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Population Limit Effects? - Page 3

Forum Index > SC2 General
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Wolfwood.
Profile Joined May 2009
United States68 Posts
October 07 2009 01:37 GMT
#41

It could work, but I don't think a human soldier would work as 2 population. It just doesn't really make sense.


rename it Hungry Marine.
BluzMan
Profile Blog Joined April 2006
Russian Federation4235 Posts
October 07 2009 02:14 GMT
#42
Pop cap (and the upkeep mechanic) is in Warcraft 3 to make a focus on heroes (who cares about a blademaster when you have 120 crypt fiends?) and to hide it's poor pathfinding engine (actually it's worse at large numbers than in SC) that will undoubtedly surface once unit numbers hit high (it's a direct consequence of the fact that units die much slower in WC3 than in SC, therefore, you will never have the frontline dying fast enough so that the backline doesn't stall). It's purely a game design decision and a very wise one. It makes the game's macro suck balls but apparently it's impossible to make a game with heroes that scales well with large army sizes, so Blizz was totally right on that one.

But SC2 is a different beast, I think that going beyond 200 would be fun. Still with a limit though because of a finite computational resource, but maybe 400? 200 is not that much in fact, in many games workers eat up 1/3 if not 1/2 of that.
You want 20 good men, but you need a bad pussy.
Equaoh
Profile Joined October 2008
Canada427 Posts
October 07 2009 05:38 GMT
#43
On October 07 2009 11:14 BluzMan wrote:
But SC2 is a different beast, I think that going beyond 200 would be fun. Still with a limit though because of a finite computational resource, but maybe 400? 200 is not that much in fact, in many games workers eat up 1/3 if not 1/2 of that.


Every game my BO is a fast 100-scv rush
Destro
Profile Joined September 2009
Netherlands1206 Posts
October 07 2009 05:45 GMT
#44
i would assume unit design is heavily influenced by the pop cap. I think 200 is fine, 250 would be OK, but anymore might push it. But i also really hope they allow that ceiling to go higher in non-ladder/ums games. Or maybe just have a custom setting to set it higher in the game lobby but therefor withdrawing it from any kind of stat/ladder/achievement like any ums game would.
bring back weapon of choice for hots!
ForTheSwarm
Profile Blog Joined April 2009
United States556 Posts
Last Edited: 2009-10-07 06:01:24
October 07 2009 06:01 GMT
#45
I disagree with the statement about Zerg drones. Zergs typically take more bases than P and T and stop short of the oversaturation P and T reach. This makes Zerg MORE efficient in terms of minerals/drone/unit time.

Am I the only one who thinks this?

EDIT: Grammar
Whenever I see a dropship, my asshole tingles, because it knows whats coming... - TheAntZ
xhuwin
Profile Blog Joined June 2007
United States476 Posts
October 07 2009 06:20 GMT
#46
It hurts my head to think of 500 food TvT
xyn
Polyphasic
Profile Blog Joined March 2008
United States841 Posts
October 07 2009 07:01 GMT
#47
it'll definitely make macro games longer.
can't making a relationship last longer than 2 weeks, since 1984 :thumbs:
Polyphasic
Profile Blog Joined March 2008
United States841 Posts
October 07 2009 07:02 GMT
#48
honestly, I wouldn't mind if different races had different population caps.

this would force some races to attack more often because they max out earlier.

toss and terran capped at 200. zerg capped at 250. bahahahahahaha
can't making a relationship last longer than 2 weeks, since 1984 :thumbs:
Polyphasic
Profile Blog Joined March 2008
United States841 Posts
October 07 2009 07:12 GMT
#49
adding more to the population limit could add different phases to the game with different strategies for each phase.

for example, sc right now is usually early game, mid game, end game. with early game being basic units. mid game being lair units. end game being hive units, and usually both armies being 150-200 range in population limit.

if sc2 allows an upgrade for both sides at hive tech that allows to increase the unit cap from 200-250, then that would add a 4th stage in the game. maybe units can be balanced so that with the extra 50 units, certain unit combinations become better than others.
can't making a relationship last longer than 2 weeks, since 1984 :thumbs:
GGTeMpLaR
Profile Blog Joined June 2009
United States7226 Posts
October 07 2009 07:12 GMT
#50
toss 200, terran 210, zerg 225
baqarah
Profile Joined July 2009
Poland13 Posts
October 07 2009 08:11 GMT
#51
On September 21 2009 04:48 generic88 wrote:
I have a very simple question which I hope is relevant enough to warrant it's own thread.

