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The refinement of macro ideas: a destination - Page 2

Forum Index > SC2 General
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n00bonicPlague
Profile Joined August 2008
United States197 Posts
December 27 2009 20:52 GMT
#21
I think "show me the money" is a bit overkill in comparison to the other two. I'd use "whats mine is mine" (+500 minerals) and "breathe deep" (+500 gas) for comparison instead.
Beta = 04/01/10
Archerofaiur
Profile Joined August 2008
United States4101 Posts
December 27 2009 20:57 GMT
#22
On December 28 2009 05:52 n00bonicPlague wrote:
I think "show me the money" is a bit overkill in comparison to the other two. I'd use "whats mine is mine" (+500 minerals) and "breathe deep" (+500 gas) for comparison instead.



Good point.
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
cerebralz
Profile Joined August 2009
United States443 Posts
Last Edited: 2009-12-27 21:51:23
December 27 2009 21:50 GMT
#23
Admittedly, the OP idea pertaining to unit production somewhat overlaps with warp gate. This seems easy to fix however, by just making warp gate and speed warp unstackable, or make gateways unaffected by speed warp, so you would only target a robo bay, stargate, or nexus for unit production bonuses. I don't think this would be overpowered because you can only target one building with speed warp while warp gate may affect all of your gateways if you so choose. Only in the late game, where you have a lot of nexuses, can you possibly affect all of your non-gateway production facilities. It may also come into play more because of the move of the Immortal to the robo facility.
Archerofaiur
Profile Joined August 2008
United States4101 Posts
Last Edited: 2009-12-27 22:08:22
December 27 2009 22:08 GMT
#24
On December 28 2009 06:50 cerebralz wrote:
Admittedly, the OP idea pertaining to unit production somewhat overlaps with warp gate. This seems easy to fix however, by just making warp gate and speed warp unstackable, or make gateways unaffected by speed warp, so you would only target a robo bay, stargate, or nexus for unit production bonuses. I don't think this would be overpowered because you can only target one building with speed warp while warp gate may affect all of your gateways if you so choose. Only in the late game, where you have a lot of nexuses, can you possibly affect all of your non-gateway production facilities. It may also come into play more because of the move of the Immortal to the robo facility.



Ask yourself, why are they not including a mechanic like peasant speed build from Warcraft 3?

[image loading]
[image loading]
[image loading]
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
geegee1
Profile Blog Joined April 2009
United States618 Posts
December 28 2009 00:12 GMT
#25
Its more like using this to make the Protoss even more annoying. why not give this spell to a terran or something or not use this idea because then we would have 100000 BO for Toss to handle.
pew pew
Archerofaiur
Profile Joined August 2008
United States4101 Posts
Last Edited: 2009-12-28 00:29:44
December 28 2009 00:23 GMT
#26
Even if this was a good mechanic I think it would be better suited for the zerg Queen. As a building construction or reasearch only boost. You cant boost ever process, its unfocused, unelegant and causes more problems than it solves.
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
Archerofaiur
Profile Joined August 2008
United States4101 Posts
Last Edited: 2009-12-28 02:26:13
December 28 2009 01:33 GMT
#27
Something like this


[image loading]

Zerg Queen
Spawn Larva
Creep Tumor
Hyper Evolution: 10X research speed for current upgrade




And Id move the healing spell to the overseer and make it AoE.
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
s[O]rry
Profile Blog Joined November 2009
Canada398 Posts
December 28 2009 02:37 GMT
#28
I have not seen too much of the new SC2 mechanics, but isn't this a little unnecessary? Its not like Protoss doesn't have a bunch of other weird spells and abilities (Blink, Charge, Anti-Gravity?) that already add so many more pathes to the game play, do they really need faster Tech/Buildings/Production?
Sunshine.
JohannesH
Profile Joined September 2009
Finland1364 Posts
December 28 2009 02:56 GMT
#29
This is a cool idea, much much better than lame "click to get money". I dont remember or care what different cheat codes do, but I fail to see the relevance of those in here...

