• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 10:56
CEST 16:56
KST 23:56
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Serral wins HomeStory Cup 2914Serral wins Maestros of the Game 243ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12
Community News
ZeroSpace Early Access is Now Live!8Weekly Cups (July 13-19): Terran & Protoss rise; Zerg falters2Balance hotfix patch 5.0.16b (July 16)71Reynor: GSL Loss Wasn't About Preparation Format16[IPSL] Spring 2026 Grand Finals - This Weekend!18
StarCraft 2
General
Balance hotfix patch 5.0.16b (July 16) Weekly Cups (July 13-19): Terran & Protoss rise; Zerg falters How would you feel about frequent/monthly balance patches for SC2? Clem: "I don't have that much hope in Blizzard" [D] Wireframe Casting Removed
Tourneys
RSL Revival: Season 6 - Qualifiers and Main Event Master Swan Open (Global Bronze-Master 2) WardiTV Summer Cup 2026 GSL CK #5 Race War HomeStory Cup 29
Strategy
[G] Having the right mentality to improve
Custom Maps
New Map Maker - Looking for Advice - Love or Hate Work In Progress Melee Maps [D]RTS in all its shapes and glory <3
External Content
Mutation # 535 Assembly of Vengeance The PondCast: SC2 News & Results Mutation # 534 Burning Evacuation Mutation # 533 Die Together
Brood War
General
HORROR STARCRAFT MOVIE BGH Auto Balance -> http://bghmmr.eu/ How Famous was FlaSh before his Debut? BW General Discussion screpdb: new Starcraft reporting tool
Tourneys
[Megathread] Daily Proleagues [IPSL] Spring 2026 Grand Finals - This Weekend! Escore Tournament - Season 3 Small VOD Thread 2.0
Strategy
Simple Questions, Simple Answers PvT advise for noobs Fighting Spirit mining rates Creating a full chart of Zerg builds
Other Games
General Games
ZeroSpace Early Access is Now Live! ZeroSpace at Steam NextFest - Last free demo Path of Exile Nintendo Switch Thread Stormgate/Frost Giant Megathread
Dota 2
Looking for a Dota Mentor Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank NeO.D_StephenKing vs This Guy From 1 Million Dance TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread How to buy a book - shipping from Korea to Europe The Games Industry And ATVI UK Politics Mega-thread
Fan Clubs
The IdrA Fan Club The HerO Fan Club!
Media & Entertainment
Movie Discussion! Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books Series you have seen recently...
Sports
2024 - 2026 Football Thread TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion MLB/Baseball 2023 McBoner: A hockey love story
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Simple Questions Simple Answers FPS when play League Of Legend on laptop
TL Community
Northern Ireland Global Starcraft The Automated Ban List
Blogs
Hello guys!
LIN1s
Role of Gaming on Mental Hea…
TrAiDoS
ASL S22 English Commentary…
namkraft
Poker (part 2)
Nebuchad
An Exploration of th…
waywardstrategy
ramps on octagon
StaticNine
Customize Sidebar...

Website Feedback

Closed Threads



Active: 4869 users

What do you think about a Protoss a Gas Mechanic? - Page 2

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 4 Next All
BeastofManjura
Profile Joined September 2009
United States30 Posts
December 16 2009 18:19 GMT
#21
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
yeaa
Gangrel
Profile Blog Joined December 2009
United States137 Posts
December 16 2009 18:29 GMT
#22
--- Nuked ---
NastyMarine
Profile Blog Joined May 2006
United States1252 Posts
December 16 2009 18:49 GMT
#23
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.
Treatin' fools since '87
Haemonculus
Profile Blog Joined November 2004
United States6980 Posts
December 17 2009 02:07 GMT
#24
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?
I admire your commitment to being *very* oily
Archerofaiur
Profile Joined August 2008
United States4101 Posts
December 17 2009 02:16 GMT
#25
[image loading]

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

http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
edahl
Profile Joined February 2008
Norway483 Posts
Last Edited: 2009-12-17 02:26:08
December 17 2009 02:21 GMT
#26
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.
Archerofaiur
Profile Joined August 2008
United States4101 Posts
December 17 2009 02:28 GMT
#27
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.....................
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
eXigent.
Profile Blog Joined February 2007
Canada2419 Posts
December 17 2009 02:35 GMT
#28
On December 16 2009 23:07 Archerofaiur wrote:
Show nested quote +
On December 16 2009 18:43 chongu wrote:
[image loading]

+ Show Spoiler +
[image loading]

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.
edahl
Profile Joined February 2008
Norway483 Posts
Last Edited: 2009-12-17 02:44:15
December 17 2009 02:39 GMT
#29
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.
Archerofaiur
Profile Joined August 2008
United States4101 Posts
December 17 2009 02:44 GMT
#30
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?
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
edahl
Profile Joined February 2008
Norway483 Posts
Last Edited: 2009-12-17 02:49:07
December 17 2009 02:47 GMT
#31
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.
Archerofaiur
Profile Joined August 2008
United States4101 Posts
Last Edited: 2009-12-17 02:57:01
December 17 2009 02:56 GMT
#32
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.
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
edahl
Profile Joined February 2008
Norway483 Posts
Last Edited: 2009-12-17 03:19:30
December 17 2009 03:11 GMT
#33
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.
Archerofaiur
Profile Joined August 2008
United States4101 Posts
December 17 2009 03:23 GMT
#34
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”.

http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
fOscB.Sulik.SLR
Profile Joined December 2009
Kyrgyzstan59 Posts
December 17 2009 03:24 GMT
#35
If anything, this will probably just heighten the ceiling for good, solid management play.

