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On December 16 2009 17:12 wrote: As long as its balanced why not... i really like that idea. What if every race had 3 mechanics?.. but could only use 1 at a time! that would leave for some good desision makeing.. such as 1 mineral mechanic, 1 gas mechanic, and 1 popluation mechanic.. but only 1 could be at any given time.
ex. zerg is low on population and instead of using its mineral mechanic.. it uses its population one and queen builds a "Nest of Death" or something that permantly increases its population by like 4 or something until its destroyed. after that that he can continue to go back to the mineral/gas mechanics when the queens energy is recovered.
this
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I'm sure it's possible to have a balanced game with a gas mechanic for one race. If Protoss requires more gas for some units then I think they should get a macro mechanic for it.
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If there's going to be any gas mechanic, make it different for each race. All three races have their own distinct feel and storyline, so why not add something to expand upon that?
Terran: We ran out of gas? DRILL DEEPER!!!
The recent addition to the Kor'pulu sector, namely humans, have always been a bit wasteful. They go from planet to planet, hastily consuming resources without any thought as to their impact on the environment. When minerals run dry, they head elsewhere. When a gas vein dries up, they should drill deeper, or blast deeper! Allow terran players to spend a certain amount of minerals to replenish a certain amount of gas in their geyser once it is depleted.
Zerg: Biologically efficient!
The Zerg are not so much collecting and using this gas as a fuel. They're consuming it! The hatcheries probably inhale the stuff nigh constantly. It goes straight into the blood, helps run their little evil space bug minds, etc. How about a drone only takes half the gas from the extractor than it takes to the hatchery? So it grabs 4 gas from the extractor, and the Zerg player gains 8 gas as per usual. This could explain how the Zerg are more efficient than the clumsy Terrans, or the environmentally-friendly Protoss. Zerg gas geysers would last longer, but ultimately would run dry and end up "depleted" just like all other geysers.
Protoss: A good Protoss plants a Vespane tree for every one he cuts! ...or something like that!
The Protoss have the most advanced technology in the galaxy, (unless the Xel'naga show up that is). They strive to maintain a balance in the universe, and dislike the wasteful ways of the Terrans, and the all-consuming Zerg. They are very environmentally conscious, and would not want to take more from a world than what they can give back. So how about Assimilators slowly regenerate gas? No advantage in the short term, but a Protoss player will never quite run out of gas. His geysers will always slowly replenish themselves.
In this way we could make a little interesting mechanic which would create strategic decisions for at least one race, and further diversify the three armies. And add a little bit to the story while we're at it! Thoughts?
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Poll: Which do you like better? (Vote): No race gets gas mechanic (Vote): One race gets gas mechanic (Vote): All races get same gas mechanic (Vote): All races get different gas mechanics
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On December 16 2009 10:16 majesty.k)seRapH wrote:these macro mechanics all just feel too artificial to me  i really don't like any of them. this one isn't an exception.
EDIT: Or ... I'd be very very very very very very very very very very very very very very very very careful. The principle of least astonishment SHOULD apply if they want it to be a good spectator sport. Imagine having to introduce 3 different gas mechanics, three different mining mechanics, three different macro mechanics every bloody time there is a match. Too much weird shit with the basic mechanics and you might lose some of SCs extreme simplicity: Mine minerals, get gas, build units, receive bacon. It works for BW.
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On December 17 2009 11:21 edahl wrote:Show nested quote +On December 16 2009 10:16 majesty.k)seRapH wrote:these macro mechanics all just feel too artificial to me  i really don't like any of them. this one isn't an exception. EDIT: Or ... I'd be very very very very very very very very very very very very very very very very careful. The principle of least astonishment SHOULD apply if they want it to be a good spectator sport. Imagine having to introduce 3 different gas mechanics, three different mining mechanics, three different macro mechanics every bloody time there is a match. Too much weird shit with the basic mechanics and you might lose some of SCs extreme simplicity: Mine minerals, get gas, build units, receive bacon. It works for BW.
Imagine having to explain psi storm, siege tanks, muta micro, force field, creep movement, warp in.....................