You'd always have this thing, nexuses, that do it. It would be a minor effect, but effect that would add alot of diversity/uncertainty into timings. Range limit is cool since it encourages you to spread your stuff around. And it would involve constant reward for managing what it does and managing it would be hard decisions.

Imo better implementation would be though to not do it thru cooldowns and switching target every minute, but a constant stream of boost that you can retarget at any time. You might say that that would allow for more lazy use but in reality it would require much madder clicking to use optimally that way... Say you got some gateways pumping the same type of units... Gotta change the gateway you target every time a unit completes, thats switching the target as many times as you have gateways, every production round.

It reminds me of constructor assist in TA a bit...

Does it matter if it overlaps with Warpgate possibly? More overlapping shit = more complex management, and thats what I want
If you have to ask, you don't know.
Archerofaiur
Profile Joined August 2008
United States4101 Posts
Last Edited: 2009-12-28 05:13:17
December 28 2009 05:09 GMT
#30
On December 28 2009 11:56 JohannesH wrote:
This is a cool idea, much much better than lame "click to get money".


Do you realize that making workers is a "click to get money" mechanic?
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
Shadowfury333
Profile Blog Joined March 2008
Canada314 Posts
December 28 2009 05:41 GMT
#31
On December 28 2009 07:08 Archerofaiur wrote:
Ask yourself, why are they not including a mechanic like peasant speed build from Warcraft 3?


It could very well be for flavour//universe-separation reasons, given that Blizzard would likely want to avoid further WC3 in space comparisons. Mind you, that sort of mechanic would only really fit Terran, as they actively build their structures.
Darkness called...but I was on the phone, so I missed him. I tried to *69 darkness, but his machine picked up. I yelled "Pick up the phone, Darkness", but he ignored me. Darkness must have been screening his calls.
n00bonicPlague
Profile Joined August 2008
United States197 Posts
December 28 2009 05:44 GMT
#32
If needed this mechanic could be limited to what it actually powers. I was only thinking about boosting upgrades, research, and training — not construction.
Beta = 04/01/10
SWPIGWANG
Profile Joined June 2008
Canada482 Posts
Last Edited: 2009-12-28 06:09:48
December 28 2009 06:08 GMT
#33
Yes, building workers is "click to get money", and that is why we get automine because "click to get money" is lame. By using the same logic as automine, it'd make sense to have auto-photon charge and auto-gas mechanic and auto....etc. If all we wanted is "click to get money" then manual mine would work just fine.

As for peasant build speed, it is just a limited ability that doesn't do very much in itself. This, however, does a lot more.
-------------
You cant boost every process, its unfocused, unelegant and causes more problems than it solves.

Unfocused abilities are much better than focused ones, since its exact uses are not so obvious as to be trivial. By expanding the realm of influences the strategies involved is more complex. Focused concepts often have implication and strategies that takes 5 minutes to figure out.

So which leads to a better positive feedback loop?
Something for nothing, show me the money or operation cwal?

What you mean by positive feedback loop? Macro is something you do to get units, not some kind of magic. Show me the money obviously generates the most "macro", if you are wondering. Since being able to max in 3 minutes takes far more clicks then the other options.

I'm not sure if you are even asking the right questions. If the question is how to promote a "macro" play style, that is beyond trivial. Just go play one of those "fastest map ever ums" and you'd see 100% macro styles since micro is irrelevant in those games. All you need to do to increase macro is to increase the resource uptake speed and the natural friction of building supply, building production buildings, and so on would take up increasing amounts of APM, especially given that even SC2 do not have building queuing or partial construction as in TA. I don't think what the community wants is necessarily more clicks, or hit the "dune limit" with regard to babysitting the economy, but more strategy that is not a sideshow.

