Why don't terrran buildings have like.. fuel.
5 Minutes of float time seems like it would solve this problem.
What do y'all think? Fair? Favours the toss? Solves Starcraft stalemates once and for all?
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HawaiianPig
Canada5155 Posts
Why don't terrran buildings have like.. fuel. 5 Minutes of float time seems like it would solve this problem. What do y'all think? Fair? Favours the toss? Solves Starcraft stalemates once and for all? | ||
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RumZ
United States956 Posts
During release, I can see this being a legit problem. But it's stupid beta where ELO will be reset who knows how many more times. I guarentee this game was shorter than the stand off it is now enduring. I wish nony would just go find a game after leaving this, and take retribution by pounding someone's skull in (preferably with phoenix micro.) | ||
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ROOTFayth
Canada3351 Posts
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fatduck
United States148 Posts
Doesn't solve all stalemates, anyway - you could have one player with static d and the other with not enough units left to kill it, etc. | ||
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Senx
Sweden5901 Posts
On May 08 2010 10:20 Fayth wrote: there shud just be an auto draw after 15 mins like this other guy said, after no dmg done, no gas or no mineral collected This..I actually thought you were the guy in nonys game =o | ||
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R1CH
Netherlands10341 Posts
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cujo2k
Canada1044 Posts
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fatduck
United States148 Posts
On May 08 2010 10:22 R1CH wrote: Were there ever any popular maps for BW that had this issue? It seems SC2 maps have a lot more "out of bounds" territory than BW maps. You're right, almost all of Blizzard's SC2 maps have huge "space" areas around the edges of the map - I wonder if they wanted to promote drops/sneak attacks by air? | ||
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RumZ
United States956 Posts
On May 08 2010 10:22 R1CH wrote: Were there ever any popular maps for BW that had this issue? It seems SC2 maps have a lot more "out of bounds" territory than BW maps. I'm not sure about 'traditional bnet maps' but when I watch pro games it feels like there is hardly any space.. in space.. and sc2 is just loaded with it, with these corner areas. | ||
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clik
United States319 Posts
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Rabbet
Canada404 Posts
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HawaiianPig
Canada5155 Posts
On May 08 2010 10:21 fatduck wrote: TvP is horribly unbalanced already, as you know, because Protoss wins 54% of the matches. So clearly stalkers need fuel, not command centers. Doesn't solve all stalemates, anyway - you could have one player with static d and the other with not enough units left to kill it, etc. Just because other aspects of the matchup are possibly imbalanced doesn't mean that the ability to float and force a stalemate is balanced in and of itself. I play Terran in sc2, and I know first hand what its like to get stomped by Protoss, but the other races don't have this option to force a stalemate. The second point you raise kind of sheds light on this... it's the nature of the Terran lift off stalemate that seems so... unfair. I guess it has to do with the fact that IF an engagement happened, there would be a definite winner, the problem is that one player chooses not to engage indefinitely. If we were in a tournament situation, be it in a Terran liftoff stalemate or the static defense stalemate, there would be a pause, the players would be told to engage and the game would end as a result of the next encounter; unfortunately this doesn't happen on ladder. | ||
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Zealot Lord
Hong Kong747 Posts
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Sadist
United States7300 Posts
On May 08 2010 10:34 Zealot Lord wrote: Hmm.. maybe have it so that if the Terran player does not have a single building landed/built on the ground within a certain duration of time it will be auto-loss? I would think its quite fair - and shouldn't be hard to implement either. the terran shouldnt lose. It should just be a draw. | ||
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Zealot Lord
Hong Kong747 Posts
On May 08 2010 10:36 Sadist wrote: Show nested quote + On May 08 2010 10:34 Zealot Lord wrote: Hmm.. maybe have it so that if the Terran player does not have a single building landed/built on the ground within a certain duration of time it will be auto-loss? I would think its quite fair - and shouldn't be hard to implement either. the terran shouldnt lose. It should just be a draw. ok maybe a draw - but personally in my own view I don't see why it should be a draw if one side has units and the other side doesn't? | ||
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HawaiianPig
Canada5155 Posts