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On December 16 2009 23:07 Archerofaiur wrote:lol brilliant! Show nested quote +On December 16 2009 16:12 ZERG_RUSSIAN wrote:On December 16 2009 10:01 Archerofaiur wrote: In Zhydaris own words Blizzard is "quite interested" in the thread I started on BNet about giving Protoss a Gas Mechanic. Hahahaha that's rich. Im not getting the joke unfortunately. I think a whole bunch of people are interpreting my posts as "Blizzards putting my idea in the game!!!!!11111" Thats not what I said. I said there were interested in this thread on BNET about protoss mechanics. He really did say that. That doesnt mean they ARE putting a gas mechanic in the game.
Yeah, but isnt that statement the correct one to give when put on the spot with such a question. Anyone with any form of marketing / public relation skills would say the exact same thing, even if they truely were NOT reading the thread. It keeps the people on the forum, and keeps them active and posting, because now they feel as though they can post ideas and have them looked at.
Im not saying blizzard is not looking / reading your thread, but there is also a good possibility that they are just saying that to save face / keep healthy public relations.
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On December 17 2009 11:28 Archerofaiur wrote:Show nested quote +On December 17 2009 11:21 edahl wrote:On December 16 2009 10:16 majesty.k)seRapH wrote:these macro mechanics all just feel too artificial to me  i really don't like any of them. this one isn't an exception. EDIT: Or ... I'd be very very very very very very very very very very very very very very very very careful. The principle of least astonishment SHOULD apply if they want it to be a good spectator sport. Imagine having to introduce 3 different gas mechanics, three different mining mechanics, three different macro mechanics every bloody time there is a match. Too much weird shit with the basic mechanics and you might lose some of SCs extreme simplicity: Mine minerals, get gas, build units, receive bacon. It works for BW. Imagine having to explain psi storm, siege tanks, muta micro, force field, creep movement, warp in.....................
Big flash, stuff dies. It's a tank, boom boom. Look, dangerous fliers. Oh shit, they just blocked off the ramp. Bad ground, can't build there. Oh, something "mounted", seems there's units coming.
There! If too much things happen that doesn't have an immediately obvious interpretation, well, as a game developer (or a developer of a spectator sport) I'd be very aware that I may be doing something wrong, and I'd monitor the situation. EDIT: If you don't play WoW, watch a few games of that to see the extremes of what I'm talking about. To some degree also true for WC3 I guess, but not nearly as much.
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On December 17 2009 11:39 edahl wrote:Show nested quote +On December 17 2009 11:28 Archerofaiur wrote:On December 17 2009 11:21 edahl wrote:On December 16 2009 10:16 majesty.k)seRapH wrote:these macro mechanics all just feel too artificial to me  i really don't like any of them. this one isn't an exception. EDIT: Or ... I'd be very very very very very very very very very very very very very very very very careful. The principle of least astonishment SHOULD apply if they want it to be a good spectator sport. Imagine having to introduce 3 different gas mechanics, three different mining mechanics, three different macro mechanics every bloody time there is a match. Too much weird shit with the basic mechanics and you might lose some of SCs extreme simplicity: Mine minerals, get gas, build units, receive bacon. It works for BW. Imagine having to explain psi storm, siege tanks, muta micro, force field, creep movement, warp in..................... Big flash, stuff dies. It's a tank, boom boom. Look, dangerous fliers. Oh shit, they just blocked off the ramp. Bad ground, can't build there. Oh, something "mounted", seems there's units coming. There! If too much things happen that doesn't have an immediately obvious interpretation, well, as a game developer (or a developer of a spectator sport) I'd be very aware that I may be doing something wrong, and I'd monitor the situation. EDIT: If you don't play WoW, watch a few games of that to see the extremes of what I'm talking about. To some degree also true for WC3 I guess, but not nearly as much.
Mining robot drops from orbit.Mines.
How hard was that?
