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Project: Starcraft Improved - Page 6

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BrokenSegment
Profile Joined July 2015
36 Posts
July 19 2015 07:49 GMT
#101
You think warpgate should be nerfed even more than it already is here???
BlackLilium
Profile Joined April 2011
Poland426 Posts
Last Edited: 2015-07-19 08:13:19
July 19 2015 08:09 GMT
#102
Experimental and Stable branches

  • Supply count doubled overall. Worker supply cost doubled as well


I put it in stable immediately as it does not really change anything, besides UI.
You are right, that we should first focus on more pressing changes. Reducing worker count to 1 would be a wild experiment, and not necessarily good. Still, with the doubled supply overall we open the possibility to try it in the future.
[MOD]Economy - Hot Mineral Harvesting
BlackLilium
Profile Joined April 2011
Poland426 Posts
July 19 2015 09:00 GMT
#103
Macro mechanics
knyttym in "Hot Mineral Harvesting" thread said:
As for macro, it is way too easy to use all your money off of three bases. I'm guessing Starbow already had this issue which is why they already have a solution in place for this exact issue. I would just copy their solution. They retooled macro mechanics and forced players to both look at their base more often and click buildings rapidly/accurately.


While there are many ways how macro mechanics could be affected, the most direct one are the tools of each race that allows them to boost their income and/or army production. More specifically: Larva Inject, MULE, Chronoboost. From what I have seen and heared from various players of different skills here are some problems:

  • Larva Inject
    • Injection is a tiresome, repetitive operation without any decission involved.
    • Injection allows you to stockpile a lot of larva which then can all be utilized almost immediately

  • MULE
    • An easy-to-use "give 300 minerals" button. Unlike Larva Inject, being sloppy does not penalize you as much.
    • Very big income spikes
    • In late late game mass CC can be used to reduce worker count. A single base can easily be saturated with mules.

  • Chronoboost
    • Early game access permit all-ins. Gateway production time is hard to balance.
    • Easy-to-use with little downside from being sloppy.
    • No decission on wether to use chronoboost. The only question is: on what.
    • Little use in late game



Is there any other problem with these? Or do you think some of those is a non-issue?

Here are some suggestions I have:
  • Larva Inject
    • Need help on this one! I have no good idea at the moment...

  • MULE
    • Reduce casting range from global to some reasonable radius, e.g. 20. It should be far enough to easily cast it within a single base, even if you have multiple CCs there. It should however not permit to throw MULEs in other bases.
    • Reduce maximum energy on CC, e.g. to 100, so that MULEs cannot be stockpiled as much.

  • Chronoboost
    • Move Chronoboost to Mothership Core. Make Mothership Core massalbe unit. Reduce cast range of Chronoboost.
    • If the above is too big of a change: add Cybernetics Core as a requirement for Chronoboost, or even add a research in Cybernetics for Chronoboost.
    • Increase Chronoboost cost and effect to make it more impactful late game. e.g. 50 energy, and 100% speedup for the same time duration (instead of 25/50%).

[MOD]Economy - Hot Mineral Harvesting
phantomfive
Profile Joined April 2010
Korea (South)404 Posts
July 19 2015 18:12 GMT
#104
On July 19 2015 18:00 BlackLilium wrote:
[*] Larva Inject
  • Injection is a tiresome, repetitive operation without any decission involved.
  • Injection allows you to stockpile a lot of larva which then can all be utilized almost immediately

It should be made auto-cast. For example, much like SCVs have an option to turn on auto-repair, the queen can be set to automatically cast inject on the nearest hatchery as soon as it has energy.

The more boring mechanics can be automated, the more players can focus on strategy, the more fun the game is.
To ease another's heartache is to forget one's own - Lincoln
Pontius Pirate
Profile Blog Joined August 2013
United States1557 Posts
Last Edited: 2015-07-19 19:26:18
July 19 2015 19:25 GMT
#105
A start for larva inject would be to forbid more than 7 larva per Hatchery. This way, it becomes harder to stockpile huge amounts of larva without huge amounts of bases or macro Hatcheries. If you feel like it, could could institute a change where Lair can support up to 11 larva and Hive can support up to 15, but while this makes a lot of thematic sense, I'm not entirely sure how much (if at all) that minor Lair/Hive detail would actually improve the game.

