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Nexus has time warp ability, Obelisk out of game - Page 9

Forum Index > SC2 General
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Archerofaiur
Profile Joined August 2008
United States4101 Posts
February 13 2010 22:26 GMT
#161
Serious question to everyone. Do you really believe that TW wont eventually become incorporated into BO and "pre-chosen" before the game?

How is this different or the same from any other limited BO resource like say gas?
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
Deviation
Profile Joined November 2009
United States134 Posts
February 13 2010 22:35 GMT
#162
On February 14 2010 07:23 ProoM wrote:
so beta release is just around the corner and they are still making such a huge edits?


Yes and they will continue making 'huge edits' throughout the beta.
wrags
Profile Blog Joined April 2008
United States379 Posts
Last Edited: 2010-02-13 22:41:31
February 13 2010 22:38 GMT
#163
On February 14 2010 07:26 Archerofaiur wrote:
Serious question to everyone. Do you really believe that TW wont eventually become incorporated into BO and "pre-chosen" before the game?

How is this different or the same from any other limited BO resource like say gas?

yes it will once it's figured out how to optimize the usage. further than that, there will only really be "decision making" with it until that happens, after that it will be do this or you're behind. (which will be another "monotonous" task if i might add)

edit - i meant in relation to which build you're choosing, but that will be the real "decision making", it's not really dictated by macro mechanics unless something is particularly abusive
Deviation
Profile Joined November 2009
United States134 Posts
February 13 2010 22:42 GMT
#164
On February 14 2010 07:26 Archerofaiur wrote:
Serious question to everyone. Do you really believe that TW wont eventually become incorporated into BO and "pre-chosen" before the game?

How is this different or the same from any other limited BO resource like say gas?


Of course it will be incorporated. However, as I've said before I think it is superior to PC because it can potentially do what PC did (increased minerals through increased probe production) but it can also be utilized on attack units or upgrades which allows the player to manipulate timings which they could not do with PC.

That said, TW (depending upon specific stats) can do exactly what PC did while simultaneously broadening the macro-game. That is, TW will provide a greater number of 'optimized build orders' while simultaneously adding flexibility to the game as a whole by offering more 'on-the-spot' non-pre-chosen options to players for when they are for example tricked and need to deviate from their pre-chosen-BO.
haitike
Profile Joined June 2009
Spain2712 Posts
February 13 2010 22:53 GMT
#165
On February 14 2010 07:23 ProoM wrote:
so beta release is just around the corner and they are still making such a huge edits?


In the SC Beta Queen had the actual Mutalisk attack, and Mutalisk attacked with an acid. Carriers had 10 interceptors, etc. In the pre-beta defilers where air units.

SC2 beta is more defined and balanced that SC1 beta.
Archerofaiur
Profile Joined August 2008
United States4101 Posts
Last Edited: 2010-02-13 23:05:09
February 13 2010 22:58 GMT
#166
Proposal for New Protoss Macro Mechanic

Protoss building that every couple of seconds lets you increase unit production, upgrades or even building production. Should lead to crazy build orders where players can funnel this power into one area for timing advantages. Also promotes macro gameplay because the player will have to issue specific commands about where this benefit should be directed. Should be limited to only one per base.


+ Show Spoiler +
[image loading]
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
February 13 2010 23:31 GMT
#167
I'm starting to feel like you are just trolling ;o
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
Archerofaiur
Profile Joined August 2008
United States4101 Posts
Last Edited: 2010-02-13 23:43:50
February 13 2010 23:35 GMT
#168
On February 14 2010 08:31 FrozenArbiter wrote:
I'm starting to feel like you are just trolling ;o


No Im analyzing, drawing connections, etc. Im being kind of tongue and cheek about it but allot of that reflects my belief that the designers who created the original RTS games really did have an incredible understanding of game mechanics. Thats been kind of a running theme in my observation of this whole macro movement. From it I have developed an immense respect for the guys behind Dune II.

They really were geniuses to understand and integrate game infrastructure in the way they did. It reminds me of studying biology and being amazed how well everything is put together. For instance im studying kidneys and you can ask anyone whose studied them, they are god damn amazing. In not so many words....elegant. Thats the same kind of feeling I get when I look at how the core of RTS macro infrastructure was designed almost 20 years ago.



Whether Starcraft 2's macro will reach that same level remains to be seen.
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
February 13 2010 23:47 GMT
#169
Serious question to everyone. Do you really believe that TW wont eventually become incorporated into BO and "pre-chosen" before the game?

How is this different or the same from any other limited BO resource like say gas?

Yes it will be, but unlike PC (which is "click here, every 30 seconds, every game, every build) there is at least room for variations here.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
DeCoup
Profile Joined September 2006
Australia1933 Posts
February 14 2010 00:01 GMT
#170
I think the big difference between PC and TW is that PC only gives you more minerals and their fore gives game play adaptability in a very limited form (how you spend the minerals). But TW provides you with increased game flexibility in that you can use it to more quickly perform a tech switch in order to better adapt to your opponents play at the temporary expense of slower unit production. Combine TW with the fact that Protoss are already more adaptable (caused by the upside down pyramid structure of their tech tree) and they will have a lot more survivability in late game.

In late game PC only served to deplete your minerals more quickly and make starvation less favourable for you. By balancing the race around the fact that they don't have a resource mechanic they allow the Protoss to have income for a longer period of time than Terran or Zerg in a starvation situation.