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On December 17 2009 11:44 Archerofaiur wrote:Show nested quote +On December 17 2009 11:39 edahl wrote:On December 17 2009 11:28 Archerofaiur wrote:On December 17 2009 11:21 edahl wrote:On December 16 2009 10:16 majesty.k)seRapH wrote:these macro mechanics all just feel too artificial to me  i really don't like any of them. this one isn't an exception. EDIT: Or ... I'd be very very very very very very very very very very very very very very very very careful. The principle of least astonishment SHOULD apply if they want it to be a good spectator sport. Imagine having to introduce 3 different gas mechanics, three different mining mechanics, three different macro mechanics every bloody time there is a match. Too much weird shit with the basic mechanics and you might lose some of SCs extreme simplicity: Mine minerals, get gas, build units, receive bacon. It works for BW. Imagine having to explain psi storm, siege tanks, muta micro, force field, creep movement, warp in..................... Big flash, stuff dies. It's a tank, boom boom. Look, dangerous fliers. Oh shit, they just blocked off the ramp. Bad ground, can't build there. Oh, something "mounted", seems there's units coming. There! If too much things happen that doesn't have an immediately obvious interpretation, well, as a game developer (or a developer of a spectator sport) I'd be very aware that I may be doing something wrong, and I'd monitor the situation. EDIT: If you don't play WoW, watch a few games of that to see the extremes of what I'm talking about. To some degree also true for WC3 I guess, but not nearly as much. Mining robot drops from orbit.Mines. How hard was that?
Well, if it's just that, then sure there's not much problem. But if it's only that one might ask ... "what's the point?" EDIT: If it just adds up to a few more models, a few more shining object, ..., it's redundancy, and that's astonishing enough to not be there.
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On December 17 2009 11:47 edahl wrote:Show nested quote +On December 17 2009 11:44 Archerofaiur wrote:On December 17 2009 11:39 edahl wrote:On December 17 2009 11:28 Archerofaiur wrote:On December 17 2009 11:21 edahl wrote:On December 16 2009 10:16 majesty.k)seRapH wrote:these macro mechanics all just feel too artificial to me  i really don't like any of them. this one isn't an exception. EDIT: Or ... I'd be very very very very very very very very very very very very very very very very careful. The principle of least astonishment SHOULD apply if they want it to be a good spectator sport. Imagine having to introduce 3 different gas mechanics, three different mining mechanics, three different macro mechanics every bloody time there is a match. Too much weird shit with the basic mechanics and you might lose some of SCs extreme simplicity: Mine minerals, get gas, build units, receive bacon. It works for BW. Imagine having to explain psi storm, siege tanks, muta micro, force field, creep movement, warp in..................... Big flash, stuff dies. It's a tank, boom boom. Look, dangerous fliers. Oh shit, they just blocked off the ramp. Bad ground, can't build there. Oh, something "mounted", seems there's units coming. There! If too much things happen that doesn't have an immediately obvious interpretation, well, as a game developer (or a developer of a spectator sport) I'd be very aware that I may be doing something wrong, and I'd monitor the situation. EDIT: If you don't play WoW, watch a few games of that to see the extremes of what I'm talking about. To some degree also true for WC3 I guess, but not nearly as much. Mining robot drops from orbit.Mines. How hard was that? Well, if it's just that, then sure there's not much problem. But if it's only that one might ask ... "what's the point?"
The point of macro mechanics? There are several reasons but the big reason Dustin explained in the recent TL interview. They want to differentiate micro playstyles and macro playstyles. They want each race to have two different ways of being played.
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On December 17 2009 11:56 Archerofaiur wrote:Show nested quote +On December 17 2009 11:47 edahl wrote:On December 17 2009 11:44 Archerofaiur wrote:On December 17 2009 11:39 edahl wrote:On December 17 2009 11:28 Archerofaiur wrote:On December 17 2009 11:21 edahl wrote:On December 16 2009 10:16 majesty.k)seRapH wrote:these macro mechanics all just feel too artificial to me  i really don't like any of them. this one isn't an exception. EDIT: Or ... I'd be very very very very very very very very very very very very very very very very careful. The principle of least astonishment SHOULD apply if they want it to be a good spectator sport. Imagine having to introduce 3 different gas mechanics, three different mining mechanics, three different macro mechanics every bloody time there is a match. Too much weird shit with the basic mechanics and you might lose some of SCs extreme simplicity: Mine minerals, get gas, build units, receive bacon. It works for BW. Imagine having to explain psi storm, siege tanks, muta micro, force field, creep movement, warp in..................... Big flash, stuff dies. It's a tank, boom boom. Look, dangerous fliers. Oh shit, they just blocked off the ramp. Bad ground, can't build there. Oh, something "mounted", seems there's units coming. There! If too much things happen that doesn't have an immediately obvious interpretation, well, as a game developer (or a developer of a spectator sport) I'd be very aware that I may be doing something wrong, and I'd monitor the situation. EDIT: If you don't play WoW, watch a few games of that to see the extremes of what I'm talking about. To some degree also true for WC3 I guess, but not nearly as much. Mining robot drops from orbit.Mines. How hard was that? Well, if it's just that, then sure there's not much problem. But if it's only that one might ask ... "what's the point?" The point of macro mechanics? There are several reasons but the big reason Dustin explained in the recent TL interview. They want to differentiate micro playstyles and macro playstyles. They want each race to have two different ways of being played.
