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Mineral/Gas Conversion - Page 2

Forum Index > SC2 General
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Spyfire242
Profile Joined March 2009
United States715 Posts
December 20 2009 22:42 GMT
#21
Pretty lame idea sorry, not only does it make no sense at all, it will reward bad players who can't manage their resources well. An example: when I started playing I was bad at managing my resources I had very good micro but would often get so caught up in a battle, I would forget to spend my resources or expand to another gas expansion leaving me with an massive excess of minerals, if I could convert them to gas then why would I even bother learning from my mistakes? Hope that makes sense.
Entusman #55 Spyfire242!
Straylight
Profile Joined March 2008
Canada706 Posts
December 20 2009 22:59 GMT
#22
It's not a terrible idea. You just have to make it so converting minerals to gas isn't worthwhile except for particular builds or situations. It could result in some interesting builds or timing pushes possibly.

But this late in the development I think it would be a pretty difficult change to implement.

And for people complaining about lore, what the shit? The whole thing is sci-fi there is so much stuff in SC that doesn't make sense. Hell you can condense water vapour into ice, add a lil sci-fi magic and you can condense gas into crystals.
It felt like gravity.
AMaidensWrath
Profile Blog Joined September 2009
Belgium206 Posts
December 20 2009 23:11 GMT
#23
Well, then what about a neutral building in the middle of a map, where you can convert minerals/gas? It doesn't have to be on every map, so it doesn't destroy the balance of a map So this...
this would probably make things too hard for say Zerg when it comes to denying a Protoss third. If they can take a mineral only and convert the mineral surplus to gas then their late-mid game is unhindered by the zerg attempts to deny that third gas.
... wouldn't be a problem.
inReacH
Profile Blog Joined August 2008
Sweden1612 Posts
December 20 2009 23:36 GMT
#24
On December 21 2009 04:05 Sentient66 wrote:
No. This idea is really dumb, because it's a crutch for players who have bad macro. "Oh snap, I have 1000 minerals after harassing with mutas? No problem, just convert some into gas, and make more units!"


Finally someone said it.

This would ruin the game as it takes away one of the most important and interesting decisions in the game away; when to take your gas(es). (I'm very very excited that this decision has to be made 4-6 times in the early-midgame now, rather than only 2-3 times.
EmeraldSparks
Profile Blog Joined January 2008
United States1451 Posts
December 21 2009 00:42 GMT
#25
Gas macro mechanic costs minerals

Mineral macro mechanic costs gas

EZ

(too bad none of the races macro mechanics works in a way such that this functions)
But why?
ix
Profile Joined July 2003
United Kingdom184 Posts
Last Edited: 2009-12-21 02:45:02
December 21 2009 02:34 GMT
#26
This is an awful idea, depth comes from the strict separation of the two. I would commend you for taking the first step toward game design, everyone comes up with ideas like this at the beginning but it's simply not a good idea- it's more complicated, it muddies and reduces important absolutes relating gas to time.
dhe95
Profile Blog Joined December 2008
United States1213 Posts
December 21 2009 03:06 GMT
#27
Realistically speaking, (yes, no matter what you believe, a game still has to have some sense of realism) how would you possibly convert rocks into oil?
Traveler
Profile Blog Joined September 2009
United States451 Posts
December 21 2009 03:10 GMT
#28
This would almost completely change around map making and all strategy in the game. If suddenly you had the ability to create the exact ratio of mineral/gas you wanted then so many strategies might open up.
Can you ever argue in favor of something without first proving it?
Fontong
Profile Blog Joined December 2007
United States6454 Posts
December 21 2009 04:17 GMT
#29
Just call it a trade depot(obviously the zerg and protoss would have something different haha) and make it so you have exchange rates based on what the other players (or computers) are buying/selling. Then you could have little delivery car like things that go to an ally's trade depot and bring back goods to give you gas/mins at yours. If it was farther away it would bring more profit at a slightly higher than linear rate too! It would put an entire new twist on map control because you would have to defend these different routes between the bases. Obviously, the trade vehicles would be pretty cheap (probably same cost as normal worker), so that you wouldn't be putting too much at risk if your opponent forced you back, but you could have immense advantage without the risk of taking a new base -- a risk which is even high in 2v2 or even larger team matches.
[SECRET FONT] "Dragoon bunker"
Rainmaker5
Profile Blog Joined April 2009
United States1027 Posts
December 21 2009 07:06 GMT
#30
On December 21 2009 09:42 EmeraldSparks wrote:
Gas macro mechanic costs minerals

Mineral macro mechanic costs gas

EZ

(too bad none of the races macro mechanics works in a way such that this functions)


This would be pretty sexy for something like the protoss model where you need saturation anyway. So it's not like- BAM! gas/minerals but more like- 6 probes on gas pay 200 minerals faster gas mining etc.
(-_(-_(-_(^_(-_(-_(-_-)_-)_-)_-)_-)_-)_-) CJ Fighting! "Beer -> soju -> whisky is a terrible build"~~ Scrarecrow.
No.Doubt
Profile Joined July 2009
Canada202 Posts
December 21 2009 07:10 GMT
#31
Why would there be a need for vespene geysers if this was implemented?
It takes the whole point of having gas expansions that are harder to defend then mineral only expansions when they provide the exact same resource.
Chen
Profile Joined June 2009
United States6344 Posts
December 21 2009 07:26 GMT
#32
On December 21 2009 12:06 dhe95 wrote:
Realistically speaking, (yes, no matter what you believe, a game still has to have some sense of realism) how would you possibly convert rocks into oil?

