3943 Posts
Or, we talked about this stuff a lot in beta, I don't blame you for bringing it up again, but this path has been tread before 1.) Increased time-at-patch. This adjustment aims to lower the overall mining rate, as well as incentivize taking expansions, especially taking expansions beyond the current optimal 3. The biggest selling point is that it will emulate BW mining by reducing the utility of a 3rd worker on a patch and increasing "bounciness". However, it doesn't work like that. The worker AI in SC2 will not bounce like it did in BW, they settle down readily based on scanning for available patches and worker pileup. Moreover, the effect of increasing time-at-patch doesn't elevate the diminishing returns effect so much as speed up and solidify the saturation point. If you increased time-at-patch by 20%, close patches (3 squares, centered) would be saturated with 2 workers, period. In fact they'd be slightly oversaturated. Far patches (4 squares, or 3 squares at corners) would be nearly saturated. Thus, anything beyond 16 workers would yield such a small increased income as to be not worth it at all. Even if additional workers did bounce around, they wouldn't be adding any useful mining anyway, and the deleterious mistiming effect on the original 16 would be neglible. What does this mean? It only exaggerates the dynamics we currently have, not fix them in any way. 2.) High ground advantage mechanics and chance and skill. The simplest way to rebut the dispute about using mechanics of chance in a game of skill is to reference poker. I'll go into more depth if anyone wants to discuss it, but there you have it. As was pointed out, RNG is already used anyway to create a natural staggering of high frequency fire, like MM or hydras. This actually can and has made a difference in high level games. In GSL a 2gate proxy in PvP saw a 1v1 zealot fight decided by the RNG. And this happens with 1v1 marine fights a lot too. To address the various alternatives to miss chance, first let me say that none of them "do exactly the same thing without using RNG". They all have an asymmetric effect based on unit stats, whereas miss chance is the only option that doesn't affect the unit balance other than to increase the longevity of high ground units. Armor adjustments will, as noted, disproportionately affect units with high fire rates and/or low damage amounts. Range adjustments will alter the entire matrix of unit dynamics, and leaves melee compositions out in the cold. Fire rate adjustments have the converse problem of disproportionate affect on units with different armor. Percent damage adjustment does not do the same thing as miss chance. It alters fundamental hits-to-kill relationships in a way that miss chance does not. Based on what number you pick, it essentially grants attack/armor upgrades selectively to certain units vs other certain units. Here's an example: Low ground stalkers shooting at high ground marines, no units have any upgrades or abilities. Normally, a stalker takes 5 hits to kill a vanilla marine. 10 damage into 45 HP. With a 10% miss chance, it will still take 5 hits, but on average that will require 5 and a half shots. So killing 2 marines will take 11 shots on average. With 10% damage reduction, it still takes 5 hits, and it still takes 5 shots. So killing 2 marines will take 10 shots, always. Now consider vanilla stalkers vs vanilla marauders on high ground. Normally it will take 10 stalker hits to kill a marauder. 13 damage into 125 HP. With a 10% miss chance, it will take 14.3 shots on average. So killing 3 marauders will take 43 shots on average. With 10% damage reduction (after the armor? before the armor? let's do after for now), it will take 11 shots. So killing 3 marauders will take 33 shots. Holy crap! That means the discrepancy between the mechanics is 10% for stalkers vs marines, and 30%! for stalkers vs marauders. This means the unit balance matrix is totally distorted. You can come up with any number of discrepancies for different units depending on what numbers you use. Now, of course the mechanic in itself creates a distinct tactical situation, which factors into strategy and balance in complex ways, especially considering race asymmetry. So augmenting engagement balance doesn't really affect the big picture directly, if you're already providing an inherent and asymmetric position advantage. However, I see no reason to introduce these discrepancies when you can just use miss chance and preserve the engagement balance that is already present while providing an advantage as universally and evenly as possible. That is, unless you have that much of a problem with chance in competition, so it really hinges on that argument, because anything besides miss chance is inferior. | ||
ArcticRaven
France1406 Posts
What i advocate is a range reduction. It would be much easier to implement, doesn't mess up with early game micro battles, is realistic, hinders the lowground army without making it impossible to win and finally can be overcome by the better player as well as be used. | ||
Gfire
United States1699 Posts
1.) Increased time-at-patch. This adjustment aims to lower the overall mining rate, as well as incentivize taking expansions, especially taking expansions beyond the current optimal 3. The biggest selling point is that it will emulate BW mining by reducing the utility of a 3rd worker on a patch and increasing "bounciness". However, it doesn't work like that. The worker AI in SC2 will not bounce like it did in BW, they settle down readily based on scanning for available patches and worker pileup. Moreover, the effect of increasing time-at-patch doesn't elevate the diminishing returns effect so much as speed up and solidify the saturation point. If you increased time-at-patch by 20%, close patches (3 squares, centered) would be saturated with 2 workers, period. In fact they'd be slightly oversaturated. Far patches (4 squares, or 3 squares at corners) would be nearly saturated. Thus, anything beyond 16 workers would yield such a small increased income as to be not worth it at all. Even if additional workers did bounce around, they wouldn't be adding any useful mining anyway, and the deleterious mistiming effect on the original 16 would be neglible. What does this mean? It only exaggerates the dynamics we currently have, not fix them in any way. I understand all that. The point of it is to make it so 16 workers on one base is worse than 16 worker son two bases. It gives an earlier incentive to expand but also lowers the maximum number of workers per base, much like 6m except that early mining will also be lowered (which is what Barrin said there was a need for in this thread.) Something similar could come about by keeping 6m but increasing the return delay which will lower income with low amounts of workers but keep the maximum income the same, with more value on the third worker (but third worker is a lower amount of total workers because it's 6m.) | ||
RFDaemoniac
United States544 Posts
With 8m/4pt, now you have 80% of the mineral collection (slash effectively more like 82-85% because you're encouraging us to put all of the mineral patches closer together) and 75% of the gas collection as standard 8m2g. This is a huge problem imo, I think that if anything gas should be a higher portion of income but probably the same. Also taking more bases and spreading out definitely seemed to be the point of it, and this definitely defeats that... The map that I had made, FRB Winding Straits definitely encouraged you to spread out and attack through multiple paths and rewarded splitting up your army and has resulted in some very interesting games (played at or below diamond or off-race masters, which is actually even more encouraging because these are typically players who would be less likely to switch to being more harass oriented). I would rather that you change the high ground mechanic than this... I'm fine with a miss rate, I think that it's actually the best solution. Is there something visual that we can do to show you that your unit missed (other than a "miss" apear above their head)? It's definitely not necessary but I think it might be nice to help players understand what's going on. I like the idea of keeping 6m but with an increased return delay (don't change worker speed, but perhaps make them sit at the nexus/cc/hatch for a while before they give up the minerals). This seems to be the best of both worlds. | ||
EatThePath
United States3943 Posts
On May 08 2012 06:08 Gfire wrote: I understand all that. The point of it is to make it so 16 workers on one base is worse than 16 worker son two bases. It gives an earlier incentive to expand but also lowers the maximum number of workers per base, much like 6m except that early mining will also be lowered (which is what Barrin said there was a need for in this thread.) Something similar could come about by keeping 6m but increasing the return delay which will lower income with low amounts of workers but keep the maximum income the same, with more value on the third worker (but third worker is a lower amount of total workers because it's 6m.) You're talking about increasing time-at-patch by like 50% or more so that 2 workers is significant oversaturation. Wow. o.O That would definitely decrease the income rate, especially early, by quite a bit, as well as diminish the utility of workers beyond one per patch. I was just trying to make it clear to other people who don't understand all that. Increased return delay, possibly on 6m, seems like it would work okay. I am not sure I have a good grasp of the reasoning behind decreasing the early income, though. It seems like the only thing we concretely want is to make more than 3 bases more attractive than 3 bases, as in, strategically superior. We are going about it by making it significantly economically superior, and in the case of 6m, more or less mandatory. On May 08 2012 06:15 RFDaemoniac wrote: I would rather that you change the high ground mechanic than this... I'm fine with a miss rate, I think that it's actually the best solution. Is there something visual that we can do to show you that your unit missed (other than a "miss" apear above their head)? It's definitely not necessary but I think it might be nice to help players understand what's going on. I think an optional visual cue (like with a checkbox in options that is default checked) would be good. I thought it'd be really cool if there was an audio cue for misses that was distinct for different types of fire. Like a marine shot miss would sound like a bullet whiz in an FPS. And a marauder grenade miss would sound like a whoosh. Is it just me, or would that not be epic? | ||
Gfire
United States1699 Posts