In relation to Mules, I really like the Starbow detail that calling down an SCV still costs 50 minerals, although I wouldn't like that exact change in SC2. The Mule is a temporary unit, so it may have some slightly different needs. Therefore, the basic idea (one that will surely require further fine tuning and detailing) that I'd like to propose is that the Mules last long enough for 3 more trips on a close mineral patch and 4 more trips on a medium or far mineral patch, but they cost 100 minerals to call down, as well as them not being able to mine from a patch that a Mule is already mining from. The hope behind this is that Terran players will no longer feel at liberty to call down Mules upon a newly-taken and largely undefended base, as this would be both a waste of energy and a direct backfire in terms of income. It forces players to use Mules a bit more judiciously. They'll be getting roughly the same amount of total income from Mules, but it will be slightly less of an early game income boost, and more of a delayed, yet consistent source of income.

I don't think there's a problem with chronoboost itself, but if it were a spell that was taken from the same energy pool as other spells such as Photon Overcharge, or maybe some sort of shield recharging spell, I feel it would add some excellent energy-management dynamics to its use. More to the point, this would use chronoboost to help make PO a more interesting ability. I'm not a huge fan of the idea of tooling it more for lategame use by itself, but a Twilight Council unlocked upgrade for make chronoboost more effective seems worthwhile.
"I had to close the door so my parents wouldn't judge me." - ZombieGrub during the ShitfaceTradeTV stream
phantomfive
Profile Joined April 2010
Korea (South)404 Posts
July 19 2015 21:01 GMT
#106
On July 20 2015 04:25 Pontius Pirate wrote:
A start for larva inject would be to forbid more than 7 larva per Hatchery. This way, it becomes harder to stockpile huge amounts of larva without huge amounts of bases or macro Hatcheries.

I'm interested, how would that improve the game?
To ease another's heartache is to forget one's own - Lincoln
BlackLilium
Profile Joined April 2011
Poland426 Posts
July 20 2015 05:41 GMT
#107
On July 20 2015 03:12 phantomfive wrote:
Show nested quote +
On July 19 2015 18:00 BlackLilium wrote:
[*] Larva Inject
  • Injection is a tiresome, repetitive operation without any decission involved.
  • Injection allows you to stockpile a lot of larva which then can all be utilized almost immediately

It should be made auto-cast. For example, much like SCVs have an option to turn on auto-repair, the queen can be set to automatically cast inject on the nearest hatchery as soon as it has energy.

The more boring mechanics can be automated, the more players can focus on strategy, the more fun the game is.


I agree that mundane, choiceless mechanic should be automated if possible. On the other hand, auto-casted Spawn Larvae would permit Zerg not to look into its own base ever and promote sloppy play. With Protoss and Terran, if you stop production you waste time. In case of Zerg, you just stockpile larva which then can be all used in a single burst. And that is the reason why, I think, Blizzard still didn't put Spawn Larva under autocast: it requires Zerg to actively do something, or they loose production time the same way as other races.

For that reason, Spawn Larvae alone is not a good solution. However, if we couple it with another change: say - the limited amount of stockpiled larvae as Pontius Pirate suggests - this may work as intended. Zerg still has to regularly make use of the larvae or they lose time. Stockpiling is possible only to a certain extend after which you need a macro hatch or more of them.