These two factors added together give Protoss a lot of mid-late game viability in comparison.
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
RedTerror
Profile Blog Joined December 2008
New Zealand742 Posts
February 14 2010 00:31 GMT
#171
Oh shit he went DTs TIMEWARP AN OBS ASAP
Noev
Profile Blog Joined January 2010
United States1105 Posts
February 14 2010 02:07 GMT
#172
I'm glad that they dropped the obelisk, i like the ability a lot i think its a cool addition to the game and that it will be interesting to see how it affects game play. but i think having a completely new building just to add this one ability was a bit silly im glad that they are giving the nexus a larger role in the game.
Tyraz
Profile Blog Joined September 2008
New Zealand310 Posts
February 14 2010 03:04 GMT
#173
Archerofaiur; you are most probably the biggest attention seeker on here. You put out theories and thesis's' all the time. It seems as though all your ideas are the best ones, and there are holes in everybody elses. And whenever Blizzard does anything remotely like what you suggested, you fanatically point to the said 'post' and launch into your theory-crafting again.

Seriously; extrapolating on the smallest, iddy biddy thing and trying to dissect the consequences of wild speculation is getting very old, very quickly.

When the beta comes out, I expect videos demonstrating why certain mechanics are bad before you make any drawn out extrapolations.
100% Pure.
SWPIGWANG
Profile Joined June 2008
Canada482 Posts
February 14 2010 03:08 GMT
#174
Arch: A good game is not about taking something that is good and make the player do a lot of that. For example, we all know M&M micro is fun, so does that mean SC2 should remove the factor so they don't do lame timing pushes?

If you want to make a game where everyone macros a lot more, it is simple and does not require an "macro mechanic". Just play altered starcraft UMS where everything costs half as much and build twice as fast, or something of that sorts. The whole APM and macro requirement thing is just smoke and mirrors anyways. Yes you can solve it by something as trivial as tweaking the costs and build times. The problem is how to make something interesting in itself as opposed to brute forcing a solution like that.
---
You say it is not better than an extra resource, like gas. Yes, that is true, and adding an mandatory resource well add quite a bit of complexity to the macro of starcraft, but probably too much for a sequel. This is not age of empires games or HOI and macro ultimately is only so important.
wrags
Profile Blog Joined April 2008
United States379 Posts
February 14 2010 03:53 GMT
#175
On February 14 2010 12:08 SWPIGWANG wrote:
Arch: A good game is not about taking something that is good and make the player do a lot of that. For example, we all know M&M micro is fun, so does that mean SC2 should remove the factor so they don't do lame timing pushes?

If you want to make a game where everyone macros a lot more, it is simple and does not require an "macro mechanic". Just play altered starcraft UMS where everything costs half as much and build twice as fast, or something of that sorts. The whole APM and macro requirement thing is just smoke and mirrors anyways. Yes you can solve it by something as trivial as tweaking the costs and build times. The problem is how to make something interesting in itself as opposed to brute forcing a solution like that.
---
You say it is not better than an extra resource, like gas. Yes, that is true, and adding an mandatory resource well add quite a bit of complexity to the macro of starcraft, but probably too much for a sequel. This is not age of empires games or HOI and macro ultimately is only so important.


i don't understand, what does marine micro have anything to do with timing windows?
SoleSteeler
Profile Joined April 2003
Canada5417 Posts
February 14 2010 04:24 GMT
#176
I always like to try and reduce arguments down to their simplest form. That said, can't we think of TW as being a form of PC by allowing to create extra probes faster, allowing you to gain more minerals faster, having to make more decisions as to what to do with those minerals; however, the numbers won't add up exactly, so it won't be exactly a 20% increase, but it's still an increase and performs a similar action as the Dark Obelisk. Would then an argument be that PC is better because the 20% increase creates a better macro playstyle than faster probe generation?

But, on top of that, we can choose not to do produce probes and instead accelerate certain tech choices, making for unusual timings for tech and unit counts, able to be used in both an offensive and defensive role?

The choices are certainly there to play different styles, including a more macro based playstyle. Whether or not extra probes is meaningful for a macro style though, we can't really say for sure yet.

phyvo
Profile Blog Joined April 2009
United States5635 Posts
February 14 2010 05:04 GMT
#177
On February 14 2010 07:26 Archerofaiur wrote:
Serious question to everyone. Do you really believe that TW wont eventually become incorporated into BO and "pre-chosen" before the game?

How is this different or the same from any other limited BO resource like say gas?


No, I don't. By definition, a BO involves a plan and so any macro mechanic that ever exists will be incorporated into a BO somehow. This does not make them all the same.

While I guess you might just be the skeptic responding to the overwhelming positive feedback concerning Time Warp, if you can't really see why it's actually better than proton charge then you probably can't see why kids like cinnamon toast crunch either.
"BE A MANGO TO SLEEP LIKE A SNORING TIGER" - Monte
Bosu
Profile Blog Joined June 2008
United States3247 Posts
February 14 2010 05:10 GMT
#178
I wonder if TW has an animation so you can scout it.
#1 Kwanro Fan
Zanno
Profile Blog Joined February 2007
United States1484 Posts
February 14 2010 06:30 GMT
#179
Sounds like an interesting idea, what I really would like to know is if this ability forces you to cut workers while it builds, similar to how you have to temporarily stop building workers to build a comsat. That could make it a really interesting dynamic.
aaaaa
JohannesH
Profile Joined September 2009
Finland1364 Posts
February 14 2010 08:18 GMT
#180
On February 14 2010 07:26 Archerofaiur wrote:
Serious question to everyone. Do you really believe that TW wont eventually become incorporated into BO and "pre-chosen" before the game?

How is this different or the same from any other limited BO resource like say gas?

Eventually there will be 1 build to rule them all, you just pick the right build and win, theres not that much to this game, Dune II was better yeah
If you have to ask, you don't know.
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