On May 08 2012 06:15 RFDaemoniac wrote: I was also sold on 6m1hyg. I like that gas was cheaper than if you had 2g, I think that the flexibility in whether you take one gas or two gas can be approximated by how many workers you put on gas and you're forcing people to click on a geyser to see how much gas they've mined (ZOMG TOO HARD! please...). People worry about gas steals but that just means that you have to either block the initial scout or take it before the scout can... not too hard imo. With 8m/4pt, now you have 80% of the mineral collection (slash effectively more like 82-85% because you're encouraging us to put all of the mineral patches closer together) and 75% of the gas collection as standard 8m2g. This is a huge problem imo, I think that if anything gas should be a higher portion of income but probably the same. Also taking more bases and spreading out definitely seemed to be the point of it, and this definitely defeats that... The map that I had made, FRB Winding Straits definitely encouraged you to spread out and attack through multiple paths and rewarded splitting up your army and has resulted in some very interesting games (played at or below diamond or off-race masters, which is actually even more encouraging because these are typically players who would be less likely to switch to being more harass oriented). I would rather that you change the high ground mechanic than this... I'm fine with a miss rate, I think that it's actually the best solution. Is there something visual that we can do to show you that your unit missed (other than a "miss" apear above their head)? It's definitely not necessary but I think it might be nice to help players understand what's going on. I like the idea of keeping 6m but with an increased return delay (don't change worker speed, but perhaps make them sit at the nexus/cc/hatch for a while before they give up the minerals). This seems to be the best of both worlds. Players can still click on the geysers and see how many workers there are even with 2 gas. It's not easier, it's actually twice as complicated if you're playing at a high enough level. The longer SC2 goes on the more players will do more complicated things with their gas, and pro players already do. At the pro level, a player has to click on the gas and see how much has mined and check how many workers are on it on each geyser they have in addition to counting them, or they will soon if they don't already. I think the game is better with two geysers. Otherwise I agree, though. What the return delay is a 0.5 second delay after mining when they sit there holding the minerals, but another worker can begin mining. On May 08 2012 06:24 EatThePath wrote: You're talking about increasing time-at-patch by like 50% or more so that 2 workers is significant oversaturation. Wow. o.O That would definitely decrease the income rate, especially early, by quite a bit, as well as diminish the utility of workers beyond one per patch. I was just trying to make it clear to other people who don't understand all that. Increased return delay, possibly on 6m, seems like it would work okay. I am not sure I have a good grasp of the reasoning behind decreasing the early income, though. It seems like the only thing we concretely want is to make more than 3 bases more attractive than 3 bases, as in, strategically superior. We are going about it by making it significantly economically superior, and in the case of 6m, more or less mandatory. You'd have to decrease return delay to 0. If you move the 0.5 seconds over from the return delay to the harvest time, you've already increased the harvest time by around %25 without even slowing down mining rate of a single worker. Then another %25, and you've reached the %50 increased harvest time but only decreased early harvest rate by %25. You can also increase minerals per trip if you need to make the mining even slower. In BW a second worker on a close patch still added like %90 more income I think. You're right, though, that solution isn't really great since you lose a lot of benefit of getting higher amounts of workers. Barrin is saying that you have too much income in the lower worker range, or something, which makes allins too effective. I'm not sure if that's entirely true or not, but it can be solved on 6m by just increasing the return delay. | ||
RFDaemoniac
United States544 Posts
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EatThePath
United States3943 Posts
On May 08 2012 06:56 RFDaemoniac wrote: Is the return delay something that can be countered by manually telling them to return to the nexus? I think this would add a lot of micro to mining that we don't necessarily want... I believe it was originally but they patched it out because of the shift-queue return cargo trick. | ||
OldManSenex
United States130 Posts
![]() I'm looking for games to cast if anyone has them, just send the replay to wiseoldsenex@gmail.com or post a link. Whether you're for or against this change I'd encourage you to send me games, because right now we just don't know that much about how it effects the game and more exposure should help people discuss it more accurately. I've only played a couple of games so far, but one thing I noticed pretty fast was that queens are a LOT less important for zerg. I took three fast bases and didn't make a queen until almost the ten minute mark and didn't feel larva capped at all. Interestingly, very soon thereafter I was floating huge amounts of money, so obviously I messed up my timings, but it was a lot different from regular SC2 as zerg. What have other people noticed from playing a bit? | ||
TheFish7
United States2824 Posts
As for the return delay idea, it would be interesting to see a graph showing mining rates at various levels of saturation. | ||
AmericanUmlaut
Germany2575 Posts
On May 08 2012 05:49 EatThePath wrote: Two separate issues with big misconceptions that recent posters have not realized Or, we talked about this stuff a lot in beta, I don't blame you for bringing it up again, but this path has been tread before 1.) Increased time-at-patch. This adjustment aims to lower the overall mining rate, as well as incentivize taking expansions, especially taking expansions beyond the current optimal 3. The biggest selling point is that it will emulate BW mining by reducing the utility of a 3rd worker on a patch and increasing "bounciness". However, it doesn't work like that. The worker AI in SC2 will not bounce like it did in BW, they settle down readily based on scanning for available patches and worker pileup. Moreover, the effect of increasing time-at-patch doesn't elevate the diminishing returns effect so much as speed up and solidify the saturation point. If you increased time-at-patch by 20%, close patches (3 squares, centered) would be saturated with 2 workers, period. In fact they'd be slightly oversaturated. Far patches (4 squares, or 3 squares at corners) would be nearly saturated. Thus, anything beyond 16 workers would yield such a small increased income as to be not worth it at all. Even if additional workers did bounce around, they wouldn't be adding any useful mining anyway, and the deleterious mistiming effect on the original 16 would be neglible. What does this mean? It only exaggerates the dynamics we currently have, not fix them in any way. Dang, I didn't know that. I really thought I was on to something. ![]() I need to learn the map editor. Since I first started thinking about this yesterday morning, I've gotten mildly obsessed with the idea of a way to create a similar mineral-income dynamic to what BW had. There's just got to be some way to force worker harvest efficiency to scale asymptotically, and the more I think about it the more I think that would create the set of incentives that we are looking for with FRB maps. | ||
Randomaccount#77123
United States5003 Posts
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Gfire
United States1699 Posts
I request some sort of evidence about the BW income, though. There have been at least four people who testified that you were completely wrong, and no one has confirmed you're stats afaik. Edit: As far as mining out goes, I think bases mine out at about the right times in the standard 8m. | ||
AmericanUmlaut
Germany2575 Posts
I'm planning to do a bit of experimenting with the map editor and see if I can find a graceful solution to the "curve" issue, and I'm sure I'm not the only one who will be taking a crack at it. To me, one of the most significant weaknesses of standard SC2 is the lack of an advantage associated with having more mining bases than your opponent beyond a total of three, combined with the fact that 3 bases provides more than enough resources to max out. The result is that many of the interesting timings that occur through the interplay of the players' disparate investments in tech, army and economy hit a wall once both players are safe on three bases. Without some kind of curve, that can't change. 6m, as you point out, assuages the issue slightly by pushing the strategic wall back to 4 base vs 4 base, but due to the necessity of making it possible to take and defend a fourth, the result is very similar. I was one of the people who mentioned that the basic result of your current suggestion would be little more than a change of pacing, and I stand by that statement, but I'd like to elaborate a bit on what I mean by that, because I think that you're right in thinking that some people are interpreting this as being equivalent to playing on "normal" instead of "fastest". That's not what I mean at all. What I mean is that by simply reducing the net income per time without creating incentives to move beyond three bases, the basic structure of strategies will likely remain more or less the same, but the phases will be stretched out and the timing windows will be widened. (As I've typed the text below, it's occurred to me that this is actually very, very complicated and may indeed create a more fertile ground for breadth in strategy in ways that weren't immediately clear to me when I first read the OP. I'll keep writing what I intended, however, and try to explain why I think Barrin may well be right that this needs to be tried out and not just dismissed with a knee jerk response of "this is just slower than standard.") A very simple example would be a 2 Colossus timing PvT. The 2 Colossus timing exploits a period of time during which the Terran player is stuck on more or less pure Marine/Marauder, before he can get up enough Vikings to trade efficiently with the Protoss army. There's no reason to assume that this timing wouldn't exist in this FRB variant, but the timing window that it exploits will be longer. Let's say, for the sake of argument, that the current timing window during which you can have two Colossi more or less unthreatened by Vikings at the Terran's front is 60 seconds. By increasing the time it takes to harvest the resources required to respond to the threat by 20%, we could conclude that that timing window is now 72 seconds, giving the Protoss army a greater period of time to do damage before having to retreat. The same logic would apply to any timing push, since they all exploit the same sort of situation. And now I get to the point I mentioned above in parens: This is actually really fucking complicated. Because building construction times are not changed, it is actually possible for Protoss to tech significantly faster by cutting Sentries or otherwise reducing gas invested elsewhere. It is also possible for Terran to get Vikings out significantly faster by cutting other gas investments in the same way. So [i]actually[/], the result is a much more complex array of possible timings that could exist between the two players than exists in standard SC2. I don't know how well I've explained what I'm trying to say, but in short I'm persuaded that Barrin is right: Reducing income without changing build times, unit movement speed or attack rates seems like it should result in a greater depth of play. I am going to spend some time experimenting with these maps and see if it really works that way, but I am definitely intrigued. That all being said, to return to my initial point: I think that a mining efficiency curve that created significant income disparities for up to 5 or 6 mining bases would make play more interesting by introducing an incentive to expand at any point during the game, giving players more strategic choices to choose from at every stage of play. | ||