On May 08 2010 10:41 Zealot Lord wrote: Show nested quote + On May 08 2010 10:36 Sadist wrote: On May 08 2010 10:34 Zealot Lord wrote: Hmm.. maybe have it so that if the Terran player does not have a single building landed/built on the ground within a certain duration of time it will be auto-loss? I would think its quite fair - and shouldn't be hard to implement either. the terran shouldnt lose. It should just be a draw. ok maybe a draw - but personally in my own view I don't see why it should be a draw if one side has units and the other side doesn't? Yeah, put it this way, if there's a Terran lifted with no army and a Protoss running around the map waiting for the Terran to float back in, if the power went out(!!!), they'd call the game in the Protoss' favour, no? I've spoken to some on IRC about this, and the biggest objection comes from the notion that the Terran, while he has no chance to win, certainly doesn't have to move out and lose. However the nature of the lift off stalemate is always such that the opponent who is grounded (be it P Z or T), has a definite army advantage and would without question win the game if the Terran floated back in. Some may argue that the Terran could potentially rebuild, but if that were the case he would have attempted to do so long before this hypothetical fuel runs out (givin' the dude 5 minutes or 10 minutes or so is more than enough). Secondly, I'm not sure how draws would work on the ladder, and the Terran liftoff isn't common enough to mess around with scoring systems and whathaveyou, when the easier solution is to force the game to end. | ||
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dinoman1989
United States15 Posts
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fuzzehbunneh
United States66 Posts
On May 08 2010 11:07 dinoman1989 wrote: Why is a stalemate such a bad thing that it ought to be avoided? If a game reaches a point where neither play can possibly kill the other, then it was so equally played by both players that a stalemate and a DRAW really is the only equitable outcome. there's playing to a draw and theres lifting off your stuff once youre beat so you can hide in the corner | ||
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Pyrrhuloxia
United States6700 Posts
now terrans are traditionally more defensive so maybe they should win a stalemate, you could say. i dunno. Also, I know terran had a similar advantage in bw where if both players went all in proxies vs each other the terran is supposed to be ahead. I remember the GSI best vod for Stork was from when Stork and Boxer proxied each other and Stork won. | ||
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Sentient
United States437 Posts
On May 08 2010 10:41 Zealot Lord wrote: Show nested quote + On May 08 2010 10:36 Sadist wrote: On May 08 2010 10:34 Zealot Lord wrote: Hmm.. maybe have it so that if the Terran player does not have a single building landed/built on the ground within a certain duration of time it will be auto-loss? I would think its quite fair - and shouldn't be hard to implement either. the terran shouldnt lose. It should just be a draw. ok maybe a draw - but personally in my own view I don't see why it should be a draw if one side has units and the other side doesn't? For the same reason Chess can end in a draw even if you are down on pieces. If you sense you are behind, playing for a draw is considered a viable strategy in most games. | ||
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ramen-
90 Posts
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Pyrrhuloxia
United States6700 Posts
On May 08 2010 10:22 R1CH wrote: Were there ever any popular maps for BW that had this issue? It seems SC2 maps have a lot more "out of bounds" territory than BW maps. I doubt a dragoon could hit a lifted barracks in the top left of New Tornado. | ||
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ccou
United States681 Posts
On May 08 2010 11:20 Sentient wrote: Show nested quote + On May 08 2010 10:41 Zealot Lord wrote: On May 08 2010 10:36 Sadist wrote: On May 08 2010 10:34 Zealot Lord wrote: Hmm.. maybe have it so that if the Terran player does not have a single building landed/built on the ground within a certain duration of time it will be auto-loss? I would think its quite fair - and shouldn't be hard to implement either. the terran shouldnt lose. It should just be a draw. ok maybe a draw - but personally in my own view I don't see why it should be a draw if one side has units and the other side doesn't? For the same reason Chess can end in a draw even if you are down on pieces. If you sense you are behind, playing for a draw is considered a viable strategy in most games. Except chess draws are simple and moderated, lift off draws are not moderated and make the game obnoxiously long if not infinitely long. Should make normal CCs incapable of flight, only OCs. Then give barracks, factory, and starport energy. Flight takes energy as a fuel, when a building is out of energy, it saps health instead. Give some cost to preemptively building an OC completely safe behind a terran wall. | ||
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Divinek
Canada4045 Posts
On May 08 2010 11:28 ccou wrote: Show nested quote + On May 08 2010 11:20 Sentient wrote: On May 08 2010 10:41 Zealot Lord wrote: On May 08 2010 10:36 Sadist wrote: On May 08 2010 10:34 Zealot Lord wrote: Hmm.. maybe have it so that if the Terran player does not have a single building landed/built on the ground within a certain duration of time it will be auto-loss? I would think its quite fair - and shouldn't be hard to implement either. the terran shouldnt lose. It should just be a draw. ok maybe a draw - but personally in my own view I don't see why it should be a draw if one side has units and the other side doesn't? For the same reason Chess can end in a draw even if you are down on pieces. If you sense you are behind, playing for a draw is considered a viable strategy in most games. Except chess draws are simple and moderated, lift off draws are not moderated and make the game obnoxiously long if not infinitely long. Should make normal CCs incapable of flight, only OCs. Then give barracks, factory, and starport energy. Flight takes energy as a fuel, when a building is out of energy, it saps health instead. Give some cost to preemptively building an OC completely safe behind a terran wall. That last idea is actually very interesting. I could see it being reasonable if implemented properly | ||
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shinosai
United States1577 Posts
