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.
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Wolfwood.
United States68 Posts
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. | ||
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BluzMan
Russian Federation4235 Posts
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. | ||
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Equaoh
Canada427 Posts
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 | ||
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Destro
Netherlands1206 Posts
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ForTheSwarm
United States556 Posts
Am I the only one who thinks this? EDIT: Grammar | ||
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xhuwin
United States476 Posts
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Polyphasic
United States841 Posts
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Polyphasic
United States841 Posts
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 | ||
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Polyphasic
United States841 Posts
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. | ||
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GGTeMpLaR
United States7226 Posts
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baqarah
Poland13 Posts
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. | ||
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JohannesH
Finland1364 Posts
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Thunder_Sturm
United States36 Posts
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Black Gun
Germany4482 Posts
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. | ||
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NonY
8751 Posts
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. | ||
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Polyphasic
United States841 Posts
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. | ||
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evanthebouncy!
United States12796 Posts
On the other hand maybe you'll get so much faster | ||
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JohannesH
Finland1364 Posts
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himurakenshin
Canada1845 Posts
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NonY
8751 Posts
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. | ||
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