Rkynick
85 Posts
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Herect
Brazil216 Posts
In the "normal" game, the advantages of calling mules (240/270 in 90 seconds) are better than the advantages of Calling Down Supplies (Save 100minerals + mining time of a SCV while he's constructing a depot + make you minerals last longer). It's just too much income to even consider Calling Down. But with this MOD, with MULES gathering way less minerals, Calldowns can become much more effective. I don't know if it is imbalanced, but sure is something that woth some attention. | ||
EatThePath
United States3943 Posts
![]() @umlaut: your conclusion about increased complexity, I agree with, though I think you overestimate the functional increase. Windows get larger, but the sparsity once a commitment is made has also increased (players can't transition as fast), so, as I said earlier, it just emphasizes unit-time. Barrin points out that he feels this would incentivize pokes/attacks more, but I'm not sure the dynamics of SC2 engagements would allow the level of unit activity and roaming he hopes. However, small-scale engagements do improve this. Anyway, I enjoyed your meditation on these issues. And no worries about the time-at-patch thing, I hope I didn't sound angry. @Barrin: I know you want toppings. But I feel strongly about this idea, and I would argue with you to the death if you didn't accept it. (Unless someone shows me why I'm mistaken, which I doubt highly, in my arrogance.) That would mean attacking FRB, which I still don't agree is complete, or improved, though I concede 6m has shortcomings and 8m/4pt has its strengths. That I don't want to do. Nevertheless, they both fall short of the mark. I want to present a thoroughly persuasive case; I don't want to compete with FRB; I want it to be FRB; I don't want to supersede an FRB iteration so quickly. Although actually, it isn't even FRB, it just fixes the income curve, like we want. Since Lalush's thread discussing this, SC2 has developed a lot, and the strategic importance of a 4th base has increased significantly. Nevertheless the 3 base cap still dominates the strategic landscape, due to the economics. Consider: if maps granted a very safe 4th base (which they can't because of gas considerations for zerg), it would not really affect the game. Partially saturating extra expansions is strategically superior (but economically moot) in 8m -- you compartmentalize your vulnerabilities but it doesn't buy you anything besides that. At first I thought it wouldn't matter that much, it's a different game, give it time. But my conviction that Lalush was right has only grown. What we need is an economic incentive to create more and more expansions. Diminishing returns on workers per base accomplishes this. Incidentally, it also accomplishes Barrin's side-quest of reducing the income rate, which has the effects umlaut describes. I would agree that calibrating this dimished income correctly would give a better game with better dynamics. So we need a graph of log x, not x. How do you make a curve? (1) Increase time spent mining a mineral field (not the same as return delay, might even want to remove it). (2) Increase time spent before deciding to find a new patch. (3) Reduce worker's ability to find the right new patch. (4) Align proper mining rate: without changing mineral field distance from CC or worker movement speed/acceleration, probably works best with some # of 5pt mineral fields given the ideal range of workers per base. But doing that is going to make most people feel like their workers got dumber. They'll only accept it from Blizzard, I expect. It's also much harder to learn (when you already know current 8m). I'm not really sure I can do it properly. This is on the threshold of answering your own question. | ||
OverUsedChewToy
New Zealand6 Posts
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AmericanUmlaut
Germany2575 Posts
On May 09 2012 08:59 EatThePath wrote: @umlaut: your conclusion about increased complexity, I agree with, though I think you overestimate the functional increase. Windows get larger, but the sparsity once a commitment is made has also increased (players can't transition as fast), so, as I said earlier, it just emphasizes unit-time. Barrin points out that he feels this would incentivize pokes/attacks more, but I'm not sure the dynamics of SC2 engagements would allow the level of unit activity and roaming he hopes. However, small-scale engagements do improve this. Anyway, I enjoyed your meditation on these issues. And no worries about the time-at-patch thing, I hope I didn't sound angry. I'm one of those very strange people who like learning something new and thus enjoy being told they're wrong, so don't worry about it. There's an extent to which I think you're right about SC2 engagement dynamics. What you call the emphasis on unit-time doesn't matter for engagements that are straight up army trades; you attack, both armies do Terrible, Terribe Damage (tm), and that's it. Zealots are an obvious example; once they engage, they're usually in the fight until they're killed. Other types of engagements, though, would be more heavily impacted. Siege Tanks and Brood Lords are the most obvious examples, since they can engage in such a way as to deal damage without taking any, so the increased number of shots they can take before the opponent can develop her response is more significant. In any case, I wasn't trying to demonstrate how 4mpt would impact strategic complexity, but to point out that the way it changes the game is a lot more subtle and wide-ranging than the knee-jerk reaction a lot of us had. My first impression was that this would be little more than a slowed-down version of standard SC2 and thus inferior to 6m1hyg, and I wanted to explain the realization I had about why this variant could indeed be more interesting. | ||
AmericanUmlaut
Germany2575 Posts
The other ideas I've had are preventing workers from waiting at occupied minerals and giving them a collision radius even when they're mining (removing the mineral walk ability so they get in each others' ways a bit as their numbers increase), but I can't figure out a way to do either of those things in the map editor. | ||
OldManSenex
United States130 Posts
I'll be around in the FRB channel in the evenings as much as possible searching for games, so if folks want to play or be cast that's a good time to meet up. Though again, I'm still looking for replays, so feel free to send any games to wiseoldsenex@gmail.com | ||
urashimakt
United States1591 Posts
On May 10 2012 04:42 AmericanUmlaut wrote: A minor update: I've been playing around with the map editor all night. Maybe I'm missing something, but I can't figure out a way to get gradually decreasing returns from workers after the first 8. I tried just jacking their movement speed to high heaven, but even that doesn't change how much they bounce; once you get to 16 workers, they quickly settle into perfect worker pairs, even though they're spending almost all of their time waiting for a mineral to be freed up. The other ideas I've had are preventing workers from waiting at occupied minerals and giving them a collision radius even when they're mining (removing the mineral walk ability so they get in each others' ways a bit as their numbers increase), but I can't figure out a way to do either of those things in the map editor. Mineral walking isn't something that's exposed in the editor, it's baked into CAbilHarvest. Blizzard would have to add the option into the editor for you to flag it on/off. Recreating the same effect exactly with your own custom abilities is possible but I wouldn't recommend it. If you want to make the 9th worker less useful than the first 8, extend time spent harvesting minerals and amount of minerals harvested to be slightly lengthier than the time it takes for a worker to make the round trip. That'll make a second SCV on a patch spend some time waiting. It will also make a 3rd worker per patch absolutely useless. | ||
AmericanUmlaut
Germany2575 Posts
On May 10 2012 23:52 urashimakt wrote: Mineral walking isn't something that's exposed in the editor, it's baked into CAbilHarvest. Blizzard would have to add the option into the editor for you to flag it on/off. Recreating the same effect exactly with your own custom abilities is possible but I wouldn't recommend it. If you want to make the 9th worker less useful than the first 8, extend time spent harvesting minerals and amount of minerals harvested to be slightly lengthier than the time it takes for a worker to make the round trip. That'll make a second SCV on a patch spend some time waiting. It will also make a 3rd worker per patch absolutely useless. The problem is that the goal isn't to simply reduce the number of workers required to reach 100% saturation. We had that with 6m, and I agree with Barrin's criticism of that ruleset. I'd like to have the the increased income per worker, from the 9th worker on, be somewhat less that the first eight, scaling down until you were getting a small but relatively insignificant additional income from workers after 16. So maybe the 9th worker gives you 95%, the 10th worker 94% and so on, then a cliff at 16 workers where you are only getting 50%, scaling quickly to almost zero additional income. That would create a situation in which a player on more mining bases than his opponent is rewarded, even at more than three mining bases, because his workers' mining efficiency would be increased. | ||
urashimakt
United States1591 Posts
On May 11 2012 00:06 AmericanUmlaut wrote: The problem is that the goal isn't to simply reduce the number of workers required to reach 100% saturation. We had that with 6m, and I agree with Barrin's criticism of that ruleset. I'd like to have the the increased income per worker, from the 9th worker on, be somewhat less that the first eight, scaling down until you were getting a small but relatively insignificant additional income from workers after 16. So maybe the 9th worker gives you 95%, the 10th worker 94% and so on, then a cliff at 16 workers where you are only getting 50%, scaling quickly to almost zero additional income. That would create a situation in which a player on more mining bases than his opponent is rewarded, even at more than three mining bases, because his workers' mining efficiency would be increased. Well, you can't change the inner workings of the ability. The workers will always queue up like they queue up now. You might try giving a harvesting worker an aura that makes all other harvesting workers suck a little bit beyond the 8th. | ||