On July 20 2015 04:25 Pontius Pirate wrote:
In relation to Mules, I really like the Starbow detail that calling down an SCV still costs 50 minerals, although I wouldn't like that exact change in SC2. The Mule is a temporary unit, so it may have some slightly different needs. Therefore, the basic idea (one that will surely require further fine tuning and detailing) that I'd like to propose is that the Mules last long enough for 3 more trips on a close mineral patch and 4 more trips on a medium or far mineral patch, but they cost 100 minerals to call down, as well as them not being able to mine from a patch that a Mule is already mining from. The hope behind this is that Terran players will no longer feel at liberty to call down Mules upon a newly-taken and largely undefended base, as this would be both a waste of energy and a direct backfire in terms of income. It forces players to use Mules a bit more judiciously. They'll be getting roughly the same amount of total income from Mules, but it will be slightly less of an early game income boost, and more of a delayed, yet consistent source of income.

I like the last sentence argument of MULEs being an initial investment which pays off only after a few seconds. However, I am not sure that it would stop Terran from spamming MULEs into a new undefended base. I also wonder what Terran-main players would say about this.
[MOD]Economy - Hot Mineral Harvesting
phantomfive
Profile Joined April 2010
Korea (South)404 Posts
July 20 2015 16:08 GMT
#108
On July 20 2015 14:41 BlackLilium wrote:
Show nested quote +
On July 20 2015 03:12 phantomfive wrote:
On July 19 2015 18:00 BlackLilium wrote:
[*] Larva Inject
  • Injection is a tiresome, repetitive operation without any decission involved.
  • Injection allows you to stockpile a lot of larva which then can all be utilized almost immediately

It should be made auto-cast. For example, much like SCVs have an option to turn on auto-repair, the queen can be set to automatically cast inject on the nearest hatchery as soon as it has energy.

The more boring mechanics can be automated, the more players can focus on strategy, the more fun the game is.


I agree that mundane, choiceless mechanic should be automated if possible. On the other hand, auto-casted Spawn Larvae would permit Zerg not to look into its own base ever and promote sloppy play.

Meh. People said the same thing about worker auto-mine.

And they were right, worker auto-mine does reduce the necessary APM and allows players with worse mechanics to do better.
To ease another's heartache is to forget one's own - Lincoln
BlackLilium
Profile Joined April 2011
Poland426 Posts
July 20 2015 16:37 GMT
#109
On July 21 2015 01:08 phantomfive wrote:
Show nested quote +
On July 20 2015 14:41 BlackLilium wrote:
On July 20 2015 03:12 phantomfive wrote:
On July 19 2015 18:00 BlackLilium wrote:
[*] Larva Inject
  • Injection is a tiresome, repetitive operation without any decission involved.
  • Injection allows you to stockpile a lot of larva which then can all be utilized almost immediately

It should be made auto-cast. For example, much like SCVs have an option to turn on auto-repair, the queen can be set to automatically cast inject on the nearest hatchery as soon as it has energy.

The more boring mechanics can be automated, the more players can focus on strategy, the more fun the game is.


I agree that mundane, choiceless mechanic should be automated if possible. On the other hand, auto-casted Spawn Larvae would permit Zerg not to look into its own base ever and promote sloppy play.

Meh. People said the same thing about worker auto-mine.

And they were right, worker auto-mine does reduce the necessary APM and allows players with worse mechanics to do better.

The next sentence after the one you quoted is more important: "With Protoss and Terran, if you stop production you waste time. In case of Zerg [if auto-cast SL was present], you just stockpile larva which then can be all used in a single burst."
I am Platinum player and one of the main reasons why I am stuck here is that I forget to keep producing workers and units the moment a fight starts. As a Zerg I keep forgetting about Spawn Larvae. An auto-casted "Spawn Larvae" could be compared to auto-casted "keep building this unit".

Just to be clear: in general, I am not against auto-casted Spawn Larvae, because there is absolutely no choice in that (in contrary to unit building). What I am saying is that if we introduce auto-casting for Larvae, we need to reintroduce some other mechanic, hopefully with a meaningful choice, that would separate Platinum players like me who forget stuff from Diamond player who are on the point with that.
[MOD]Economy - Hot Mineral Harvesting
Hider
Profile Blog Joined May 2010
Denmark9371 Posts
Last Edited: 2015-07-20 17:50:31
July 20 2015 17:44 GMT
#110
I agree that mundane, choiceless mechanic should be automated if possible. On the other hand, auto-casted Spawn Larvae would permit Zerg not to look into its own base ever and promote sloppy play.


