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What do you think about a Protoss a Gas Mechanic? - Page 4

Forum Index > SC2 General
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Sentient66
Profile Joined July 2009
United States651 Posts
December 18 2009 21:15 GMT
#61
I had an idea for protoss macro. Make pylons have a slightly smaller power radius, and make it so that any production building (other than nexus) works 50% faster when it is powered by more than one pylon. This could create some interesting possibilities for timing pushes, as well as going for faster research/upgrades at the cost of extra minerals. What do you guys think of this?
seNsiX.421
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
December 18 2009 23:22 GMT
#62
On December 19 2009 06:15 Sentient66 wrote:
I had an idea for protoss macro. Make pylons have a slightly smaller power radius, and make it so that any production building (other than nexus) works 50% faster when it is powered by more than one pylon. This could create some interesting possibilities for timing pushes, as well as going for faster research/upgrades at the cost of extra minerals. What do you guys think of this?


I think that's a really cool idea. But it's too synergistic with itself as conceived... you have to build pylons for supply anyway so in the case of a timing push, you're killing two birds with one stone. What's the cost of upping your buildings with pylons? I guess you might have built a nexus instead of made your buildings produce/research faster. But you got more supply and effectively increased your number of gateways at the same time, as opposed to just building more gateways and getting no increased supply; one is strictly better, unless you adjust costs, in which case one is probably better anyway.

What if the dark pylon had this boost effect on workers and buildings? That gives you the tension of choosing, and provides relevant options that lead to interesting strategies. You could power up your main with a ton of dark pylons but you're really just chewing through the main's resources faster, at the cost of a significant initial investment. This is analogous to the expand/aggression balance in BW.

The idea of being able to research faster is reeeeeeeeeally interesting to me. Fast +1 zealots off dark pylon yummmm. Also the geometric aspect of smaller power radius and doubling up power by location is really simple but satisfyingly deep, that's the kind of thing that makes players of any level feel good about how they place their buildings.
Comprehensive strategic intention: DNE
writer22816
Profile Blog Joined September 2008
United States5775 Posts
December 19 2009 03:18 GMT
#63
On December 17 2009 11:07 Haemonculus wrote:
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 like it!
8/4/12 never forget, never forgive.
FieryBalrog
Profile Blog Joined July 2007
United States1381 Posts
December 19 2009 17:37 GMT
#64
Macro is far too important as it is in SC and it takes away from the excitement of the game. Contrary to belief, in my opinion spectators aren't excited by "awesome macro". They're excited by awesome battles and huge armies. If everyone can have huge armies, that's fine too, and it will be exciting to see those huge armies used properly.

It still annoys me when watching big battles in Starcraft how clumsy the unit management is. This is for two reasons- the "clicks" are more valuably spent on spamming your rax/factories/gates/hatches than they are microing the units properly; and the bad pathfinding of the units. Both should be fixed IMO.
I will eat you alive
Chen
Profile Joined June 2009
United States6344 Posts
December 19 2009 19:43 GMT
#65
Has anyone thought of making a resource mechanic like obelisks a choice? Like you can ONLY use them for mineral mining or ONLY use them for gas mining. that way you can focus on one distinct strategy and are forced to sacrifice one for the other. Like if you went a tech-heavy build you'd focus on gas mining and sacrifice some minerals
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