Differentiate micro and macro play styles? I wonder, what does that even mean? While you're out there microing your units, I'm back at home actually using the macro mechanics. If anything, this will probably just heighten the ceiling for good, solid management play. The good old "have more stuff" will always be true in SC, unless you make it a completely different game.
EDIT: The balance between micro and macro does not boil down to different play styles, it boils down to "have a lot of units", and "use the units well.
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On December 03 2009 16:02 Kennigit wrote: TL: To follow that up, what types of challenges do you face when trying to balance the needs of the casual player versus the rage of hardcore players like in the progaming community. You had mentioned the macro mechanics being a big one.
DB: Sure that's definitely a big one – it's a place where we feel we can definitely do better but it then does break other systems. You know a great example I love reading on Teamliquid and elsewhere were not so much that you guys were missing clicks – some people said that and I didn't agree with that – but that we were missing the difference between a macro player and a micro player. That we were destroying the sense of style of the player. I could be playing a micro game and you could be playing a macro game with both the same race, and we are still playing a very different game from one another. And when I saw that I was like “Ohh!” I was opening my eyes like “Thanks! THERE IT IS! That's great! That's genius! That's exactly what we need to try to accomplish”.
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If anything, this will probably just heighten the ceiling for good, solid management play. Which is always good.
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On December 17 2009 12:24 fOscB.Sulik.SLR wrote:Show nested quote +If anything, this will probably just heighten the ceiling for good, solid management play. Which is always good.
Sure, maybe, but it's not what Mr. DB was thinking about. Who knows, really, what he's thinking about.
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On December 17 2009 11:56 Archerofaiur wrote:Show nested quote +On December 17 2009 11:47 edahl wrote:On December 17 2009 11:44 Archerofaiur wrote:On December 17 2009 11:39 edahl wrote:On December 17 2009 11:28 Archerofaiur wrote:On December 17 2009 11:21 edahl wrote:On December 16 2009 10:16 majesty.k)seRapH wrote:these macro mechanics all just feel too artificial to me  i really don't like any of them. this one isn't an exception. EDIT: Or ... I'd be very very very very very very very very very very very very very very very very careful. The principle of least astonishment SHOULD apply if they want it to be a good spectator sport. Imagine having to introduce 3 different gas mechanics, three different mining mechanics, three different macro mechanics every bloody time there is a match. Too much weird shit with the basic mechanics and you might lose some of SCs extreme simplicity: Mine minerals, get gas, build units, receive bacon. It works for BW. Imagine having to explain psi storm, siege tanks, muta micro, force field, creep movement, warp in..................... Big flash, stuff dies. It's a tank, boom boom. Look, dangerous fliers. Oh shit, they just blocked off the ramp. Bad ground, can't build there. Oh, something "mounted", seems there's units coming. There! If too much things happen that doesn't have an immediately obvious interpretation, well, as a game developer (or a developer of a spectator sport) I'd be very aware that I may be doing something wrong, and I'd monitor the situation. EDIT: If you don't play WoW, watch a few games of that to see the extremes of what I'm talking about. To some degree also true for WC3 I guess, but not nearly as much. Mining robot drops from orbit.Mines. How hard was that? Well, if it's just that, then sure there's not much problem. But if it's only that one might ask ... "what's the point?" The point of macro mechanics? There are several reasons but the big reason Dustin explained in the recent TL interview. They want to differentiate micro playstyles and macro playstyles. They want each race to have two different ways of being played.