AmericanUmlaut
Germany2575 Posts
On May 11 2012 00:30 urashimakt wrote: Well, you can't change the inner workings of the ability. The workers will always queue up like they queue up now. You might try giving a harvesting worker an aura that makes all other harvesting workers suck a little bit beyond the 8th. Purely hypothetically, what if you added a trigger that made a worker spin in circles for X time and then continue whatever it was doing if its coordinates are within Y of a friendly worker? I am completely new to the Galaxy editor, but something like that must surely be possible? | ||
urashimakt
United States1591 Posts
On May 11 2012 00:33 AmericanUmlaut wrote: Purely hypothetically, what if you added a trigger that made a worker spin in circles for X time and then continue whatever it was doing if its coordinates are within Y of a friendly worker? I am completely new to the Galaxy editor, but something like that must surely be possible? I threw together a trigger that simply orders a worker that draws too near to another harvesting worker to go somewhere else (and gives that worker temporary immunity to the same effect) and it works. However, on a single saturated base a bit of lag was noticeable and I imagine with multiple players or multiple bases a trigger firing that frequently and doing that much would be unbearable. I don't think triggering is the right avenue. | ||
ScoSteSal
United States54 Posts
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urashimakt
United States1591 Posts
On May 11 2012 03:12 ScoSteSal wrote: What would be the problem with workers having an aura that adds a stacking debuff (movement speed and/or mining slow) to all workers within a certain (extremely small) distance of them? Just asking for clarification of why something mentioned earlier in the thread is not a viable solution. Someone might come up with a reason why that solution sucks, but I can point out it'd have to be a global time scale slow. If you only slow the movement, the workers spend a smaller percentage of their time actually mining which opens up more room for another worker to mine, essentially meaning you can overcome the detriment of the slow by adding enough workers. | ||
ScoSteSal
United States54 Posts
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urashimakt
United States1591 Posts
On May 11 2012 03:55 ScoSteSal wrote: ok, what about the debuff being only on mining time, say, 5% stacking per worker's aura affecting the mining worker? Also, what is a global timescale slow? A global time scale slow affects everything the unit does. Imagine if you were playing in a Faster speed game but one of your units looked like it was on the Slower setting. And 5% is huge. That's 5% off every worker. I'd imagine if someone does try out an aura slow, it'd be much closer to 1% (maybe even lower). | ||
AmericanUmlaut
Germany2575 Posts
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urashimakt
United States1591 Posts
On May 11 2012 05:36 AmericanUmlaut wrote: Actually, a stacking speed debuff aura would create exactly the effect I'm looking for. It's true that you could overcome it by just adding more and more workers, but each worker would be slightly less effective, and you could increase the mining efficiency of a worker by moving it to a new base with fewer workers. How hard is it to create such an aura? Extremely simple. Are you sure you mean to be able to reach the maximum capacity by adding an absurd amount of harvesters? Saturating with 60 workers seems weird. | ||
Gfire
United States1699 Posts
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urashimakt
United States1591 Posts
On May 11 2012 23:21 Gfire wrote: How do you add a stacking behavior that reduces mining speed? Is that possible? Here's how I'd do it. Behavior (Buff): Mining Worker: Max stack 1. Duration 0. Periodic effect: Search area and apply Mining Counter and Mining Slow. Behavior (Buff): Mining Counter: Max stack X. Max stack per caster 1. Duration slightly longer than the period of Mining Worker. The effect that applies it should be validated so it only applies to units with Mining Worker. The buff should be Remove validated so it's removed if Mining Worker is removed. Multiple Behaviors (Buff): Mining Slow X: Max stack 1. The effect that applies it should be validated so it only applies on targets with X Mining Counters. The buff should be Remove validated so it's removed if the Mining Counters aren't within the accepted range. You'll want a level of the buff for each stage of the slow. Set the slow values. If you want to slow just movement speed, that's Modification - Movement - Movement Speed Multiplier. If you want to slow just harvesting speed, that's Modification - Resources - Harvest Time Multiplier - Minerals. if you want to slow the entire unit, that's Modification - Unit - Time Scale. You'll also need: Trigger that applies Mining Worker when harvesting begins Trigger that removes Mining Worker when harvesting is interrupted Search effects Apply behavior effects Set effects Compare unit behavior count validators | ||
Frozenhelfire
United States420 Posts
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NewSunshine
United States5938 Posts
On May 19 2012 00:09 Frozenhelfire wrote: I liked the 6m version of this mod a lot more. 8 mineral patches with 4 per trip brings back all of the problems I thought you/"we" were trying to avoid. With the 6m variation you had to expand to more than three bases to get optimal incomes. With 8m/4pt you reach your optimal income on three bases, it is just less income. Maybe i'm missing something, but this argument's been made for a while, and doesn't make any sense to me. It can't be the same income we're used to on 3 bases now, because it's not the same level of income. The income you get off three bases with this setup is broadly similar to the 6m setup, only bases don't saturate so quickly, and income is slower across the board. I know it's easier to wrap one's head around the 6m concept, since all it really does is lop 1/4 off the top, but thinking about it this doesn't seem like a valid argument against it. Not to say there's nothing wrong with it, but compared to 6m is definitely a step in the right direction. | ||
Frozenhelfire
United States420 Posts
On May 19 2012 00:58 NewSunshine wrote: Maybe i'm missing something, but this argument's been made for a while, and doesn't make any sense to me. It can't be the same income we're used to on 3 bases now, because it's not the same level of income. The income you get off three bases with this setup is broadly similar to the 6m setup, only bases don't saturate so quickly, and income is slower across the board. I know it's easier to wrap one's head around the 6m concept, since all it really does is lop 1/4 off the top, but thinking about it this doesn't seem like a valid argument against it. Not to say there's nothing wrong with it, but compared to 6m is definitely a step in the right direction. 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. | ||
Gfire
United States1699 Posts
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Cyro
United Kingdom20278 Posts
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Frozenhelfire
United States420 Posts
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NewSunshine
United States5938 Posts
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). | ||
ScoSteSal
United States54 Posts
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NoM.Mur
Finland6 Posts
I would be happy to host it and I'm sure there are others too. Anyways... keep up the good work Barrin! | ||
MarcusRife
343 Posts
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haitike
Spain2707 Posts
We should revive this mod, or people will forget about a breath of gameplay. | ||
Disengaged
United States6994 Posts
You got your Tiberium crystals in my SC2 ![]() | ||
Superouman
France2195 Posts
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Nazza
Australia1654 Posts
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. | ||
haitike
Spain2707 Posts
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
United States2824 Posts
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coolcor
520 Posts
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EatThePath
United States3943 Posts
edit: davis kim? lol, david* kim | ||
NewSunshine
United States5938 Posts
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HolyDiver
United States17 Posts
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sluggaslamoo
Australia4494 Posts
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. | ||
MNdakota
United States512 Posts
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. | ||
Cyro
United Kingdom20278 Posts
On June 16 2012 12:24 MNdakota wrote: 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 | ||
AssyrianKing
Australia2111 Posts
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MNdakota
United States512 Posts
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 | ||
AssyrianKing
Australia2111 Posts
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haitike
Spain2707 Posts
Personally I dont like the Starbow proyect. Yes, it is nice and fix lot of problems, but still It is not Starcraft2, It never could be adopted by competitive play. | ||
MNdakota
United States512 Posts
On July 03 2012 09:29 haitike wrote: Barrin is playing Diablo3 it seems. I dont know if He still thinks this mod is a good idea. Personally I dont like the Starbow proyect. Yes, it is nice and fix lot of problems, but still It is not Starcraft2, It never could be adopted by competitive play. Yeah but that's not the point... -_- No one said it was going to be and who said we wanted it to be? | ||
haitike
Spain2707 Posts
I wanted to say that I dont like it like a "FBR sucessor that fix competitive SC2". My english is so bad sometimes ![]() | ||
MNdakota
United States512 Posts
On July 03 2012 11:01 haitike wrote: Starbow proyect is fine, I have played it and It is super fun. I wanted to say that I dont like it like a "FBR sucessor that fix competitive SC2". My english is so bad sometimes ![]() Yeah I have no idea what you're talking about. | ||
Qwyn
United States2779 Posts
I think the next step after this stabilizes is to look at gas and work on finding a way to implement a curve with the current system for the next rendition of FRB. NVM I see maps made by Barrin. <3. | ||
Qwyn
United States2779 Posts
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moskonia
Israel1448 Posts
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MNdakota
United States512 Posts
On July 05 2012 10:05 moskonia wrote: People have realized this is bad, it just gives slower deathballs, and so they abandoned it, this "progress" killed the FRB imo. Yes, exactly. | ||
haitike
Spain2707 Posts
Starbow use FRB, isnt it? | ||
Qwyn
United States2779 Posts