Would increasing the population cap in Starcraft 2 increase the game's skill ceiling?

My line of reasoning is that by giving the player a larger army to manage you will increase the actions required to manage that army effectively. This assumption is partially based upon the effects seen from decreasing army sizes alla Warcraft 3, which I must admit is based on secondhand experience, from hearing other players discuss the game. Despite this, I think the logic is sound.



Being wc3 player myself (havent played for a while though) I have to say your wrong.
In wc3 your army is smaller, but you have to control every single unit to deal maximum damage. Positioning your units is extremly important and you basicly have to move every unit separetly to change the position. In sc1 you move your entire control group in most cases, in wc3 you do that with 1-2 units. Also spells are more focused on single units (there are some AOE spell too).

I would compare wc3 to pvp from sc1 where both players have dragoons and reavers with shuttles. Its very micro intensive with lots of position change to deal max damage.

Most important thing is to make sure damage to hit points ratio is good. If dmg to hp is badly balanced and pop cap is too high people will turtle and max their populations (in fear theyll lose their armies in no time). That would be simply boring. In sc1 pop cap is fine and dmg to hp ratio is fine. You rarely get to max and your not afraid to attack.
If Blizzard decides to leave pop cap at 200 well simply will concentrate more on positioning and moving small groups of units around (more like in wc3). Now, in sc2, you can order all your lings to attack, but probably its better to send some of the to flank, some to harrass opp's economy while his busy fighting, and so on.
JohannesH
Profile Joined September 2009
Finland1364 Posts
October 07 2009 10:10 GMT
#52
Theoretically having more units definitely raises skill ceiling, but in practice, that skill ceiling wont be reached anyway. Unless the unit count is very very low, theres always stuff you could micro better. (Same goes for MBS/automine too)
If you have to ask, you don't know.
Thunder_Sturm
Profile Joined October 2009
United States36 Posts
October 07 2009 15:49 GMT
#53
I actually would like to seem them try out a very high or unlimited pop. count, with a form of upkeep limiting it. I'm thinking: after 200 supply is reached, the cost of each unit produced scales in some proportion to the current excess supply. It would be possible to reach very high supply counts, but the players would have to decide when it's no longer worth their while to spend the obscenely high prices for a small increase in army size. Also note that it's very different from the way upkeep works in WC3...
Black Gun
Profile Blog Joined July 2009
Germany4482 Posts
October 07 2009 22:29 GMT
#54
the pop cap has to control the trade-off between rewarding macro and enforcing micro and tactics... and offensive games. but with a too low cap the game becomes a wc3 where macro is not present at all....

imho in sc1 the pop cap of 200 is already a pretty much perfect compromise between these 2 goals or aspects of the game.

so something technically equivalent to sc1´s 200 should be fine imho.
"What am I supposed to do against this?" - "Lose!" :-]
NonY
Profile Blog Joined June 2007
8751 Posts
October 07 2009 23:05 GMT
#55
On September 21 2009 04:48 generic88 wrote:
Would increasing the population cap in Starcraft 2 increase the game's skill ceiling?

Nope! I think it'd decrease it.
On September 21 2009 04:48 generic88 wrote:
Besides the initial question, would an increased population cap have any other relevant effects on/in the game?

Yeah, assuming a map with plentiful resources (where map control is significant), a higher population cap favors the player with map control too much. The defensive player ought to have a fighting chance, but a high population cap allows the other player to macro without any hard choices. 5th, 6th, 7th and even more expansions become more beneficial than they ought to be. Building low-tech units to 200 supply from fear of an early timing attack isn't punished when no timing attack comes that early.