It seems like he doesnt really know what he is saying. Micro and Macro are not different types of playstyle, they are both needed in order to be decent at the game. Breaking them down into 2 different playstyles changes the game quite a bit. Also, it just doesnt seem to make much sense to state that you can play 2 different styles (micro or macro). There are more than 1 style of play for each race already, that utilizes both micro and macro together to accomplish their goal. Saying they should be seperated into playstyles just doesn't add up, nor make sense.
Also, how would they even stack up? A macro player will obviously win the game, because he is able to take map control, out produce and eventually just attack move to victory. The point is , micro and macro are used together to create playstyles, not on their own.
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On December 17 2009 12:50 eXigent. wrote:Show nested quote +On December 17 2009 11:56 Archerofaiur wrote:On December 17 2009 11:47 edahl wrote:On December 17 2009 11:44 Archerofaiur wrote:On December 17 2009 11:39 edahl wrote:On December 17 2009 11:28 Archerofaiur wrote:On December 17 2009 11:21 edahl wrote:On December 16 2009 10:16 majesty.k)seRapH wrote:these macro mechanics all just feel too artificial to me  i really don't like any of them. this one isn't an exception. EDIT: Or ... I'd be very very very very very very very very very very very very very very very very careful. The principle of least astonishment SHOULD apply if they want it to be a good spectator sport. Imagine having to introduce 3 different gas mechanics, three different mining mechanics, three different macro mechanics every bloody time there is a match. Too much weird shit with the basic mechanics and you might lose some of SCs extreme simplicity: Mine minerals, get gas, build units, receive bacon. It works for BW. Imagine having to explain psi storm, siege tanks, muta micro, force field, creep movement, warp in..................... Big flash, stuff dies. It's a tank, boom boom. Look, dangerous fliers. Oh shit, they just blocked off the ramp. Bad ground, can't build there. Oh, something "mounted", seems there's units coming. There! If too much things happen that doesn't have an immediately obvious interpretation, well, as a game developer (or a developer of a spectator sport) I'd be very aware that I may be doing something wrong, and I'd monitor the situation. EDIT: If you don't play WoW, watch a few games of that to see the extremes of what I'm talking about. To some degree also true for WC3 I guess, but not nearly as much. Mining robot drops from orbit.Mines. How hard was that? Well, if it's just that, then sure there's not much problem. But if it's only that one might ask ... "what's the point?" The point of macro mechanics? There are several reasons but the big reason Dustin explained in the recent TL interview. They want to differentiate micro playstyles and macro playstyles. They want each race to have two different ways of being played. It seems like he doesnt really know what he is saying. Micro and Macro are not different types of playstyle, they are both needed in order to be decent at the game. Breaking them down into 2 different playstyles changes the game quite a bit. Also, it just doesnt seem to make much sense to state that you can play 2 different styles (micro or macro). There are more than 1 style of play for each race already, that utilizes both micro and macro together to accomplish their goal. Saying they should be seperated into playstyles just doesn't add up, nor make sense. Also, how would they even stack up? A macro player will obviously win the game, because he is able to take map control, out produce and eventually just attack move to victory. The point is , micro and macro are used together to create playstyles, not on their own.
Exactly. Adding artificial "macro mechanics" to "differentiate macro micro play styles". Sure, it's cute for an "eureka" but you have to consider the possibility that the eureka was based on false pretenses. It's like doing mathematics when you're drunk. It's fun at first, but you're probably wrong. The way it's going, I see nothing but one base zergs and APM-sinks. "Sorry".
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I think he really means that he wants to preserve the boom/rush/turtle cycle that makes SC so great. You can do a combo of any of them, and what you do it with, when you do it and how you do it determine the outcome of the game. You can turtle into an expansion, or contain/expand or whatever else...
The macro mechanics should add new life to this cycle, not disrupt it.
I think the macro mechanics should cost resources to use which will preserve the simplicity of the game, but add another skill to master, not another chore to perform.
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WARP IN IS A MACRO MECHANIC - IT WORKS PERFECTLY AND IS EASY TO BALANCE. NOTHING MORE IS REQUIRED.
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