On May 08 2010 11:28 ccou wrote: Show nested quote + On May 08 2010 11:20 Sentient wrote: On May 08 2010 10:41 Zealot Lord wrote: On May 08 2010 10:36 Sadist wrote: On May 08 2010 10:34 Zealot Lord wrote: Hmm.. maybe have it so that if the Terran player does not have a single building landed/built on the ground within a certain duration of time it will be auto-loss? I would think its quite fair - and shouldn't be hard to implement either. the terran shouldnt lose. It should just be a draw. ok maybe a draw - but personally in my own view I don't see why it should be a draw if one side has units and the other side doesn't? For the same reason Chess can end in a draw even if you are down on pieces. If you sense you are behind, playing for a draw is considered a viable strategy in most games. Except chess draws are simple and moderated, lift off draws are not moderated and make the game obnoxiously long if not infinitely long. Should make normal CCs incapable of flight, only OCs. Then give barracks, factory, and starport energy. Flight takes energy as a fuel, when a building is out of energy, it saps health instead. Give some cost to preemptively building an OC completely safe behind a terran wall. I don't think terran flight should be nerfed just because some protoss players enjoy base trading. A draw system could be implemented... but in the meantime if you're fighting a terran, keep in mind that terran buildings can lift off before you let them kill your nexus. | ||
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ccou
United States681 Posts
On May 08 2010 11:31 shinosai wrote: Show nested quote + On May 08 2010 11:28 ccou wrote: On May 08 2010 11:20 Sentient wrote: On May 08 2010 10:41 Zealot Lord wrote: On May 08 2010 10:36 Sadist wrote: On May 08 2010 10:34 Zealot Lord wrote: Hmm.. maybe have it so that if the Terran player does not have a single building landed/built on the ground within a certain duration of time it will be auto-loss? I would think its quite fair - and shouldn't be hard to implement either. the terran shouldnt lose. It should just be a draw. ok maybe a draw - but personally in my own view I don't see why it should be a draw if one side has units and the other side doesn't? For the same reason Chess can end in a draw even if you are down on pieces. If you sense you are behind, playing for a draw is considered a viable strategy in most games. Except chess draws are simple and moderated, lift off draws are not moderated and make the game obnoxiously long if not infinitely long. Should make normal CCs incapable of flight, only OCs. Then give barracks, factory, and starport energy. Flight takes energy as a fuel, when a building is out of energy, it saps health instead. Give some cost to preemptively building an OC completely safe behind a terran wall. I don't think terran flight should be nerfed just because some protoss players enjoy base trading. A draw system could be implemented... but in the meantime if you're fighting a terran, keep in mind that terran buildings can lift off before you let them kill your nexus. Yeah, I think a 5 minutes no damage=draw with ample warning would be ok too, but lifted CCs and OCs shouldn't count as mains in terms of the reveal mechanic. | ||
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[Agony]x90
United States853 Posts
On May 08 2010 11:20 ramen- wrote: It's the other guy's fault if he can't save anything to kill off the last buildings. if protoss has just one pylon on an island and kills all of terran's workers/air units/etc so that he can't kill the pylon, should the pylon eventually run out of energy and die since the other guys had more stuff left over? I was actually thinking this, but more so in a negative light. I'm not a fan of the thought of being able to "force" a stalemate. I suppose its not too much of an issue if it only happened once in a while, say by means of someone building a pylon somewhere and the other player not being able to reach it. But, given that the Terran can easily lift their buildings and run, i would guess there would be a very disproportionate amount of draws going towards Terran. Just think, given PvT is at about 56 % win rate, or what ever it is, people become concerned about possible "imbalance" or "brokenness". If we introduce the "draw" mechanism, what would people say if Terrans participate in as little as 40 percent of the draw results. That's 7 percent more than it ideally should be, but honestly, i can see the terrans being in more than 40 percent of the draw games. Why? Simply because Terran is the only race that can force a draw at any point of the game. If Protoss and Zerg lose their army without capability for production, this generally indicates that the other team has at least one fighting unit, and the protoss or zerg will (in almost all scenarios) lose the match. However, if Terran loses its entire army, and runs away, the other player is forced to tech to air units; this is not always possible, which would lead to a draw. If the situations are the same (ie one player loses his entire army and production and the other has an army but loses production), the results should really be the same for all races. So i honestly think this is actually a balance issue, and would become even more so if a draw rule were placed in. I for one would never accept a draw if I have an army, but am unable to finish the game simply because the player has a barracks with 1 hp more than burning somewhere in the corner that i can't reach. Instead, i think Blizzard should add onto the "reveal" system, and add in more triggers for more scenarios, at least for ladder (since leagues and tournys probably have their own set rules). I guess one example would be simply awarding the other team if one team is incapable of production, resource gathering of any form and has no army. Obviously this can still lead to running buildings AND say vikings away, but it'll lower the chances of someone forcing a draw by simply sacrificing his entire army to focus fire a hatch and all the drones and run away with a barracks somewhere. | ||