This really highlights the necessity/importance of gas in the MUs, more than anything else. | ||
MNdakota
United States512 Posts
Yes it used to but Kabel took it out. We're still in testing phase so there is a possibility that it could be implemented back into Starbow. | ||
moskonia
Israel1448 Posts
I don't think it gives slower deathballs at all. Rather It opens up a lot more avenues of play What does this even say? do you have any evidence, or are you just being a fanboy? there is no reason this is better then 6m1hyg or the normal game. Reducing the income is just silly and screws balance to a point where the only reason to continue trying to do this is because you miss BW and BW had less income, which imo is a silly reason. Unless you have evidence which this mod makes better games no one will take it seriously, and as shown people stop liking it. | ||
Qwyn
United States2779 Posts
On July 05 2012 21:29 moskonia wrote: What does this even say? do you have any evidence, or are you just being a fanboy? there is no reason this is better then 6m1hyg or the normal game. Reducing the income is just silly and screws balance to a point where the only reason to continue trying to do this is because you miss BW and BW had less income, which imo is a silly reason. Unless you have evidence which this mod makes better games no one will take it seriously, and as shown people stop liking it. + Show Spoiler + You don't have to attack me, you know. I'm fucking tired of all the people who rage around calling others out. I'm sorry I didn't expand on my statement in that post. But I'm not willing to rewrite my explanations 40+ times for all the people who instant reply to a thread without considering what other people have said or even testing the mod/idea in question. I'll fire one right back at you. Have you tried this mod? Have you tested it? Have you considered the principles at work here? I have. If you have, go ahead and give me your reasons. I consider things others say. I change my opinions based on what other people say...but a lot of people here just fire off without considering all sides of an issue, and that doesn't promote any sort of discussion. And ofc I'm a fanboy of this idea. I'm a fanboy b/c I think that it changes the gameplay for the better. I'm a fanboy b/c I think that it opens up more strategic options for SCII. But at the same time I would be perfectly willing to go with 6m/1hyg if it had a higher income rate per worker and implemented a system of diminishing returns. Obviously diminishing returns would work wonderfully with this system as well. I was originally opposed to this. But then I realized one of the big issues here, which was gas control. Obviously for this system to be perfect it would have to have a saturation curve w/diminishing returns. I don't miss BW. I never played BW competitively. I arrived on scene around the announcement of SCII and this has always been the game I play. But at the same time I have observed BW and take things from it that I think SCII is lacking and look for a way to transpose them. Here is my current conjecture. That deathballs occur rapidly in SCII due to the easy access to high amounts of vespene at every expansion, and by extension the easy access to third base w/ gas. The SCII 3 base saturation max revolves around gas. All the timings in this game revolve around gas. I don't much care for the mineral side of this, more for the gas side. Forcing players to expand around the map to acquire their 3rd/4th gas is a big deal. Lower gas income is a big deal. I have played around 30 games on this so far and the lower gas count influences gameplay dramatically. | ||
MNdakota
United States512 Posts
On July 05 2012 21:53 Qwyn wrote: + Show Spoiler + You don't have to attack me, you know. I'm fucking tired of all the people who rage around calling others out. I'm sorry I didn't expand on my statement in that post. But I'm not willing to rewrite my explanations 40+ times for all the people who instant reply to a thread without considering what other people have said or even testing the mod/idea in question. I'll fire one right back at you. Have you tried this mod? Have you tested it? Have you considered the principles at work here? I have. If you have, go ahead and give me your reasons. I consider things others say. I change my opinions based on what other people say...but a lot of people here just fire off without considering all sides of an issue, and that doesn't promote any sort of discussion. And ofc I'm a fanboy of this idea. I'm a fanboy b/c I think that it changes the gameplay for the better. I'm a fanboy b/c I think that it opens up more strategic options for SCII. But at the same time I would be perfectly willing to go with 6m/1hyg if it had a higher income rate per worker and implemented a system of diminishing returns. Obviously diminishing returns would work wonderfully with this system as well. I was originally opposed to this. But then I realized one of the big issues here, which was gas control. Obviously for this system to be perfect it would have to have a saturation curve w/diminishing returns. I don't miss BW. I never played BW competitively. I arrived on scene around the announcement of SCII and this has always been the game I play. But at the same time I have observed BW and take things from it that I think SCII is lacking and look for a way to transpose them. Here is my current conjecture. That deathballs occur rapidly in SCII due to the easy access to high amounts of vespene at every expansion, and by extension the easy access to third base w/ gas. The SCII 3 base saturation max revolves around gas. All the timings in this game revolve around gas. I don't much care for the mineral side of this, more for the gas side. Forcing players to expand around the map to acquire their 3rd/4th gas is a big deal. Lower gas income is a big deal. I have played around 30 games on this so far and the lower gas count influences gameplay dramatically. I know this is unrelated in a sense but you could try out the Starbow mod which includes some of the Brood War units into SC2 along with the features that made SC2 awesome. There are units for area control and stuff and it changes the gameplay majorly. I think you would like it. | ||
Qwyn
United States2779 Posts
On July 06 2012 08:03 MNdakota wrote: I know this is unrelated in a sense but you could try out the Starbow mod which includes some of the Brood War units into SC2 along with the features that made SC2 awesome. There are units for area control and stuff and it changes the gameplay majorly. I think you would like it. That's true, I do like Starbow, and have played it. But what I am looking for is a better version of HOTS. Better than the changes they are currently suggesting now. I have no idea how I would go about that in the map editor which is why I'm not really tempted to start it but I have a lot of changes in mind that the community wants that I would love to try and implement. Then show it to Blizzard? I have no idea. There's just not enough community support for these kinds of things. | ||
gCgCrypto
Germany297 Posts
yes i know one should not dig up old threads for no reasong but DARN IT! I just read Blizzards next patch ideas. Overlord speed to hatch and small crap like that. Dont they realize how broken their economy system is? While FRB might not have worked out perfectly it was the closest and best atempt at fixing the economy system without making the worker ai worse (SC2BW and i beleve starbows attempt, which Blizz would NEVER do) and you even got Davie to react and say they might concider it if the community got behind FRB (sadly way to late, after FRB was close to dead) so basicly what i am attempting in all my bitterness about Blizzards inability to fix such core issues and my frustration about said thing is to maby revive this thing. There has been a LOT of thought put into FRB. WAY too mutch to just go under and be forgotten (like it did now TT) Most importantly the community needs to pressure Blizzard to, if they dont want to adapt one of the community fixes, come up with their own fix. To all those saying "welp it didnt work, forget about it" damnh it did work, it wasnt balanced becasu ethere is only so mutch you can do as a mapmaker withough creating a mod. so if anyone else still feels like projects like this and specifily FRB should be revived and pushed, before (if it isnt already) its to late and there is no time left in the beta then please let Blizzards devs know (IN A PLEASANT WAY!!!) that you think their economy system need IMEDIATE reqork and point them to FRB, to Starbow or even to SC2BW/SCBW. Point them to One Goal as soon as they release their 3rd patch that is to focus on economy systems or write your own ideas. If reviving this was a bad idea then i´m sorry but i think, again, maby its just the frustration, its worth the try. | ||
Fatam
1986 Posts
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SiskosGoatee
Albania1482 Posts
It is often said that BW saturation rules are better because 47 min workers in SC2 provide optimal saturation on 3 bases, in BW it can still go much higher. This isn't a completely fair comparison. In SC2 you start with two more workers, they harvest less, they produce more quickly, you have two gasses. Everything says: "You are supposed to have more workers in SC2 at any given point". And this is true. It takes far longer in BW to get 47 workers on mins than it does in SC2. So all would be well, except one fatal flaw: Workers still cost the same amount of supply. Essentially, 70 workers in BW is equivalent to about 110 workers in SC2. Which is just more than you ever want to get because that eats in your max too much (unless you're Siskos, I have no problem playing P and Z up to 120 workers but that aside, I play like a retard anyway). Together with units in SC2 just in general taking more supply than in BW. Effectively it's like playing BW with a pop cap of 120. The pop cap in BW didn't see nearly as much actual significance as in SC2. People maxing was actually something that was something of note. Now it does add a certain strategic element in SC2, in BW it's just a case of 'more is more', in SC2 you actually have to throw units away far more often to decide what you want to max on. But still, I feel the FRB thing can far more easily be expressed by simply raising the supply cap to 300 and that is all. With a 300 supply cap people will probably be content to say go to 120 workers, thereby requiring more than 3 bases. | ||
Doominator10
United States515 Posts
My comp. starts having issues even when 80+ zerglings are on the screen at once. Certain custom games (Marine Arena anyone?) I can't play because the huge amount of stuff happening really takes away from my enjoyment. While I always did think that it would be better if the pop. cap was higher (I'd even take 250), I don't think it would cater well to people who can't afford higher-end computers / internet / laptops / etc. | ||
Fatam
1986 Posts
