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An Open Letter to the Devs of OneGoal and Starbow - Page 3

Forum Index > SC2 Maps & Custom Games
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NapkinBox
Profile Blog Joined January 2012
United States314 Posts
February 24 2013 03:16 GMT
#41
I can imagine an RTS having a different form for each unit with different play styles. Say, using "Marine" as a basic unit model; before each match you can choose whether you want either a "DPS Marine", "PlasMarine", or a "Guerrilla-Fighting-Ma'Fucker".

Something like that for each unit and tier...
"Who has the best durability feat in all of comic book superheroes?" "Aquaman surviving pop culture."
Rampager
Profile Joined April 2010
Australia1007 Posts
February 24 2013 03:17 GMT
#42
As a quick sidenote to the main topic: I'd never heard of OneGoal before this, just watched the youtube videos and I have to say I'm impressed with some of the changes proposed. Really nice.

I find the ban/pick phase of DotA2 to be the most exciting part of a match, watching how the teams draft and looking for nuances or trying to predict how they'll play it out is ridiculously entertaining. But like others have mentioned it seems it would need a lot of work/redesign to function in StarCraft2.

As an alternative I could see a method of banning/picking, or maybe just picking, in regards to certain unit abilities. Perhaps instead of the HotS Medivac Emergency Boosters you decide to pick up Cadeous Reactor. The main role of the unit stays solid, but it's strengths/weaknesses can be tilted.

Interesting thread, curious thoughts all round, thanks for the read!
Archerofaiur
Profile Joined August 2008
United States4101 Posts
February 24 2013 03:20 GMT
#43
On February 24 2013 12:15 purakushi wrote:
Both are supposed to be SC2 *melee* mods, not UMSs. Changing either of them to include picks/bans would completely defeat the purpose that players create/play it in the first place.

If you choose to make a UMS like that, please do go ahead. It would definitely not be considered SC2 melee, however.


Like I said if the devs dont agree this is in fitting with their vision of the game they are free to ignore it

I do however feel there are identifiable reasons DOTA became more popular than WC3 and that SC2 mods can learn from this.
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
WolfintheSheep
Profile Joined June 2011
Canada14127 Posts
February 24 2013 03:33 GMT
#44
On February 24 2013 12:20 Archerofaiur wrote:
Show nested quote +
On February 24 2013 12:15 purakushi wrote:
Both are supposed to be SC2 *melee* mods, not UMSs. Changing either of them to include picks/bans would completely defeat the purpose that players create/play it in the first place.

If you choose to make a UMS like that, please do go ahead. It would definitely not be considered SC2 melee, however.


Like I said if the devs dont agree this is in fitting with their vision of the game they are free to ignore it

I do however feel there are identifiable reasons DOTA became more popular than WC3 and that SC2 mods can learn from this.

Drafting was a late entry to the entire MOBA genre, so I'm not sure how you consider that an identifiable reason.

MOBA is also an entirely different genre, just created using the WC3 game engine. This would be akin to saying Unreal should become more like an MMORPG, because Lineage was built on the Unreal Engine.
Average means I'm better than half of you.
comet1
Profile Joined May 2012
United States24 Posts
February 24 2013 03:35 GMT
#45
As a developer of the OneGoal mod I think that you may of misinterpreted our intentions. We are improving upon Starcraft 2 leaving the core mechanics and all of the units intact or Semi intact. We are not interested in a complete re-haul of the game. changes like this would make Starcraft, well not Starcraft anymore. These changes do have potential but none of these ban/pick changes you have stated are present in either Starbow or OneGoal mods.
Whatever you do in life, do it the very best you can with both your heart and mind. - Excerpt from Lakota Instructions for Living. passed down from White Buffalo Calf Woman
Archerofaiur
Profile Joined August 2008
United States4101 Posts
February 24 2013 03:40 GMT
#46
On February 24 2013 12:35 comet1 wrote:
As a developer of the OneGoal mod I think that you may of misinterpreted our intentions. We are improving upon Starcraft 2 leaving the core mechanics and all of the units intact or Semi intact. We are not interested in a complete re-haul of the game. changes like this would make Starcraft, well not Starcraft anymore. These changes do have potential but none of these ban/pick changes you have stated are present in either Starbow or OneGoal mods.