Does that imply you think a higher mechanical entrance barrier is always better? Or are there some situations where mechanics doesn't make the game better, and if so, what are they?
BlackLilium
Profile Joined April 2011
Poland426 Posts
Last Edited: 2015-07-20 18:06:25
July 20 2015 18:03 GMT
#111
On July 21 2015 02:44 Hider wrote:
Show nested quote +
I agree that mundane, choiceless mechanic should be automated if possible. On the other hand, auto-casted Spawn Larvae would permit Zerg not to look into its own base ever and promote sloppy play.


Does that imply you think a higher mechanical entrance barrier is always better? Or are there some situations where mechanics doesn't make the game better, and if so, what are they?

I do not really want to talk in such general game design problems here unless it is going to somehow influence the mod.
In this particular case, I expanded and explained the problem in the post right above yours: the sloppyness permission between different races. Yes, let's simplify Spawn Larvae, but we need to give some other - hopefully meaningful - thing to do in the base. Otherwise, I fear that Zerg would become the simplest race to play macro-wise.
[MOD]Economy - Hot Mineral Harvesting
Pontius Pirate
Profile Blog Joined August 2013
United States1557 Posts
Last Edited: 2015-07-20 21:19:05
July 20 2015 21:16 GMT
#112
On July 20 2015 06:01 phantomfive wrote:
Show nested quote +
On July 20 2015 04:25 Pontius Pirate wrote:
A start for larva inject would be to forbid more than 7 larva per Hatchery. This way, it becomes harder to stockpile huge amounts of larva without huge amounts of bases or macro Hatcheries.

I'm interested, how would that improve the game?

Zerg players would be forced to plan for their remaxes more thoughtfully, as they'd either need a fuckton of bases in order to have enough larva stockpiled, or they'd have to have deliberately invested resources into building many additional macro hatches. As it currently stands, it's not uncommon to just accidentally have ~150 larva sitting around at several bases + 1 or 2 macro Hatcheries, with Queens at each. It institutes a higher game planning and thinking skill cap without introducing a tougher mechanical skill floor.


On July 20 2015 14:41 BlackLilium wrote:
I like the last sentence argument of MULEs being an initial investment which pays off only after a few seconds. However, I am not sure that it would stop Terran from spamming MULEs into a new undefended base. I also wonder what Terran-main players would say about this.

Oops, I forgot to include the qualifier that Terran players would be discouraged from dumping more than 8 mules on a newly taken base at a time, not that they wouldn't dump mules on new bases at all. So it really only comes to effect during really really heavy-economy lategame situations. This particular aspect is kind of a minor detail, but I feel it would reduce the severity of one particular Terran-specific quirk, while not really handicapping the Terran in normal game scenarios. That having been said, I think that in a close game, the Terran player would not always want to take the risk of dumping even a few Mules on an undefended base, provided that they know the opponent has already scouted it. The loss of both ~800-1100 potential minerals + Orbital Command energy and 300-400 direct minerals would do a lot to dissuade careless Mule usage.
"I had to close the door so my parents wouldn't judge me." - ZombieGrub during the ShitfaceTradeTV stream
xPrimuSx
Profile Joined January 2012
92 Posts
July 21 2015 06:58 GMT
#113
I think a big issue with the macro mechanics is energy tension as they are all designed to be forgiving to a certain extent, inject is combined with stockpiling, mules are combined with being able to spam it, and chronoboost with applying to nearly everything in the protoss side of macro. Trying to heavily reduce this degree of forgiveness seems counter-productive versus what Blizzard is likely to adapt should this mod become really popular.