On February 09 2013 13:55 SiskosGoatee wrote: Actually, I wanted to make a post detailing a way to simplify this concept for a long time but it can be summed up by this novel observation: It is often said that BW saturation rules are better because 47 min workers in SC2 provide optimal saturation on 3 bases, in BW it can still go much higher. This isn't a completely fair comparison. In SC2 you start with two more workers, they harvest less, they produce more quickly, you have two gasses. Everything says: "You are supposed to have more workers in SC2 at any given point". And this is true. It takes far longer in BW to get 47 workers on mins than it does in SC2. So all would be well, except one fatal flaw: Workers still cost the same amount of supply. Essentially, 70 workers in BW is equivalent to about 110 workers in SC2. Which is just more than you ever want to get because that eats in your max too much (unless you're Siskos, I have no problem playing P and Z up to 120 workers but that aside, I play like a retard anyway). Together with units in SC2 just in general taking more supply than in BW. Effectively it's like playing BW with a pop cap of 120. The pop cap in BW didn't see nearly as much actual significance as in SC2. People maxing was actually something that was something of note. Now it does add a certain strategic element in SC2, in BW it's just a case of 'more is more', in SC2 you actually have to throw units away far more often to decide what you want to max on. But still, I feel the FRB thing can far more easily be expressed by simply raising the supply cap to 300 and that is all. With a 300 supply cap people will probably be content to say go to 120 workers, thereby requiring more than 3 bases. Good post. I think 300 supply cap is a very strong possible alternative to FRB, although the above poster's concerns are valid where having simply too many units on the screen at a time could cause performance issues for many, not to mention micro matters less and less the bigger the battles get. Yes, you would have more small skirmishes across the map if more bases were needed, but you would still have huge battles as well. Another alternative is to edit the speed of mining and/or how many minerals are returned per trip. This is extremely easy to edit under the units tab. | ||
gCgCrypto
Germany297 Posts
On February 09 2013 13:55 SiskosGoatee wrote: Actually, I wanted to make a post detailing a way to simplify this concept for a long time but it can be summed up by this novel observation: It is often said that BW saturation rules are better because 47 min workers in SC2 provide optimal saturation on 3 bases, in BW it can still go much higher. This isn't a completely fair comparison. In SC2 you start with two more workers, they harvest less, they produce more quickly, you have two gasses. Everything says: "You are supposed to have more workers in SC2 at any given point". And this is true. It takes far longer in BW to get 47 workers on mins than it does in SC2. So all would be well, except one fatal flaw: Workers still cost the same amount of supply. Essentially, 70 workers in BW is equivalent to about 110 workers in SC2. Which is just more than you ever want to get because that eats in your max too much (unless you're Siskos, I have no problem playing P and Z up to 120 workers but that aside, I play like a retard anyway). Together with units in SC2 just in general taking more supply than in BW. Effectively it's like playing BW with a pop cap of 120. The pop cap in BW didn't see nearly as much actual significance as in SC2. People maxing was actually something that was something of note. Now it does add a certain strategic element in SC2, in BW it's just a case of 'more is more', in SC2 you actually have to throw units away far more often to decide what you want to max on. But still, I feel the FRB thing can far more easily be expressed by simply raising the supply cap to 300 and that is all. With a 300 supply cap people will probably be content to say go to 120 workers, thereby requiring more than 3 bases. I like the Idea of upping the supply cap to 300. Armys of this size would also require way more carefull positioning and thus would alow the players to show their skill there. Only concern of mine is the Techheavyness of Z and P at the moment. While Terran would still be able to use their T1 and T2 units to great effect because they are designed well, a Zerg and Protoss army would become a even bigger all High Tech ball of doom. This however is nothing you could fix with mapmaking alone, its just the effect of a C&C dev team designing SC2. | ||
SiskosGoatee
Albania1482 Posts
On February 09 2013 20:35 gCgCrypto wrote:. Oh please stop embarrassing yourself reproducing popular rhetoric which holds no real basis in reality. You have to be kidding me, the zealot is like the most common PvT lategame unit, PvZ sees stalkers up to the final mass carrier transition. Zerglings are used up to the very endgame versus Terran. PvP sees massive amounts of zealots in the lategame. ZvZ is roach based even at the very end, if it isn't it's ling/ultra based. Terran is in fact the only race which can avoid their T1 units in the lategame in every matchup. Mech in TvT and TvZ and mass ghost/viking in TvP.Only concern of mine is the Techheavyness of Z and P at the moment. While Terran would still be able to use their T1 and T2 units to great effect because they are designed well, a Zerg and Protoss army would become a even bigger all High Tech ball of doom. This however is nothing you could fix with mapmaking alone, its just the effect of a C&C dev team designing SC2. | ||
gCgCrypto
Germany297 Posts
On February 09 2013 20:44 SiskosGoatee wrote: Oh please stop embarrassing yourself reproducing popular rhetoric which holds no real basis in reality. You have to be kidding me, the zealot is like the most common PvT lategame unit, PvZ sees stalkers up to the final mass carrier transition. Zerglings are used up to the very endgame versus Terran. PvP sees massive amounts of zealots in the lategame. ZvZ is roach based even at the very end, if it isn't it's ling/ultra based. Terran is in fact the only race which can avoid their T1 units in the lategame in every matchup. Mech in TvT and TvZ and mass ghost/viking in TvP. Have you seen a maxed Zerg army in WoL lately? or a PvP army lategame? maby a PvZ lategame army? Its all high tech with maby some Meatshield because you lack gas... As Z you dont want to have ANYTHING but Broodlords Infestors and Corrupters lategame, maby some queens for good mesure. As P you dont want to have anything but immortals, colossi and archons lategame (PvP) vs Z you want only Carrier HT Archon (if you get there ever) ZvZ is all Broodlord Infestor lategame aswell. i agree that PvT is better in that regard. THINK before shitting all over yourself | ||
Fatam
1986 Posts
the same is decently common in PvZ (try to snipe greater spire or hive). PvT you always need chargelots against bio, no matter when. I guess in HOTS that might change if hellbats don't get nerfed I won't speak to the other matchups b/c I don't know them quite as well. | ||
SiskosGoatee
Albania1482 Posts
On February 09 2013 22:58 gCgCrypto wrote: Why yes, it's filled with Zerglings versus T and Hydras and roaches versus Z.Have you seen a maxed Zerg army in WoL lately? or a PvP army lategame? Which tends to be completely filled with massive amounts of zealots.maby a PvZ lategame army? Filled with stalkers before a super lategame mass carrier transition takes place.Its all high tech with maby some Meatshield because you lack gas... No, the majority of supply in them are T1 units.As Z you dont want to have ANYTHING but Broodlords Infestors and Corrupters lategame, maby some queens for good mesure. I guess that's why these guys make tonnes of banelings and Zerglings with it right. Please show me game of pure infestor/broodlord that wasn't versus Protoss.As P you dont want to have anything but immortals, colossi and archons lategame (PvP) Please, show me any game where this happened.vs Z you want only Carrier HT Archon (if you get there ever) I agree.ZvZ is all Broodlord Infestor lategame aswell. Yeah, except the roaches, hydras and corruptorsTHINK before shitting all over yourself Please, you almost sound like one of these BW elists who's last SC2 game watched was in the beta who heard fancy terms from their fellow BW elistist like 'deathball' and continues to propagate weird myths.In any case Terran is definitely the race that can go without T1 the most, either by going mech or in the only matchup where mech doesn't work get one of those Byun style ridiculously ghost heavy armies with not a marine or marauder in it any more. Which of course isn't a problem whatsoever, the concept of 'T1' for Terran works different anyway, you can get to T2 with Terran a loooot quicker than the other races and you can play 2 of the 3 matchups pretty much by making 4 marines early game and then switching to fact units. The race is designed to be able to work with only fact units. That's just not how Protoss works because robo units lack AA for one. It's also not how Z works. | ||
gCgCrypto
Germany297 Posts
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gCgCrypto
Germany297 Posts
On February 09 2013 23:19 SiskosGoatee wrote: Why yes, it's filled with Zerglings versus T and Hydras and roaches versus Z. Which tends to be completely filled with massive amounts of zealots. Filled with stalkers before a super lategame mass carrier transition takes place. No, the majority of supply in them are T1 units. I guess that's why these guys make tonnes of banelings and Zerglings with it right. Please show me game of pure infestor/broodlord that wasn't versus Protoss. Please, show me any game where this happened. I agree. Yeah, except the roaches, hydras and corruptors Please, you almost sound like one of these BW elists who's last SC2 game watched was in the beta who heard fancy terms from their fellow BW elistist like 'deathball' and continues to propagate weird myths. In any case Terran is definitely the race that can go without T1 the most, either by going mech or in the only matchup where mech doesn't work get one of those Byun style ridiculously ghost heavy armies with not a marine or marauder in it any more. Which of course isn't a problem whatsoever, the concept of 'T1' for Terran works different anyway, you can get to T2 with Terran a loooot quicker than the other races and you can play 2 of the 3 matchups pretty much by making 4 marines early game and then switching to fact units. The race is designed to be able to work with only fact units. That's just not how Protoss works because robo units lack AA for one. It's also not how Z works. The comps do happen in a lot of games but you need other units to get there, i agree. I won´t search for any replays of said comps because i don´t see a reason to argue over this anymore Your opinion =/= My opinion, lets stop it since it dosn´t bring the topic forward k? And BW elitism? really? I though that discussion ended like 4 months ago after Broodlord infestor got discovered and abused ad absurdum. and people complaining about stuff in the game should be normal. First rule in software design: The software is NEVER perfect and SC2s design is far from it (IMO obviously) | ||
SiskosGoatee
Albania1482 Posts