you melt it? >.> just like you can turn shale rocks into an oil usable as petroleum.
What would be interesting is to see what happens in ultra-late game low-econ situations where players have like 5K gas and 0 mins. unless the ratio is heavily skewed both ways, ie 5 mins=1 gas 5 gas=1min, It would not be physically possible to starve out your opponent anymore.
fabiano
Profile Blog Joined August 2009
Brazil4644 Posts
December 21 2009 12:26 GMT
#33
LOL

i dont like the idea. sounds way too age of empires...
"When the geyser died, a probe came out" - SirJolt
DeCoup
Profile Joined September 2006
Australia1933 Posts
December 21 2009 12:49 GMT
#34
On December 21 2009 16:26 Chen wrote:
Show nested quote +
On December 21 2009 12:06 dhe95 wrote:
Realistically speaking, (yes, no matter what you believe, a game still has to have some sense of realism) how would you possibly convert rocks into oil?

you melt it? >.> just like you can turn shale rocks into an oil usable as petroleum.
What would be interesting is to see what happens in ultra-late game low-econ situations where players have like 5K gas and 0 mins. unless the ratio is heavily skewed both ways, ie 5 mins=1 gas 5 gas=1min, It would not be physically possible to starve out your opponent anymore.

Why wouldn't it? Theres still a finite amount of minerals and gas on the field. And once it's gone it's gone. Even a 1:1 conversion ratio would still result in starvation when everythings depleted.

Btw I don't think I like this idea. It does open up more build order variations, but the two seperate minerals are a defining part of the resource system. If you end up with a heap of gas at the end of a game BL, you chose a more mineral heavy build and didn't account for it in very late game. If you end up witha heap of extra minerals, gg buy some mineral only units and see what you can do. I would rather see a 3rd physical resource added than the first two being interchangable. Even if it is to a bad return ratio.

And if they did allow resource conversion... No it should not be in the form of a neutral building. How would that even make sense? And even if you could justify it with lore, it's bording on a WC3 mechanic. + Show Spoiler +
Not saying WC3 is bad, just that Blizzard has done a good job differentiating the two RTSs, and I don't like the idea of bringing them closer together with neutral trading posts.
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
Badjas
Profile Blog Joined October 2008
Netherlands2038 Posts
December 21 2009 13:15 GMT
#35
Say for the Terran, when you have a starport you could build a trade outpost add-on. The add-on would enable a special trade option on the starport. When a trade is started on the starport, it has a build time like any unit, temporarily disabling the starport for other use. A trade consists of selling 1000 minerals for 700 gas. You lose the 1000 minerals at the start of the trade and you gain 700 gas when the trade is done.

Using this mechanic could enable certain rushing strategies for gas heavy tech or units. Of course as with any early to mid game build, tweaking of balance is important for the build to be viable and a reasonable alternative to other builds. There are many balance factors (read: options) in this setup plus the visual cue for the scouting dynamic.

Now I am talking Terran only here as it fits nicely with lore (and I am actually thinking of the trade building from dune 2). I don't think it is necessary for all races to be equal in such an ability. Also, separate from the implementation of any resource conversion mechanism, it is silly to outright claim that the general idea has no place in starcraft 2.
I <3 the internet, I <3 you
HaXXspetten
Profile Blog Joined October 2009
Sweden15718 Posts
December 21 2009 14:17 GMT
#36
The idea of having a Marketplace in a RTS is not exactly revolutionary, and it only works out well in some games. However, the ones where it DOES work, it works just awesome. Take AoE II, or Rise of Nations. (The latter in particular) Those games would have been so different without resource trading. If this was introduced in SC II, I've got a feeling that it wouldn't work out as well. First of all, it wouldn't make as much sense; what could convert minerals to vespene gas. It's not like you can just trade it in one of your own structures in SC II, so I doubt it would be a good idea, not to mention how much it would change progaming from what it is today; to the worse I'm afraid.
Overall, I don't think this is a good idea for SC II.

However, what could be fun to see, is resource trading between teammates in team-games. Not sure how that would work out either, but at least it would make perfect sense and hopefully make up for a lot more variation in games with 4 or more players.
AMaidensWrath
Profile Blog Joined September 2009
Belgium206 Posts
December 21 2009 15:19 GMT
#37
And if they did allow resource conversion... No it should not be in the form of a neutral building. How would that even make sense? And even if you could justify it with lore, it's bording on a WC3 mechanic.
Why would that make no sense? A trade-post/marketplace with natives buying and selling stuff, doesn't sound that absurd to me.

I also don't understand why it would be a problem that it reminds you of the WCIII mechanic. Wouldn't be the first time that SC and WC lend ideas from each other.

Besides, there wasn't anything like a market/conversion place in WCIII, or am I wrong?
onmach
Profile Blog Joined March 2009
United States1241 Posts
December 21 2009 16:00 GMT
#38
It would make it impossible to dictate what your opponent can build. You could destroy all his gas geysers and he'd still be building some tanks. This is also unwatchable because you cannot begin to guess what a player's mineral/gas counts are under the hood because it all happens invisibly behind the scenes.
TeWy
Profile Joined December 2009
France714 Posts
December 21 2009 18:31 GMT
#39
Lavoisier principle : Nothing is lost, nothing is created, all is transformed.
If you can transform X -> Y (X into Y), it implies that X=Y.

In some other RTS games like AoM you can trade a ressource for another one, but that's completly different, that is historically and economically accurate.
ForTenPoints
Profile Joined February 2009
United States140 Posts
December 21 2009 23:47 GMT
#40
No it does not imply X = Y simply because you can transform X into Y and Y into X.

Liquid water can be transformed into water vapor and water vapor can be transformed into liquid water but liquid water does NOT equal water vapor.

There are other elements involved in the transformation.
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