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NonY
8751 Posts
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Lemure
189 Posts
On May 08 2010 11:28 ccou wrote: Show nested quote + On May 08 2010 11:20 Sentient wrote: On May 08 2010 10:41 Zealot Lord wrote: On May 08 2010 10:36 Sadist wrote: On May 08 2010 10:34 Zealot Lord wrote: Hmm.. maybe have it so that if the Terran player does not have a single building landed/built on the ground within a certain duration of time it will be auto-loss? I would think its quite fair - and shouldn't be hard to implement either. the terran shouldnt lose. It should just be a draw. ok maybe a draw - but personally in my own view I don't see why it should be a draw if one side has units and the other side doesn't? For the same reason Chess can end in a draw even if you are down on pieces. If you sense you are behind, playing for a draw is considered a viable strategy in most games. Except chess draws are simple and moderated, lift off draws are not moderated and make the game obnoxiously long if not infinitely long. Yes, so all Blizzard has to do is add a draw system. There is no need for anything else to solve this problem. In fact I think draws are already in game, there was a screenshot where both players destroyed each others buildings at the exact same time to force a draw. | ||
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Tinithor
United States1552 Posts
On May 08 2010 11:13 fuzzehbunneh wrote: Show nested quote + On May 08 2010 11:07 dinoman1989 wrote: Why is a stalemate such a bad thing that it ought to be avoided? If a game reaches a point where neither play can possibly kill the other, then it was so equally played by both players that a stalemate and a DRAW really is the only equitable outcome. there's playing to a draw and theres lifting off your stuff once youre beat so you can hide in the corner If the other person has 0 resources or units able to kill your floated buildings then they didn't win, end of story. | ||
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Rabbet
Canada404 Posts
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Duckvillelol
Australia1253 Posts
Does this also mean Zerg can have a limit on the amount of creep tumours too? I certainly don't disagree that this is mainly an issue with BM terran players, however it not only a terran issue. FYI - I'm a terran player and I don't really float to victory, unless it's a clear base-trade where I can win. Floating to be an annoying bitch is just lame. | ||
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HawaiianPig
Canada5155 Posts
On May 08 2010 12:30 Duckvillelol wrote: Does this also mean Protoss should have a limited amount of pylons they can randomly build around the map? Does this also mean Zerg can have a limit on the amount of creep tumours too? what. 500 words, explain how this is at all the same. On my desk by Monday. Other races simply do not have an analogue to the Terran free-stalemate-liftoff. | ||
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.gypsy
Canada689 Posts
On May 08 2010 10:51 HawaiianPig wrote: Show nested quote + On May 08 2010 10:41 Zealot Lord wrote: On May 08 2010 10:36 Sadist wrote: On May 08 2010 10:34 Zealot Lord wrote: Hmm.. maybe have it so that if the Terran player does not have a single building landed/built on the ground within a certain duration of time it will be auto-loss? I would think its quite fair - and shouldn't be hard to implement either. the terran shouldnt lose. It should just be a draw. ok maybe a draw - but personally in my own view I don't see why it should be a draw if one side has units and the other side doesn't? Yeah, put it this way, if there's a Terran lifted with no army and a Protoss running around the map waiting for the Terran to float back in, if the power went out(!!!), they'd call the game in the Protoss' favour, no? I've spoken to some on IRC about this, and the biggest objection comes from the notion that the Terran, while he has no chance to win, certainly doesn't have to move out and lose. However the nature of the lift off stalemate is always such that the opponent who is grounded (be it P Z or T), has a definite army advantage and would without question win the game if the Terran floated back in. Some may argue that the Terran could potentially rebuild, but if that were the case he would have attempted to do so long before this hypothetical fuel runs out (givin' the dude 5 minutes or 10 minutes or so is more than enough). Secondly, I'm not sure how draws would work on the ladder, and the Terran liftoff isn't common enough to mess around with scoring systems and whathaveyou, when the easier solution is to force the game to end. EDIT: didnt like how i wrote it out but basically it should be a draw even if it looks stupid because you cant ignore the dimensions of the game, as in the races and the maps, as its part of the game, and it has always been part of the game ever since bw, except were back to playing with blizz maps for a while -_- | ||
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Sfydjklm
United States9218 Posts
On May 08 2010 10:36 Sadist wrote: Show nested quote + On May 08 2010 10:34 Zealot Lord wrote: Hmm.. maybe have it so that if the Terran player does not have a single building landed/built on the ground within a certain duration of time it will be auto-loss? I would think its quite fair - and shouldn't be hard to implement either. the terran shouldnt lose. It should just be a draw. why exactly do terrans deserve to get rewarded for hidden pylons gayness that blizzard very well tried to eliminate with the revealed technique. | ||
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ccou
United States681 Posts