A Terran player will have some degree of wanting to save energy for scan vs using mules, but once the anticipated crisis is gone they can just spam mules. The easiest thing in this regard would be to add a cooldown to the ability so that you can't just spam out the energy. Alternatively you could do something like remove Supply Calldown and add another ability that is actually used more frequently, maybe bring back defensive barrier, or maybe something that improves production temporarily to help them to remax in late game (unit cost reduction, build time decrease, adds more parallel lines of production like a reactor, calls down copies of a selected unit to site, etc... ?).

As has been made very clear in numerous posts in this thread and others, a Zerg player can just sit on extra larvae, provided they didn't miss an inject, and energy tension can be resolved by just producing more Queens which end up useful for late game armies given their other abilities. Tension is resolved in this case quite quickly by producing more Queens as the game goes on and making Queens more expensive or increasing their production time would likely not have the desired impact. The spells are already pretty useful so I personally can't think of a way to change it up to maintain tension. Maybe change the ability to produce 2 larvae and speed up standard larvae production so the benefit is delayed and stretched out over time. Another idea I had would be that the Queen produces "enhanced" larvae that start with essentially +1/+1 (temporarily, permanently?) for whatever unit is produced by them, but they build slower. A Zerg player would not want to produce enhanced Drones or Overlords if they can avoid it, creating a need to make sure you're using the right kind of larvae at the right time. However, this does make remaxing a nightmare with an army of enhanced Zerg. although the build time increase might be a saving grace.

For Protoss, as pointed out by BlackLilium, the only option is to chronoboost. To this end I think the big issue would be to add some kind of energy tension by adding a spell (at least 1) to the Nexus. To this end I nominate Forcefield and call for removing it from the Sentry at the same time. FF would have a hard time being spammed considering you need Nexus energy, while creating big tension between using chronoboost to enhance production or saving precious energy for FF. Having FF available so early won't really change anything since a Nexus can only provide so many, and in fact would end up nerfing Protoss early game, leaving room for other buffs. Also, old Nexii would definitely have a purpose in the late game with each expansion also giving you greater battlefield control.
BlackLilium
Profile Joined April 2011
Poland426 Posts
July 21 2015 12:14 GMT
#114
On July 21 2015 15:58 xPrimuSx wrote:
I think a big issue with the macro mechanics is energy tension as they are all designed to be forgiving to a certain extent, inject is combined with stockpiling, mules are combined with being able to spam it, and chronoboost with applying to nearly everything in the protoss side of macro.

I think this is a very valid observation. I think the macro mechanics should be somewhat forgiving, but only to a certain extend. I am also looking at it from a different angle - what the opponent can do to prevent or reduce the effectiveness of the macro mechanic.

Forgiveness:
  • MULEs are very forgiving. You can stockpile up to 4 of them and then use them all at once for the same, albeit delayed, benefit. MULE has global cast allowing you to use all Orbitals in the map to mine from a single location of your choosing. You start to lose only when you actually reach 200 energy and keep it there.
  • Chronoboost is quite forgiving as well. You can also stockpile 4 charges of it. You reach the maximum energy faster and you use it multiple times on the same building at the same time. Location is irrelevant since chronoboost has global cast.
  • Spawn Larvae as it is now is very unforgiving. Every second you delay the cast is something that you will have never a chance to redeem. Moreover, spawn larvae is a short-range spell and you need to cycle through all your bases to properly cast it on all your hatcheries.


Opponent's response:
  • Opponent can prevent MULEs from happening only by forcing scans. The alternative is to kill an orbital, which is much harder task. Once MULEs are on the ground they can be harassed the same way as normal worker lines. However, due to global cast, MULEs can appear anywhere on the map and the defender may be prepared to defend them.
  • Chronoboost cannot be stopped in any way, apart from killing the Nexus.
  • Spawn Larvae is the easiest to stop - by killing the Queen which has much less HP than a Hatchery. Early-game harassment can also delay the spell, because Queens at that time often have to contribute to the front.