Or my absolute favourite when people complain that WoL is 'too much about splash compared to BW', lol, are you kidding me. BW was all about splash, everything in BW is about splash and AoE. The entire game revolves around splash, the only mu that doesn't completely revolve around it is ZvZ. And whatever flaws the design or balance WoL, HotS or BW have has nothing to do with software design. | ||
gCgCrypto
Germany297 Posts
On February 10 2013 01:27 SiskosGoatee wrote: Nahh, that discussion is still going on and it's hilarious the silly myths many people procreate. Like that some people actually believe that SC2 has harder counters than BW because someone once said that some-where. Are you kidding me? BW counters are so scaringly hard compared to SC2. A quick look at the damage model also indicates that. Some BW units do 25% of their max output against some units. Entire parts of tech trees couldn't be used because they were countered so brutally hard. Thats not true at all, did you even ever play a game of BW??? There are little to no hard counters. If i have a ling hydra army sure a reaver puts the P in favour but i can still compensate by mass and splitting etc. If i have a Zerg army without Corrupters/Vipers/Broodlords or Ultras and my oponent has colossi i´m dead, period (assuming none of us got ahead) THAT is a hardcountersituation and those simply didnt exist in BW for the most part. (eccept whens omething didnt shoot air, it got hardcountered by air) Corsairs didnt hard counter mutas while still being good vs them Lurkers didnt hard counter Marine Medic Scourge didnt hardcounter all air (because you could micor vs them and you needed to split them up because of overkill etc) The list goes on and on. For SC2 Colossi hardcounter most all of Zergs ground but Ultras Immortals hardcounter all Tanks and Thors hard as fuck Tempests Hardcounter Broodlords HTs hardcounter Vipers etc etc Good examples for unit interaction would be: Lings and Banelings, while Banes are good against Lings proper micro can turn this around Marines and Banes for the same reason HTs and Ghosts so yeah don´t talk about stuff you have no idea about. On February 10 2013 01:27 SiskosGoatee wrote: Or my absolute favourite when people complain that WoL is 'too much about splash compared to BW', lol, are you kidding me. BW was all about splash, everything in BW is about splash and AoE. The entire game revolves around splash, the only mu that doesn't completely revolve around it is ZvZ. Thats interesting, never ever heared about this, neither in any SC2 forums (eccept for now obviously) nor in the BW forums On February 10 2013 01:27 SiskosGoatee wrote: And whatever flaws the design or balance WoL, HotS or BW have has nothing to do with software design. Eccept for the fact that its software and software allways has flaws All in all i feel like you are making shit up by yourself, you have a good imagination. So yeah thanks for bumping the Thread though =) | ||
SiskosGoatee
Albania1482 Posts
On February 10 2013 02:28 gCgCrypto wrote: Lol, wonder why you never saw a marine made ever beyond 4 minutes in TvP or TvT? Marines versus storm, reavers or tanks isn't pretty.Thats not true at all, did you even ever play a game of BW??? There are little to no hard counters. If i have a ling hydra army sure a reaver puts the P in favour but i can still compensate by mass and splitting etc. It doesn't even begin to come that close. You see many Zerg armies beat colossus armies by correct usage of flanks without any of those units. Let's not forget how Haypro actually beat a stalker colossus army with mass upgraded ling by dropping on them. Or morrow's trademark ling/bling drops versus colossus armies.If i have a Zerg army without Corrupters/Vipers/Broodlords or Ultras and my oponent has colossi i´m dead, period (assuming none of us got ahead) THAT is a hardcountersituation and those simply didnt exist in BW for the most part. Lol, not a single marine is made against protoss. Zerg doesn't even bother with mutas any more once irradiate hits the field. Let's not forget the infinte duration neural parasite that allows you to get battle cruisers forever.(eccept whens omething didnt shoot air, it got hardcountered by air) You gotta be kidding me. The corsair/muta relationship is so much more skewed in the corsair's favour than the phoenix/muta relationship which is much more a game of baiting and bluffing.Corsairs didnt hard counter mutas while still being good vs them Lurkers didnt hard counter Marine Medic True, they didn't. That's why TvZ is the only mu where marines are of some value.Scourge didnt hardcounter all air (because you could micor vs them and you needed to split them up because of overkill etc) They didn't. Your point? Name me a single unit in either game which 'hardcounters all air',For SC2 No they don't they counter hydras and lings, they are actually terribly cost inefficient versus roaches. The point is that roaches eat supply so a roach max is awful because 6 roaches cost the same supply as 3 stalkers and a colossus and shouldn't ever beat it in that ratio because it's so much cheaper. Roaches are extremely cost efficient against stalker/colossus based armies. Just not very supply efficient.Colossi hardcounter most all of Zergs ground but Ultras Apart from that infestors are also pretty good against it of course. Immortals hardcounter all Tanks and Thors hard as fuck Tanks yes, and that is about as hard as BW tanks counter goons. If you think immortals hardcounter thors you prove you don't know what you're talking about because 120 supply of thor actually beats 120 supply of immortal.Tempests Hardcounter Broodlords No shit, a brood lord doesn't hit air.HTs hardcounter Vipers Oh wow, it has an anticaster spell. Yeah, I guess it counters it harder than dark archons or vessels counter defilers right?Good examples for unit interaction would be: You have no idea how good banelings versus lings are. Beating lingbane with pure ling is almost impossible. Lingbane vs lingbane however is quite the micro spectacle, but yeah, both sides have the same composition.Lings and Banelings, while Banes are good against Lings proper micro can turn this around Marines and Banes for the same reason You can never be cost efficient with marines versus banelings unless you are the automaton 2000. For that reason you never see pure marine up against banelings. You see marine/tank versus ling/bane or marine/marauder verus ling/bane which makes a lot more sense. Banes counter marines, marauders counter lings, lings counter tanks/marauders, tanks/marauders counter banes.so yeah don´t talk about stuff you have no idea about. Rofl, if you honestly believe that SC2 has harder counters than BW you're out of your mind and you're just reproducing a popular myth. Please, open up a test map in either game and see the difference of say tanks versus goons and tanks versus stalkers or hellions versus chargelots and vultures versus speedzeals. Please look at how you can still to some extend micro against storm without ghosts with pure bio how MKP is known to do. This isn't possible any more in BW and is the reason not a single marine is ever made in TvP. Storm is so powerful in BW it's even good against tanks, marines stand no chance.Thats interesting, never ever heared about this, neither in any SC2 forums (eccept for now obviously) nor in the BW forums There are more of these, such as people saying that protoss has the most splash options which is false by any reasonable way of counting. Terran does, and even more in HotS where they've gotten 2 new splash options and P got no new splash. Or that Terran has the most units. Which is again false, Protoss does, and again, they get the most new units in Hots. People repeat a lot of popular myths. Eccept for the fact that its software and software allways has flaws | ||
gCgCrypto
Germany297 Posts
Eccept for the fact that its software and software allways has flaws Flawed Software design =/= Flawed Coding Two different things, one is Software design the other is software development. You realize that i am not talking about balance at all do you? Won´t go into detail on the rest of the junk you wrote because you don´t seem to get it anyway | ||
SiskosGoatee
Albania1482 Posts
Take this example: 400 cracklings versus 100 goons. Cracklings win by a vast margin, hey, it's a counter, even though 400 cracklings cost you 10 000 minerals and 100 goons cost you 12 500 minerals and 5 000 gas. Take into consideration the fact that the crackings run into surface area problems with such numbers because they are melee units. It doesn't matter. Why? Because goons do only 50% of their potential damage to cracklings of course. Now, I just did the same thing in an SC2 unit tester with crackings versus stalkers, lo and behold. I'm left with 18/100 stalkers and this didn't even involve blink micro, this involved two AI's amoving into each other, lings even got a surround because SC2's pathing is superior and still the stalkers won when they even could've blink microed. Why? Well, because for one, stalkers don't do 50% but 70% of their full potential damage to lings. THe story repeats itself for the most part if you go do vults versus zealots and hellions vs zealots etc. BW just has far sharper counters than WoL or HotS. Far sharper. You can make the wrong unit comp work a lot more for you in WoL than in BW where the wrong comp tends to just mean the end of your army. | ||
Randomaccount#77123
United States5003 Posts
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purakushi
United States3300 Posts
On March 08 2013 00:07 Barrin wrote: I have abandoned this project a while ago and denounced it's current iteration multiple times. This is not what I had in mind when I wrote Breadth of Gameplay in SC2, and no other mod that is out right now comes much closer. Because of recent events, I plan on remaking this from the ground up - possibly under a new name - and which should be much more likely to reflect what I really have in mind - after I write another post more fully explaining it. Hopefully I'll be done long before LotV, but until then I'm REQUESTING THREAD CLOSE Hm, I'm curious what else you have in mind. I think that the economy system in itself of FRB is good, but it needs to be combined with some other changes to SC2 to be truly successful. From your OP post on FRB/Breadth, it seemed like FRB is supposed to be a mapmaker's view on how to improve SC2, but SC2 really needs more changes than just with map resources themselves. Only modifying the maps themselves will not fix these issues; a full blown mod is required. I'm still fixing up my SC2Pro mod with my ideas (i.e. combination of many individual ideas), but I am looking forward to what you come up with. ![]() | ||
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Plexa
Aotearoa39261 Posts
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Timetwister22
United States538 Posts