No problem, appreciate the consideration.
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
Zer atai
Profile Joined September 2011
United States691 Posts
February 24 2013 03:59 GMT
#47
I support this. Thank you for doing this.
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Xiphos
Profile Blog Joined July 2009
Canada7507 Posts
Last Edited: 2013-02-24 04:41:18
February 24 2013 04:05 GMT
#48
Archerofaiur, while we are at it, EXPAND the unit options by bringing back the vintage BW ones in too.

A choice between Vultures or Hellions
Lurkers or Swarm Hosts
Corsairs or Pheonix

EDIT: Now I think about it, we'll never get to play with BW units because of their potential.
2014 - ᕙ( •̀ل͜•́) ϡ Raise your bows brood warriors! ᕙ( •̀ل͜•́) ϡ
WindWolf
Profile Blog Joined July 2012
Sweden11767 Posts
Last Edited: 2013-02-24 04:20:30
February 24 2013 04:17 GMT
#49
Ban/Picking like in Dota would not work in an RTS unless it was designed with that in mind from day one.

As for the point "In contrast DOTA 2 has put out 7 new units in the past five months alone". First of all Dota2 is still in beta, and secondly, Dota2 will eventually be a 1:1 replica of Dota1, just made in the Source engine rather than a WC3 mod. The last time new heroes was added to Dota was in 6.75

Edit: And how would it work if you ban out workers?

____

During a CS:GO showmatch in February between NiP and Lemondogs, they both decided to not use Deagles (since it was super-OP at the time). I would like to see more of that.
EZ4ENCE
darkmighty
Profile Joined March 2011
Brazil48 Posts
Last Edited: 2013-02-24 04:42:33
February 24 2013 04:31 GMT
#50
This. This would be AWESOME!
Should be at least tried to see where it takes.

Edit: WindWolf, you obviously wouldnt be able to ban core units, which includes workers
The only winning move is to never accept defeat.
Brian333
Profile Joined August 2010
657 Posts
Last Edited: 2013-02-24 04:43:01
February 24 2013 04:38 GMT
#51
The ban/pick system already exists in SC2. It's used on maps and maps have a trickle down effect on strategies, tactics, and as a result, unit compositions. What is the point of redundancy in adding the ban/pick system to units on top of maps? Just create a more interesting and diverse map pool and you will have the same result as a ban/pick system on units.

I hate this idea and think it's a terrible one. Units should have defined roles on a strategic level. When you add the ability to ban units, you are removing a role from a player's strategic and tactical palette and thus creating imbalance, not avoiding it. For example, Terran has pretty limited GtA options against light air. They basically have marines and that's it. That's why Marines are such good AA. Protoss has limited GtA options in general. They basically have stalkers and that's it. Each race has limited options for early harass / pressure. Take away those options and Zerg will drone and expand to 4 bases before the 7 minute mark.

The alternative is to add multiple units that fill the same role... and then I ask, what is the point of banning other than to make the game needlessly more complicated? It's not accomplishing anything at that point. The meta-game is already constantly shifting and continues to change based not on units, but on strategies which are map influenced.

And, how do you practice and how do you reward skill and practice with this system? Removing certainty from the game adds to the current reality that the most skilled player doesn't always win. Players already have enough to practice for, they don't need to have to practice multiple back-up strategies on top of practicing for different maps. Adding the ban/pick system just dilutes their focus in practice and trades solid, well trained play for a gimmicky ban/pick phase before games. All ban/pick does is give players more incentive to coin-flip with a few all-in strategies. I would much rather watch player A's best thought-out and rigorously practiced strategy vs. player B's best thought-out and rigorously practiced strategy and have in-game skill and execution determine the winner rather than watching a player deal with having to go to their 2nd, 3rd, 4th, etc. option and showing a clear lack of polish with it. The bottom line is people want to watch and will come back for more high-level play. This option doesn't provide that.
WindWolf
Profile Blog Joined July 2012
Sweden11767 Posts
February 24 2013 04:43 GMT
#52
On February 24 2013 13:31 darkmighty wrote:
Edit: WindWolf, you obviously wouldnt be able to ban core units, which includes workers

But what counts as a core unit? You really need to allow all units to be picked/banned, otherwise people will start abusing strats with those core units to death.

I'd much rather see a NiP-Lemondogs agreement then pick-ban in Sc2
EZ4ENCE
darkmighty
Profile Joined March 2011
Brazil48 Posts
February 24 2013 05:00 GMT
#53
On February 24 2013 13:43 WindWolf wrote:
Show nested quote +
On February 24 2013 13:31 darkmighty wrote:
Edit: WindWolf, you obviously wouldnt be able to ban core units, which includes workers

But what counts as a core unit? You really need to allow all units to be picked/banned, otherwise people will start abusing strats with those core units to death.