It's not like races haven't seen downgrades since BW. Zerglings lost dps while everything else that transferred over gained dps. Mutalisks lost stacking. Protoss now needs a dark shrine to build DTs, speedlots are way better than chargelots, storm is numerically much worse. I think these are all good changes to compensate for things introduced in SC2. Building flight is way faster than BW by the way. Why not add a fuel mechanic? It would lower the number of obnoxious draws. It creates tension when terrans have to lift for long durations. It doesn't have to be a specified capacity just yet, how much fuel/energy is spent while in flight can be adjusted for balance. | ||
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shinosai
United States1577 Posts
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Bob300
United States505 Posts
On May 08 2010 10:36 Sadist wrote: Show nested quote + On May 08 2010 10:34 Zealot Lord wrote: Hmm.. maybe have it so that if the Terran player does not have a single building landed/built on the ground within a certain duration of time it will be auto-loss? I would think its quite fair - and shouldn't be hard to implement either. the terran shouldnt lose. It should just be a draw. Really........ then when your about to lose liftoff and free draw... no lose. great idea ![]() | ||
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chromate
Canada338 Posts
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ccou
United States681 Posts
And it ends in a draw if it's TvT which would shorten that MU to a reasonable time too! | ||
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notuswind
United States14 Posts
By the way, does anyone know for certain if that NonY game ended in a stalemate? | ||
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blackbean
Canada43 Posts
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Hold-Lurker
United States403 Posts
On May 08 2010 12:09 Liquid`NonY wrote: We were fighting for Incineration Zone and I conquered it. He is but flying on the edge of the border with an industrial facility while I patrol the grounds with my military. I am victorious. For some reason, I actually laughed out loud while reading this. Did the other guy actually leave? :D | ||
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guitarizt
United States1492 Posts
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Vei
United States2845 Posts
On May 08 2010 10:21 fatduck wrote: TvP is horribly unbalanced already, as you know, because Protoss wins 54% of the matches. So clearly stalkers need fuel, not command centers. Doesn't solve all stalemates, anyway - you could have one player with static d and the other with not enough units left to kill it, etc. because stuff not being able to float forever is so game breaking | ||
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yomi
United States773 Posts
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Comeh
United States18919 Posts
Terran is down to his last building, a CC with 25 minerals, or something, and a rather large ground army, while the toss player is down to a few buildings, no minerals or probes, and has a large army himself. The terran army doesn't want to push out because he is afraid of losing due to ground position, and hides his building to make sure the toss player just doesn't go in, snipe the building, and win. Having a time limit would ruin this situation. Maybe if you changed the requirement to having 1 floating building, 0/0 supply, and less then 25 minerals with no ability to mule, then I can see this. Other than that, no. | ||
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Fen
Australia1848 Posts
Giving the terran buildings fuel will not stop stalemates from occuring. There are plenty of situations where two people would not want to attack each other because it would be a loss for the attacker. I think that a draw system should be implemented. Players can offer their opponent a draw at any time past 5 mins or something. The other can accept and the result will be a draw. Also add in a force draw button, which if there is no damage done and no resources mined within the next 10 mins, the game is drawn. | ||
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RedTerror
New Zealand742 Posts
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DragonDefonce
United States790 Posts
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Wargizmo
Australia1237 Posts
I think if buildings are floating around for too long the flying critters get angry and start attacking them. | ||
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rethos
Romania103 Posts
Any way... the terran did significant damage during the game... to cripple the opponent that much. So it's not like a free draw, but a very hard worked and deserved one, from what i can tell. | ||
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Pyrrhuloxia
United States6700 Posts
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Pervect
1280 Posts
On May 08 2010 13:19 Hold-Lurker wrote: Show nested quote + On May 08 2010 12:09 Liquid`NonY wrote: We were fighting for Incineration Zone and I conquered it. He is but flying on the edge of the border with an industrial facility while I patrol the grounds with my military. I am victorious. For some reason, I actually laughed out loud while reading this. Did the other guy actually leave? :D Reading in Nony's voice makes it even better. Especially his I'm-on-way-too-much-Ambien voice. | ||
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BlackHat
United States264 Posts
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Neshapotamus
United States163 Posts
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condoriano
United States826 Posts