Much of the economic suggestions I've read are sideshows, and sideshows that has strategy that is either trivial to figure out, or rarely applicable, comparable to proxy hatch into sunken rush, the sort of thing that is only rarely useful.
mkay
Profile Joined December 2009
Italy20 Posts
Last Edited: 2009-12-28 06:15:38
December 28 2009 06:12 GMT
#34
i really love this idea that Archerofaiur mentioned. Archerofaiur knows the w3, his statement is soo true, i remember this when i played wc3.
"C'est à moi que tu parles?" KMK for life
Archerofaiur
Profile Joined August 2008
United States4101 Posts
December 28 2009 06:18 GMT
#35
On December 28 2009 15:08 SWPIGWANG wrote:
Yes, building workers is "click to get money", and that is why we get automine because "click to get money" is lame .


Surprise automine is also "click to get money"!
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
Archerofaiur
Profile Joined August 2008
United States4101 Posts
Last Edited: 2009-12-28 06:27:20
December 28 2009 06:25 GMT
#36
On December 28 2009 15:08 SWPIGWANG wrote:
Unfocused abilities are much better than focused ones, since its exact uses are not so obvious as to be trivial.

In the words of the great Maro "restrictions breed creativity". Having a "speed up everything button" has many problems the first of which is inequality in usage. As in speeding up research is almost always better than speeding up unit production. So to fix this you make it different for each different use and now your messing with the "easy to learn" part. So than you say "well their are other things that are hard to learn" and at that point you should realize that rather than adopt elegance as a defining guideline youve attempted to shoehorn the player into your first draft creation. All in the name of a "big tent" ability.

But lets hear your reply to this and then well move onto the second problem :p

Show me the money obviously generates the most "macro",

Im glad you admit this.

If the question is how to promote a "macro" play style, that is beyond trivial.



I hate to be the first one to tell you but promoting a macro playstyle is the point of the macro mechanics.
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
Strayline
Profile Blog Joined January 2009
United States330 Posts
December 28 2009 06:57 GMT
#37
This post's title reminds me of a rant Chill made in some TL podcast.
SWPIGWANG
Profile Joined June 2008
Canada482 Posts
December 28 2009 07:06 GMT
#38
Automine is less clicks and more importantly, do not require a screen change. Now one can remove the worker economy system altogether, but that is just too much for a sequel. I've thought about more complex worker management ideas, but figures that it is less elegant and more clumsy than this.

Having a "speed up everything button" has many problems the first of which is inequality in usage. As in speeding up research is almost always better than speeding up unit production.

Hardly, otherwise we'd see a evolution chamber first build over pool or hatch first build! You need upgrades to hit at the right timing, for example the +1 speedlot rush or storm push out. You do not need upgrades to hit earlier. There is a reason why people build single e-bay, forge and armory in many mid game situations, because upgrades are no good if you are dead to a rush or get out expanded 5 to 2.

If upgrades are "too good" and you always want to get it faster, then the obvious choice is to nerf the upgrade cost/time as opposed to the ability.

I hate to be the first one to tell you but promoting a macro playstyle is the point of the macro mechanics.

Macro play style can either be boring or interesting. What you care about is that there is a macro style and not whether it is any good and thus it is just trivial. Giving more minerals in a flat manner just not interesting.

If you look at games (like some european RTS or rise of nations) that actually is designed around the economy as opposed to fine tuning combat units, you see more resources, resource conversions, resource transport beyond harvesting and so on. Most of that reflect in crazy simcities and building layout of those games and few of that ever is about reward extra task that is APM constrained. Look, simcity is fun enough to be its own game. If "click on minerals a lot" can be made into a successful independent game then lets see it.
Archerofaiur
Profile Joined August 2008
United States4101 Posts
Last Edited: 2009-12-28 07:38:27
December 28 2009 07:36 GMT
#39
Pig wang, just answer this. Do you agree that the purpose of the macro mechanics is to promote macro playstyles? A second ago you called it beyond trivial.
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
SWPIGWANG
Profile Joined June 2008
Canada482 Posts
December 28 2009 08:08 GMT
#40
What, you are trying to use debating tactics to get me into a bait and switch argument that'd go into semantics space? I refuse to debate someone that don't define his terms before hand and instead tailors his definition in response to the opponent and use that to win debates.

Tell me, what the hell is "macro playstyles" in you mind....
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