I'd much rather see a NiP-Lemondogs agreement then pick-ban in Sc2


Did you read OP's post entirely? He suggests a 'Core Unit' combination for each race.

What this does is control the amount of randomness in the game, adding some certainty and solid base, on top
of some volatility and diversity (and fun!) from lots of units.

Obviously banning miners and early game staples (to avoid early game rushes) would be unsustainable (if allowed they would be aways banned), so it just makes sense also.
The only winning move is to never accept defeat.
urashimakt
Profile Joined October 2009
United States1591 Posts
February 24 2013 05:36 GMT
#54
As I understand them, both OneGoal and Starbow are melee mods. They attempt to alter the gameplay of SC2 without scrapping it. This seems more akin to any of the monobattle mods with a drafting mode, except instead of 8 players you have 2 and instead of being limited to 1 unit you're limited to 4 (or something).

Best bet is getting your hands dirty and making your own UMS. Or play draft monobattles.
Who dat ninja?
Archerofaiur
Profile Joined August 2008
United States4101 Posts
February 24 2013 05:42 GMT
#55
On February 24 2013 14:36 urashimakt wrote:
As I understand them, both OneGoal and Starbow are melee mods. They attempt to alter the gameplay of SC2 without scrapping it. This seems more akin to any of the monobattle mods with a drafting mode, except instead of 8 players you have 2 and instead of being limited to 1 unit you're limited to 4 (or something).

Best bet is getting your hands dirty and making your own UMS. Or play draft monobattles.

Yup monobattles is similar, the reason i addressed the onegoal and starbow devs is because i think their mods have the most potential currently to have the same success DOTA did.
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
Mahanaim
Profile Joined December 2012
Korea (South)1002 Posts
February 24 2013 05:45 GMT
#56
I was confused when you gave DOTA as an example.
Celebrating Starcraft since... a long time ago.
Assirra
Profile Joined August 2010
Belgium4169 Posts
Last Edited: 2013-02-24 06:20:31
February 24 2013 06:18 GMT
#57
On February 24 2013 14:42 Archerofaiur wrote:
Show nested quote +
On February 24 2013 14:36 urashimakt wrote:
As I understand them, both OneGoal and Starbow are melee mods. They attempt to alter the gameplay of SC2 without scrapping it. This seems more akin to any of the monobattle mods with a drafting mode, except instead of 8 players you have 2 and instead of being limited to 1 unit you're limited to 4 (or something).

Best bet is getting your hands dirty and making your own UMS. Or play draft monobattles.

Yup monobattles is similar, the reason i addressed the onegoal and starbow devs is because i think their mods have the most potential currently to have the same success DOTA did.

There already is a dota style mod btw. Forgot the name but TB did a couple videos on his channel about it.
Edit found it, it is called star battle
Doc Daneeka
Profile Joined March 2010
United States577 Posts
February 24 2013 07:23 GMT
#58
i dunno if anyone has mentioned something like this but i think it'd be interesting to have a version of sc2 where you could choose from a whole bunch of units to fill limited slots in your production. IE, you have four slots at the factory, and you can choose four units from hellions, vultures, diamondbacks, goliaths, warhounds, seige tanks, thors, predators (lol), widow mine, etc etc. with pre-decided requirements like no matter what you choose, the thor will always require a tech lab and armory, the tank will always require a tech lab, and so on. would be trickier with zerg but i'm sure something could be worked out there. balancing that would probably be a nightmare but it'd certainly be interesting.
payed off security
Ratch!
Profile Joined June 2012
Peru258 Posts
February 24 2013 07:41 GMT
#59
For there to be a ban phase, there needs to be different units that can fulfill the same duty, as in Dota where there are tons of options for the different kind of hero you need. You can't do this with this mods atm, because there aren't enough units in every tier to allow a fair ban phase. Also there would be problems in the mirror matchups.
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
February 24 2013 08:35 GMT
#60
You cannot ban units in an RTS like starcraft, the mere threat of a unit is integral to the entire metagame. For instance, you may say that voids are seldom used in PvT so you can remove thme without too much harm, except then Terrans will no doubt start with mass BC strats which just don't work because voids shut them down but BC's actually have no real protoss counter except the void ray. Stalkers actually don't cut it any more versus high BC numbers.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
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