On May 08 2010 12:09 Liquid`NonY wrote: We were fighting for Incineration Zone and I conquered it. He is but flying on the edge of the border with an industrial facility while I patrol the grounds with my military. I am victorious. You failed to eliminate the ones that witnessed the power of your civilization and learned its secrets; now they live somewhere in the air waiting for the reinforcements to appear and learn your ways and defeat you. | ||
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LennethEX
Canada15 Posts
On May 08 2010 16:21 BlackHat wrote: Why does it sound like every person in this thread saying, "Terrans shouldn't lose if they can keep a building alive, even if they have no hope of rebuilding" is someone who who sit in a game for hours with their one Starport and 35 minerals and refuse to see that they have lost. That applies to both players in this situation... Can someone actually explain the rational for saying that Terran lost? NonY said in the stream that he had a cybercore, a gateway and a standing army as if these facts are supposed to mean anything. | ||
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condoriano
United States826 Posts
On May 08 2010 16:36 Neshapotamus wrote: Terrans should not have this mechanic implemented. Why not give a similar scenario in terran vs protoss. Terran has one marine and can kill all buildings but ONE CANNON is alive and is powered by a pylon. Should the protoss player leave. Then you should implement some type of pylon energy? Stop being ridiculous. or take a gas on the island with the last drone hop in an overlord vs 100 supply terran ground army with no minerals. Useless thread. | ||
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leejas
United States440 Posts
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DuneBug
United States668 Posts
They might not want to take a draw anyway, and would rather opt for the sit online until someone's connection craps out. | ||
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ScienceRob
United States382 Posts
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Pervect
1280 Posts
On May 08 2010 16:39 LennethEX wrote: Show nested quote + On May 08 2010 16:21 BlackHat wrote: Why does it sound like every person in this thread saying, "Terrans shouldn't lose if they can keep a building alive, even if they have no hope of rebuilding" is someone who who sit in a game for hours with their one Starport and 35 minerals and refuse to see that they have lost. That applies to both players in this situation... Can someone actually explain the rational for saying that Terran lost? NonY said in the stream that he had a cybercore, a gateway and a standing army as if these facts are supposed to mean anything. In the case of Nony's game, the Terran had a CC floated all the way to the corner of the map. Nothing else, no units whatsoever. Nony had 2 stalkers and an unpowered gateway and cybernetics core. Once the CC was floating in the corner Nony was just patrolling with his Stalkers and would see and be able to shoot the CC if it ever moved. The Terran had a 0% chance of winning and was only staying alive because he could float forever. If he ever actually moved, he would lose. Nony ended with a standing army and a means to kill his opponent and win. The Terran did not. | ||
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Pervect
1280 Posts
On May 08 2010 16:53 ScienceRob wrote: You guys are being silly about this. SHould a viking crash becuase its been in the air too long and needs to refuel? Think about what you are suggesting... Shut the fuck up. User was temp banned for this post. | ||
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pyr0ma5ta
United States458 Posts
On May 08 2010 10:41 Zealot Lord wrote: Show nested quote + On May 08 2010 10:36 Sadist wrote: On May 08 2010 10:34 Zealot Lord wrote: Hmm.. maybe have it so that if the Terran player does not have a single building landed/built on the ground within a certain duration of time it will be auto-loss? I would think its quite fair - and shouldn't be hard to implement either. the terran shouldnt lose. It should just be a draw. ok maybe a draw - but personally in my own view I don't see why it should be a draw if one side has units and the other side doesn't? Because the win condition is "eliminate all your opponent's buildings or be the last one in the game." The opponent still has buildings, and hasn't left the game, so you haven't won. It's like having a Bishop and a King left against a bare King in Chess, as long as the bare King plays optimally, he can't lose. The game is a draw, regardless of the fact that he's down a Bishop. | ||
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pzea469
United States1520 Posts
Non related really, but before i thought that it would be nice if lift required a building like a barraks or engineering bay or something so that terran would'nt be able to just float over as soon as the game would begin. But I don't find this to be too big of an issue, idk if it even bothers people that terran can do this that much. | ||
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LennethEX
Canada15 Posts
On May 08 2010 16:57 Pervect wrote: In the case of Nony's game, the Terran had a CC floated all the way to the corner of the map. Nothing else, no units whatsoever. Nony had 2 stalkers and an unpowered gateway and cybernetics core. Once the CC was floating in the corner Nony was just patrolling with his Stalkers and would see and be able to shoot the CC if it ever moved. The Terran had a 0% chance of winning and was only staying alive because he could float forever. If he ever actually moved, he would lose. Nony ended with a standing army and a means to kill his opponent and win. The Terran did not. I'm not denying any of that but by what authority can you declare that Terran lost? Certainly it's not the game rules as it would have informed NonY that he won. As pyr0ma5ta said, "eliminate all your opponent's buildings or be the last one in the game.". The rules say nothing about standing armies or having the means to kill the opponent as win conditions. | ||