Example PvT: When I hit 160 supply on zealots and dragoons, I've gotta choose between maxing with 20 more of those units, or trying to survive on what I've got while I wait an eternity to get a group of carriers up and running. Building another expansion isn't even an option as none of that remaining 40 supply can go to probes. But with a higher supply cap, I can build an extra expansion or two, 30 more probes, start my first group of carriers, then pump out extra zealots and dragoons while I wait. In other words, I can have it all.

There's quite a bit more to it and all that stuff goes into the decisions of players in every game where it's conceivable that 200/200 might be reached. The skill of controlling a bigger army doesn't come close.

On a map sidenote, the difficulty of designing maps for ground battles that have an extended range of possible army sizes might make for some odd maps. If a map is supposed to allow for a 300/300 ground army to get 270 degree flanking on a position, that's gonna be a very wide open map that might play awkwardly/boringly when the players don't have ground armies of that size.
"Fucking up is part of it. If you can't fail, you have to always win. And I don't think you can always win." Elliott Smith ---------- Yet no sudden rage darkened his face, and his eyes were calm as they studied her. Then he smiled. 'Witness.'
Polyphasic
Profile Blog Joined March 2008
United States841 Posts
October 08 2009 00:03 GMT
#56
On October 08 2009 08:05 Liquid`NonY wrote:
Show nested quote +
On September 21 2009 04:48 generic88 wrote:
Would increasing the population cap in Starcraft 2 increase the game's skill ceiling?

Nope! I think it'd decrease it.
Show nested quote +
On September 21 2009 04:48 generic88 wrote:
Besides the initial question, would an increased population cap have any other relevant effects on/in the game?

Yeah, assuming a map with plentiful resources (where map control is significant), a higher population cap favors the player with map control too much. The defensive player ought to have a fighting chance, but a high population cap allows the other player to macro without any hard choices. 5th, 6th, 7th and even more expansions become more beneficial than they ought to be. Building low-tech units to 200 supply from fear of an early timing attack isn't punished when no timing attack comes that early.

Example PvT: When I hit 160 supply on zealots and dragoons, I've gotta choose between maxing with 20 more of those units, or trying to survive on what I've got while I wait an eternity to get a group of carriers up and running. Building another expansion isn't even an option as none of that remaining 40 supply can go to probes. But with a higher supply cap, I can build an extra expansion or two, 30 more probes, start my first group of carriers, then pump out extra zealots and dragoons while I wait. In other words, I can have it all.

There's quite a bit more to it and all that stuff goes into the decisions of players in every game where it's conceivable that 200/200 might be reached. The skill of controlling a bigger army doesn't come close.

On a map sidenote, the difficulty of designing maps for ground battles that have an extended range of possible army sizes might make for some odd maps. If a map is supposed to allow for a 300/300 ground army to get 270 degree flanking on a position, that's gonna be a very wide open map that might play awkwardly/boringly when the players don't have ground armies of that size.


you're making this harder than it needs to be.

a lot will also depend on map design. if you add more minerals to each mineral patch, you can still get to 300/300 population with only 3 bases.

it's all about the duration of the game, and bigger armies clashing. the question is, how big does a control group of units need to be before you can't micro it anymore. for example, 1 reaver in shuttle you can micro. but 3 reavers in 3 shuttles, you'll have a harder time.

when units get more than a certain amount, people are just going to start using attack A instead of microing. maybe that'll turn the second half of the game into more of a macro dynamic while the first half of the game with smaller armies is still a micro dynamic.

can't making a relationship last longer than 2 weeks, since 1984 :thumbs:
evanthebouncy!
Profile Blog Joined June 2006
United States12796 Posts
October 08 2009 00:25 GMT
#57
^ I agree with this guy. If we do end up with 6 shuttles 12 reavers it really isn't much microing it's just dropping the reaver and make more reavers :/ Maybe throw some webs.