I see some interesting suggestions out here. Let me comment on these:

MULE
  • Pontius Pirate suggests adding a mineral cost for a MULE, while at the same time increasing the lifetime of it so that overall net income remains the same. This way, casting a MULE is an investment and may not be suitable to cast at any moment. This will temporarily reduce Terran's ability to come back from a situation when nearly all workers are dead. In the long run however, the difference will be minimal: extra minerals are in the bank. The downside is that heavily-MULEd base run out of minerals faster (by MULE cost that was initially subtracted from the bank).
  • Pontius Pirate suggests to prevent MULE from mining from the same patch when another MULE is already mining from it. Unfortunately, to my knowledge, it is already the case: no 2 MULEs can mine from the same mineral patch at the same time. They can still interleave - e.g. one is mining while the other is returning. Preventing interleaving - that sounds like a weird rule that won't help much.
  • xPrimuSx suggests adding a cooldown. How long the cooldown should be? A value of 90s (same as MULE being alive) would put Terran closer to where Zerg is: every second wasted cannot ever be redeemed. Maybe something in between would be better - around 30s? This gives you a chance to use up the energy over time but not instantly. On the other hand, the possiblity to use up all energy instantly can be a trap - preventing Terran to use scan ability for a while.
  • Finally, my own suggestion that no one commented on yet: reducing the cast range to 20 (or so). This reduces the Terran ability to choose a single dump place for all MULEs. They have to be spread out. It also forces Terran to put Orbitals closer to front mining bases if he chooses to get extra Orbitals to replace SCVs. More meaningful building management and a bit easier target for opponent.


At this point I am inclining combining the cooldown and limited cast range. What is your opinion on this?

Spawn Larvae
  • phantomfive suggests auto-casted Spawn Larvae. This single change will transform this macro ability from most unforgiving to most forgiving one. Either something else is needed, or this autocast has to be combined with something as well.
  • Pontius Pirate suggests putting a limit of 7 larvae per hatchery. This way, between each Spawn Larva spell, at least 4 larvae must be changed into units - or eggs at least. xPrimuSx suggests changing the amount of larva spawned and speed of autoproduced larvae. I think this may be a good counter-balance to auto-casting. You have to make something or you lose larvae.
    I am thinking about outright preventing Spawn Larva on hatcheries which have more than 3 larva available.
  • xPrimuSx gives another option of "enhanced larvae" which would give some bonus to units that are produced. I share the fear of xPrimuSx that it could overcomplicate macroing however


I am thinking about adding the auto-cast + no-spell on over-3-larva hatchery. What do you think about it?

Chronoboost
  • xPrimuSx suggests adding a Forcie Field to Nexus to create tension of energy. While I agree with the tension part, I am not sure about FF there being a good thing. What would be its cast range? Global? That would become a blocker that the opponent has absolutely no way of predicting or avoiding. FF would come out of nowhere. Even if its range would be limited to some high number (e.g. 20) - attacking Protoss early game would be nearly a suicide, probably more painful than Photon Overcharge itself.
  • My own suggestion of moving chronoboost to MSC didn't receive many comments. Pontius Pirate likes the idea of having the same energy pool for both Chrono and Photon Overcharge (or other defensive spells that we have or might have in the future). In addition to that, Chronoboost would be easier to counter (kill those (potentially plural!) MSCs) and a bit more complex to use (you need MSCs next to buildings you hope to chronoboost).
    Effectively MSCs would become Protoss flying counterparts of Queens.
    I am a bit concerned myself however, that it is a bit more extensive change (moving spells between units) than I originally planned for the SCI project. On the other hand, MSC is such a problematic unit that it may require a bit more drastic changes.


Ultimately, I still think that Chronoboost on MSC, coupled with unlocking MSC count, nerfing their defensive abilities and reducing unit build time in Gateways to match Warpgates is the way to go. However, I would really like to hear "yes" or "but...-s" from your side before proceeding.

On July 21 2015 15:58 xPrimuSx wrote:
Trying to heavily reduce this degree of forgiveness seems counter-productive versus what Blizzard is likely to adapt should this mod become really popular.