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Pervect
1280 Posts
On May 08 2010 17:12 LennethEX wrote: Show nested quote + On May 08 2010 16:57 Pervect wrote: In the case of Nony's game, the Terran had a CC floated all the way to the corner of the map. Nothing else, no units whatsoever. Nony had 2 stalkers and an unpowered gateway and cybernetics core. Once the CC was floating in the corner Nony was just patrolling with his Stalkers and would see and be able to shoot the CC if it ever moved. The Terran had a 0% chance of winning and was only staying alive because he could float forever. If he ever actually moved, he would lose. Nony ended with a standing army and a means to kill his opponent and win. The Terran did not. I'm not denying any of that but by what authority can you declare that Terran lost? Certainly it's not the game rules as it would have informed NonY that he won. As pyr0ma5ta said, "eliminate all your opponent's buildings or be the last one in the game.". The rules say nothing about standing armies or having the means to kill the opponent as win conditions. Which is why I assume this thread has been made, to suggest a solution to what is seen by some as a problem. The current "rules" of the game don't cover this, which is why this solution was presented. Determining whether of not its a problem is part of the discussion in this thread and something that should probably be established. | ||
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LennethEX
Canada15 Posts
On May 08 2010 17:17 Pervect wrote: Which is why I assume this thread has been made, to suggest a solution to what is seen by some as a problem. The current "rules" of the game don't cover this, which is why this solution was presented. Determining whether of not its a problem is part of the discussion in this thread and something that should probably be established. Yeah that's perfectly fine... I was just annoyed by the people suggesting that Terran should have recognized a loss that didn't actually occur. An "offer draw" button is probably the best solution. | ||
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araged
Czech Republic189 Posts
On May 08 2010 15:11 Fen wrote: You cant just force players to attack. If a terran wants to put his building in the middle of nowhere, thats his right. If you cannot kill him, then you cannot win the game. Giving the terran buildings fuel will not stop stalemates from occuring. There are plenty of situations where two people would not want to attack each other because it would be a loss for the attacker. I think that a draw system should be implemented. Players can offer their opponent a draw at any time past 5 mins or something. The other can accept and the result will be a draw. Also add in a force draw button, which if there is no damage done and no resources mined within the next 10 mins, the game is drawn. Quoted for truth, just because you have 2 units and 2 buildings, while he has 1, doesn't mean that you won. If you can't kill his buildings, it's your own problem for screwing up. It's stalemate, so deal with it. And yes, draw option should be introduced. Both option to choose and forced after 15 mins of no action. | ||
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Rokk
United States425 Posts
On May 08 2010 16:57 Pervect wrote: Show nested quote + On May 08 2010 16:39 LennethEX wrote: On May 08 2010 16:21 BlackHat wrote: Why does it sound like every person in this thread saying, "Terrans shouldn't lose if they can keep a building alive, even if they have no hope of rebuilding" is someone who who sit in a game for hours with their one Starport and 35 minerals and refuse to see that they have lost. That applies to both players in this situation... Can someone actually explain the rational for saying that Terran lost? NonY said in the stream that he had a cybercore, a gateway and a standing army as if these facts are supposed to mean anything. In the case of Nony's game, the Terran had a CC floated all the way to the corner of the map. Nothing else, no units whatsoever. Nony had 2 stalkers and an unpowered gateway and cybernetics core. Once the CC was floating in the corner Nony was just patrolling with his Stalkers and would see and be able to shoot the CC if it ever moved. The Terran had a 0% chance of winning and was only staying alive because he could float forever. If he ever actually moved, he would lose. Nony ended with a standing army and a means to kill his opponent and win. The Terran did not. Nony also had a 0% chance of winning since he had unpowered gateways and cyber cores and had no way to make additional income. Obviously he did not have a means to kill his opponent if he couldn't kill his CC. If he could kill his opponent, he would have. Hence the draw. This is a stupid argument. Terran had 0% chance of winning. Protoss had 0% chance of winning. The goal is not to have a standing army at the end of the game. The goal is to kill the opponent's structures. | ||
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randombum
United States2378 Posts
Just because he cannot kill you does not mean you have won. It is a draw if you cannot kill him and he cannot kill you regardless of if you would win if he decides to suicide. Imagine another scenario, of Zealot + cannons/pylon vs dt pylon. The dt user can never win, but he can prevent himself from dying. Should he lose because if he can't win? No, its a draw. Should we make it so cannons lose detection after 5 minutes of no action? What about if a protoss has a single dt blocking a ramp vs a maxed out terran army, but the terran has no mobile dection or means to get one because the toss sniped all of them when he knew he could not win outright. Should we change the game so dts become visible after they have been in the game too long? If you cannot fulfill the victory condition which is destroy all your opponents buildings then you have not won regardless of you situation. (Unless your opponent leaves). | ||