The LotV mineral patch change forces faster expanding, thus removing or greatly weakening player decisions as when to expand. As of right now, there is a fair window in which players can decide when to expand before their main/nat/third/etc mines out. This allows builds such as all ins, pressures, or tech before expo to exist. If this window is reduced, it is to my understanding that those builds would be heavily weakened and much worse. If those tech/pressure before expo don't pay off, they become way more harmful and put the player way more behind than currently. Thus, tech/pressure before expo becomes way more riskier and significantly less attractive than expanding. Therefore, expanding almost becomes a no-brain-er. Thus, this change doesn't encourage players to make the decide of fast tech/pressure or fast expo, as expanding is significantly more attractive. Currently, choosing whether to expand now or later allows for a greater amount of viable decisions, and thus allowing better players to set themselves apart by choosing the better decisions. If all players are highly encouraged to expand over earlier tech/pressure, then it becomes harder for better players to stand out. Secondly, this does not reward spreading out like FRB does, and instead forces the decision to spread out upon the player. Taking more bases, and thus spreading out across the map, should be encouraged with the benefit of a higher income. Yet, the LotV change does not do that. Instead, LotV keeps the 3 base economy max, and forces the player to spread out by having the player mine out bases faster. While both can lead to a similar result, the current LotV idea forces spreading out upon the player. Thus, greatly weakening the decisions involved in the choice of spreading out across the map. Spreading out becomes something the player has to do, rather than a decision they made based on risk vs reward. Players will not be taking more bases and spreading out to get an edge. They'll be doing so because they have to to maintain their 3 base economy max. Overall, the fact that the current LotV idea gets players to spread out across the map, and thus spread action across the map, is fucking awesome from Blizzard. The community has been demanding more spread out fighting across the map, and this is a clear attempt toward that. However, spreading out across the map should be a decision that can help define a player's skill, not an act forced upon the player to just stay even in the game. Forcing or greatly limiting the decisions in a competitive RTS is generally a bad idea. Hence why I like the logic behind FRB. If my understanding is correct, FRB encourages expanding instead of forcing it, and grants benefits to players who take more than 3 mining bases. Thus, I like FRB better, and would greatly like Blizzard to try out FRB, or a similar variation of it, in the LotV beta. | ||
fenix404
United States305 Posts
On November 15 2014 12:04 Timetwister22 wrote: Overall, the fact that the current LotV idea gets players to spread out across the map, and thus spread action across the map, is fucking awesome from Blizzard. The community has been demanding more spread out fighting across the map, and this is a clear attempt toward that. However, spreading out across the map should be a decision that can help define a player's skill, not an act forced upon the player to just stay even in the game. Forcing or greatly limiting the decisions in a competitive RTS is generally a bad idea. Hence why I like the logic behind FRB. If my understanding is correct, FRB encourages expanding instead of forcing it, and grants benefits to players who take more than 3 mining bases. Thus, I like FRB better, and would greatly like Blizzard to try out FRB, or a similar variation of it, in the LotV beta. ^totally agree glad to see this dredged up. great idea. i had forgotten that this much work had been done already. i'm very excited to see that they are willing to change this now. there are new horizons ahead... the maps 2 years from now will be absolutely insanely awesome i feel... | ||
jcr2001
Singapore53 Posts
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yakitate304
United States655 Posts
On November 15 2014 06:01 Plexa wrote: Probably a good time to revive this thread from the graveyard. Even though Barrin abandoned the project and claimed it didn't live up to his breadth of gameplay post, this is one of the most tested economy variants and offers and interesting counterpoint to Blizzards current changes. Glad to see the FRB thread bumped. As one of the people who put a lot of time playing and drawing attention to FRB at the time, I was really excited to see that LotV's economic changes had similar goals to what Barrin was trying to accomplish. I organized a tournament casted by two of the FRB community's most devoted members, Senex and Pull, featuring players like Ganzi, RainbOw (HopeTorture), MaSa, puCK, Vibe, Goswser, Illusion, Axslav, Shew, SaroVati, and several others. People who are interested in this concept can check out the tournament VODs here: https://www.youtube.com/user/WiseOldSenex/playlists On November 20 2014 14:16 jcr2001 wrote: Does anyone know exactly what happened to this idea? From what I understand, it seems like it wasn't favoured because it just had the same deathball problems, just slower, and on 4 base. Are they implying that it's a unit design issue? It also looks like it wasn't really tested in HotS, after all those crazy changes to promote aggression came in. In general, we found that when people were playing macro-oriented styles, games did tend to be scrappier and feature more multi-pronged play. One issue from the tournament that we ran is that this was just a one-time thing for these players, and only a few of them played on FRB maps at all leading up to the event, so there was a lot of early cheese that ended games quickly. As a result of the changed economy, players didn't know how to defend the early aggression, and there weren't enough games played or attention given to the gamemode for a real meta or standardized builds to develop. That being said, there were some really interesting games. The optimist in me believes that if players were to play FRB over the course of several months, we would start to see a healthier balance between early aggression, viable expansion defense, and exciting games. | ||
jcr2001
Singapore53 Posts
In general, we found that when people were playing macro-oriented styles, games did tend to be scrappier and feature more multi-pronged play. One issue from the tournament that we ran is that this was just a one-time thing for these players, and only a few of them played on FRB maps at all leading up to the event, so there was a lot of early cheese that ended games quickly. As a result of the changed economy, players didn't know how to defend the early aggression, and there weren't enough games played or attention given to the gamemode for a real meta or standardized builds to develop. That being said, there were some really interesting games. The optimist in me believes that if players were to play FRB over the course of several months, we would start to see a healthier balance between early aggression, viable expansion defense, and exciting games. Ah yes, I remember watching your casts back when it was 6m1g FRB. Thank you for casting those games! What exactly do you mean by "scrappier"? Is that in some sense, the aim of the experiment: to encourage all-over-the-map action? I thought it was a good idea but I never saw any games from it and HotS came out. I'd like to see Blizzard experiment more with economy rates to encourage multi-base play than just putting a timer on players. Then again, everything needs testing; maybe Blizzard's idea is better. | ||
yakitate304
United States655 Posts
On November 24 2014 09:19 jcr2001 wrote: Ah yes, I remember watching your casts back when it was 6m1g FRB. Thank you for casting those games! What exactly do you mean by "scrappier"? Is that in some sense, the aim of the experiment: to encourage all-over-the-map action? I thought it was a good idea but I never saw any games from it and HotS came out. I'd like to see Blizzard experiment more with economy rates to encourage multi-base play than just putting a timer on players. Then again, everything needs testing; maybe Blizzard's idea is better. Thanks for the support but I actually never casted! I was just the person who assembled the tournament lineup and pull in the small amount of sponsorship and extra broadcasting (on the now defunct cybersports.tv) that we received. Senex and Pull were the two casters, both for general community FRB games and the eventual tournament. And yes, by "scrappier" I did mean that the macro games we saw featured more action taking place with smaller armies at different spots on the map. Since expansions were more numerous, people needed to split their army more in order to either do damage to their opponent without losing a base of their own, or to defend/attack in multiple spots. It could just be confirmation bias on my part, though! | ||
jcr2001
Singapore53 Posts
On November 25 2014 09:25 yakitate304 wrote: Thanks for the support but I actually never casted! I was just the person who assembled the tournament lineup and pull in the small amount of sponsorship and extra broadcasting (on the now defunct cybersports.tv) that we received. Senex and Pull were the two casters, both for general community FRB games and the eventual tournament. And yes, by "scrappier" I did mean that the macro games we saw featured more action taking place with smaller armies at different spots on the map. Since expansions were more numerous, people needed to split their army more in order to either do damage to their opponent without losing a base of their own, or to defend/attack in multiple spots. It could just be confirmation bias on my part, though! Ah right, my bad! I should have read the post more carefully. If such games were occurring in WoL, I wonder how it'd be like in HotS. I think this idea ought to have another try ![]() | ||
fenix404
United States305 Posts
we may have to see different maps designed just for these kinds of changes, to see the full effects. im watching one on tal'darim altar, and i'm pretty sure something like cloud kingdom or daybreak may make this work better. obv much testing is still required. | ||
[F_]aths
Germany3947 Posts
On November 15 2014 12:04 Timetwister22 wrote: However, spreading out across the map should be a decision that can help define a player's skill, not an act forced upon the player to just stay even in the game. Forcing or greatly limiting the decisions in a competitive RTS is generally a bad idea. Hence why I like the logic behind FRB. If my understanding is correct, FRB encourages expanding instead of forcing it, and grants benefits to players who take more than 3 mining bases. Thus, I like FRB better, and would greatly like Blizzard to try out FRB, or a similar variation of it, in the LotV beta. If the reward is big enough, it is more or less a forced upon the player who wants to be successful. Since SC2 has a quite large playerbase already, I understand Blizzard's approach to not completely redesign the economy, but to work within an established gameplay. Having twice as much workers to begin with and only 1000 minerals per patch is easy to understand. | ||
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