Which is always good.
Survive, succeed and ascend.
edahl
Profile Joined February 2008
Norway483 Posts
December 17 2009 03:40 GMT
#36
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.
eXigent.
Profile Blog Joined February 2007
Canada2419 Posts
December 17 2009 03:50 GMT
#37
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.


edahl
Profile Joined February 2008
Norway483 Posts
December 17 2009 04:02 GMT
#38
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".
Knee_of_Justice
Profile Joined October 2009
United States388 Posts
December 17 2009 05:42 GMT
#39
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.
Protoss Tactical Guide: http://www.sc2armory.com/forums/topic/7903
0neder
Profile Joined July 2009
United States3733 Posts
December 17 2009 06:32 GMT
#40
WARP IN IS A MACRO MECHANIC - IT WORKS PERFECTLY AND IS EASY TO BALANCE. NOTHING MORE IS REQUIRED.
Prev 1 2 3 4 Next All
Please log in or register to reply.
Live Events Refresh
WardiTV Summer Champion…
12:05
Summer Cup Group B
WardiTV884
TKL 184
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ByuN 339
ProTech103
SHIN 70
RushiSC 13
StarCraft: Brood War
Calm 6980
Bisu 2724
Shuttle 2289
Jaedong 1218
Soma 791
Light 402
Hyuk 334
Stork 313
Larva 311
firebathero 302
[ Show more ]
Mini 245
Soulkey 203
actioN 199
Snow 193
hero 190
ggaemo 151
Dewaltoss 136
Rush 132
Mong 125
Hyun 89
Sharp 85
Pusan 81
sorry 43
JYJ 40
soO 37
Free 35
ToSsGirL 34
910 28
Movie 28
Bale 23
Sexy 18
Hm[arnc] 17
Barracks 16
Sacsri 16
Rock 15
Terrorterran 13
IntoTheRainbow 13
GoRush 11
zelot 10
Noble 9
ajuk12(nOOB) 9
Dota 2
qojqva2106
Dendi1422
syndereN383
XaKoH 351
XcaliburYe226
League of Legends
KnowMe48
Trikslyr41
Counter-Strike
fl0m3387
byalli316
Other Games
FrodaN5265
B2W.Neo898
hiko775
Lowko606
Harstem522
crisheroes315
Liquid`VortiX206
Hui .193
TKL 184
ArmadaUGS138
Livibee95
CosmosSc2 43
Chillindude31
SteadfastSC14
Organizations
Other Games
gamesdonequick1159
BasetradeTV152
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 17 non-featured ]
StarCraft 2
• StrangeGG 68
• poizon28 13
• mYiSmile110
• IndyKCrew
• AfreecaTV YouTube
• intothetv
• Kozan
• sooper7s
• LaughNgamezSOOP
• Migwel
StarCraft: Brood War
• blackmanpl 12
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• C_a_k_e 750
League of Legends
• Nemesis3158
• TFBlade893
Upcoming Events
PiGosaur Cup
9h 5m
The PondCast
19h 5m
Kung Fu Cup
20h 5m
OSC
1d 9h
CrankTV Team League
1d 20h
Replay Cast
2 days
CrankTV Team League
2 days
Korean StarCraft League
3 days
Afreeca Starleague
3 days
RSL Revival
3 days
Serral vs SHIN
herO vs Solar
[ Show More ]
Online Event
4 days
Replay Cast
4 days
RSL Revival
4 days
Clem vs ByuN
Rogue vs Lambo
WardiTV Weekly
5 days
Sparkling Tuna Cup
6 days
Liquipedia Results

Completed

Acropolis #4
HSC XXIX
Eternal Conflict S2 E3

Ongoing

CSL 2026 Summer (S21)
KCM Race Survival 2026 Season 3
RSL Revival: Season 6
CranK Gathers Season 4: BW vs SC2 Team League
SCTL 2026 Spring
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026

Upcoming

Escore Tournament S3: W4
ASL S22 SEASON OPEN Day 2
Escore Tournament S3: W5
CSLAN 4
Blizzard Classic Cup 2026
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
Light Tournament 2026
Eternal Conflict S2 Finale
ESL Pro League Season 24
Stake Ranked Episode 4
Logitech G Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #5
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.