My goal is for the community to like the changes, while at the same time not having too much problems when transitioning to and from standard SC2. However I do not want to compromise because of Blizzard's politics.
[MOD]Economy - Hot Mineral Harvesting
Masemium
Profile Joined April 2012
Netherlands33 Posts
July 21 2015 15:48 GMT
#115
I believe my fix/solution for Spawn Larva back in the day was: 50 energy spawns 3 instant Larva.

But this might create a problem when you go mass Queens and thus effectively have endless energy for endless Larva.

Spawn Larva creating "lesser" temporary Larva (that die over time) was another idea that more people have had over the years.

Another idea was Spawn Larva "overheating" the Hatchery, so that it won't spawn any Larva for x time, perhaps even deal damage to it. This was a cool spell I once had, where the caster forces the Hatchery to poop out Larva, which places the Hatchery into a grumpy mood

Sentou junbi!
phantomfive
Profile Joined April 2010
Korea (South)404 Posts
July 22 2015 05:10 GMT
#116
At the pro level, gamers do stockpile larva. That's already the dynamic. Autocast would merely make that strategy available to people of lesser mechanics.
To ease another's heartache is to forget one's own - Lincoln
BlackLilium
Profile Joined April 2011
Poland426 Posts
July 22 2015 05:51 GMT
#117
On July 22 2015 14:10 phantomfive wrote:
At the pro level, gamers do stockpile larva. That's already the dynamic. Autocast would merely make that strategy available to people of lesser mechanics.

Which reduces the difference between Gold Zerg and Master Zerg.
I don't claim that a meaningless mechanical decision should be the differentiation, but that there should be some differentiation. Reducing the amount of stockpile, which may convince Master Zergs to get more macro hatcheries may be a solution. I am not sure if it is enough, but it is a good try at least.
[MOD]Economy - Hot Mineral Harvesting
BlackLilium
Profile Joined April 2011
Poland426 Posts
Last Edited: 2015-07-22 16:30:34
July 22 2015 16:30 GMT
#118
OK... trying to implement all that stuff... but I am having problem with a Validator which would check the larvae count assigned to a given hatchery. I would like to prevent the Queen "Spawn Larva" on Hatcheries which already have more than 3 larvae.
Any ideas? Thanks!
[MOD]Economy - Hot Mineral Harvesting
RoomOfMush
Profile Joined March 2015
1296 Posts
Last Edited: 2015-07-22 16:42:19
July 22 2015 16:41 GMT
#119
Why dont you change Spawn Larvae so that instead of giving you larvae instantly it speeds up the automatic larvae regeneration.
Then, the Lair and Hive get 4 and 5 Larvae as max Larvae limit respectively.
This way you encourage Zergs to build macro hatcheries if they want to pool larvae and you give incentives to upgrade hatcheries. At the same time the Spawn Larvae ability still gives a bonus to zerg macro as long as you keep constantly producing units.

As to your question: I would make one behavior for each amount of larvae that a hatchery could have and then check for the behavior in the validator.
BlackLilium
Profile Joined April 2011
Poland426 Posts
Last Edited: 2015-07-22 17:11:35
July 22 2015 17:04 GMT
#120
On July 23 2015 01:41 RoomOfMush wrote:
As to your question: I would make one behavior for each amount of larvae that a hatchery could have and then check for the behavior in the validator.

I thought about that too. But then I need the larva itself to remove the behavior whenever it is morfed to an egg or dies. Which means, that the larva has to remember from which hatchery it spawned from. I am not sure if there is such a thing in Data.

On July 23 2015 01:41 RoomOfMush wrote:
Why dont you change Spawn Larvae so that instead of giving you larvae instantly it speeds up the automatic larvae regeneration.
Then, the Lair and Hive get 4 and 5 Larvae as max Larvae limit respectively.

This is an interesting take on the subject indeed!
Now that you mention it, I believe Starbow uses a similar method?

P.S. Happy to see that you keep an eye on this thread
[MOD]Economy - Hot Mineral Harvesting
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