On the other hand maybe you'll get so much faster
Life is run, it is dance, it is fast, passionate and BAM!, you dance and sing and booze while you can for now is the time and time is mine. Smile and laugh when still can for now is the time and soon you die!
JohannesH
Profile Joined September 2009
Finland1364 Posts
October 08 2009 02:05 GMT
#58
If the population cap is high enough, you dont need to compare maxxed armies since they wouldnt actually appear in competitive games. At least if the maps and game mechanics are designed with that in mind.
If you have to ask, you don't know.
himurakenshin
Profile Blog Joined April 2006
Canada1845 Posts
October 08 2009 02:27 GMT
#59
I think that increasing the population limit will just make for more boring games, which definitely is not good for starcraft 2.
NonY
Profile Blog Joined June 2007
8751 Posts
October 08 2009 02:47 GMT
#60
On October 08 2009 09:03 Polyphasic wrote:
Show nested quote +
On October 08 2009 08:05 Liquid`NonY wrote:
On September 21 2009 04:48 generic88 wrote:
Would increasing the population cap in Starcraft 2 increase the game's skill ceiling?

Nope! I think it'd decrease it.
On September 21 2009 04:48 generic88 wrote:
Besides the initial question, would an increased population cap have any other relevant effects on/in the game?

Yeah, assuming a map with plentiful resources (where map control is significant), a higher population cap favors the player with map control too much. The defensive player ought to have a fighting chance, but a high population cap allows the other player to macro without any hard choices. 5th, 6th, 7th and even more expansions become more beneficial than they ought to be. Building low-tech units to 200 supply from fear of an early timing attack isn't punished when no timing attack comes that early.

Example PvT: When I hit 160 supply on zealots and dragoons, I've gotta choose between maxing with 20 more of those units, or trying to survive on what I've got while I wait an eternity to get a group of carriers up and running. Building another expansion isn't even an option as none of that remaining 40 supply can go to probes. But with a higher supply cap, I can build an extra expansion or two, 30 more probes, start my first group of carriers, then pump out extra zealots and dragoons while I wait. In other words, I can have it all.

There's quite a bit more to it and all that stuff goes into the decisions of players in every game where it's conceivable that 200/200 might be reached. The skill of controlling a bigger army doesn't come close.

On a map sidenote, the difficulty of designing maps for ground battles that have an extended range of possible army sizes might make for some odd maps. If a map is supposed to allow for a 300/300 ground army to get 270 degree flanking on a position, that's gonna be a very wide open map that might play awkwardly/boringly when the players don't have ground armies of that size.


you're making this harder than it needs to be.

a lot will also depend on map design. if you add more minerals to each mineral patch, you can still get to 300/300 population with only 3 bases.

it's all about the duration of the game, and bigger armies clashing. the question is, how big does a control group of units need to be before you can't micro it anymore. for example, 1 reaver in shuttle you can micro. but 3 reavers in 3 shuttles, you'll have a harder time.

when units get more than a certain amount, people are just going to start using attack A instead of microing. maybe that'll turn the second half of the game into more of a macro dynamic while the first half of the game with smaller armies is still a micro dynamic.


Ah well I am always stuck in the perspective of the professional players. Yeah, for 99% of people, the higher population cap would simply mean that games with a lot of unit production have bigger battles. They won't change how they play.

But as for how competitive players would play differently, and whether or not the differences would be good for the eSports side of things, I think my post is useful. It's a starting point to explain how the BW pop cap plays an essential role for setting up the very exciting timings that we know and love. When one variable involved, like pop cap, is changed, it can cause a bunch of strategies to become obsolete without guaranteeing that new strategies will replace them, and then players and spectators have to endure the game with less variety to enjoy.
"Fucking up is part of it. If you can't fail, you have to always win. And I don't think you can always win." Elliott Smith ---------- Yet no sudden rage darkened his face, and his eyes were calm as they studied her. Then he smiled. 'Witness.'
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