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slowmanrunning
Canada285 Posts
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slowmanrunning
Canada285 Posts
On May 08 2010 16:53 ScienceRob wrote: You guys are being silly about this. SHould a viking crash becuase its been in the air too long and needs to refuel? Think about what you are suggesting... yes but this is an entire building, and this isn't so much about logic, as it is about game mechanics, because T shouldn't win just because he can lift off his buildings. He doesn't deserve to win when it's YOU that has the army. | ||
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On_Slaught
United States12190 Posts
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pandabearguy
United States252 Posts
On May 08 2010 17:41 slowmanrunning wrote: Show nested quote + On May 08 2010 16:53 ScienceRob wrote: You guys are being silly about this. SHould a viking crash becuase its been in the air too long and needs to refuel? Think about what you are suggesting... yes but this is an entire building, and this isn't so much about logic, as it is about game mechanics, because T shouldn't win just because he can lift off his buildings. He doesn't deserve to win when it's YOU that has the army. and you don't deserve to win if you can't kill his buildings | ||
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Grobyc
Canada18410 Posts
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DarQraven
Netherlands553 Posts
The game's goal and end condition is to "destroy all enemy buildings or be the last one standing". Since being the last one standing is basically a consequence of the other condition, destroying all buildings, I don't think that is all that relevant. It's mostly there to explain why you win if everyone leaves the game. So, in my opinion, the goal of the game can be shortened to: destroy all buildings. So if the goal is destroying all buildings, shouldn't players play towards that goal? Obviously before the Terran runs away, they are, but once Terran floats off his buildings, he ceases to play towards the end condition of the game. That's basically a forfeit in my opinion. If we for a moment consider a situation where both players were not permitted to leave the game until this endgame condition was met (thereby going purely by the current rules), the outcome is clear: Eventually the Terran will have to land his CC and have it destroyed. Without landing it somewhere, he has no chance of destroying the other player's buildings. The Protoss, while not in a position of luxury, still has a means to meet the engame condition while the Terran does not. This is not in any way comparable to a King/King+Bishop stalemate where both players COULD still win if the other screwed up. The crucial difference is that, through some mistake of epic proportions, one player could have his Bishop and King taken by the opposing king. (Of course this is prevented by endangering your own king being considered an illegal move, but the game itself allows for it.) What's a Terran going to do with only a CC? | ||
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Piste
6180 Posts
On May 08 2010 10:23 cujo2k wrote: yes terran should have fuel in their buildings. it's epicly retarded that they can float buildings and force a stalemate when they have no units I don't see why it's so "epicly retarted". Everyone knows that so don't put yourself into that situation. | ||
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DminusTerran
Canada1337 Posts
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Piste
6180 Posts
On May 08 2010 20:33 DarQraven wrote: The Protoss, while not in a position of luxury, still has a means to meet the engame condition while the Terran does not. Both players would want to kill each other but neither can. How hard is that to understand? On May 08 2010 20:33 DarQraven wrote: What's a Terran going to do with only a CC? What is protoss going to do with only ground units and couple unpowered buildings? OBVIOUSLY NOTHING. On May 08 2010 11:16 Pyrrhuloxia wrote:Also, I know terran had a similar advantage in bw where if both players went all in proxies vs each other the terran is supposed to be ahead. There is no "advantage". | ||
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Slunk
Germany768 Posts
On May 08 2010 20:55 Piste wrote: Show nested quote + There is no "advantage".On May 08 2010 11:16 Pyrrhuloxia wrote:Also, I know terran had a similar advantage in bw where if both players went all in proxies vs each other the terran is supposed to be ahead. Of course there is. If both players go allin on any map right now, and have armies of equal strengh, terran wins, because he can lift off and run his buildings away. Terran does not even need anti-air units to kill all the enemy buildings. And since killing the buildings is the game's goal, this is like allowing one team to move their basket in a game of basketball. I am not saying that those mechanics need to be changed, but the current state is just stupid. At least if I have anti-air units, I want the map to allow me to shoot any floating buildings in all corners etc. And bring back island expansions like in SC1. | ||
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DarQraven
Netherlands553 Posts
On May 08 2010 20:55 Piste wrote: Show nested quote + On May 08 2010 20:33 DarQraven wrote: The Protoss, while not in a position of luxury, still has a means to meet the engame condition while the Terran does not. Both players would want to kill each other but neither can. How hard is that to understand? What is protoss going to do with only ground units and couple unpowered buildings? OBVIOUSLY NOTHING. Show nested quote + There is no "advantage".On May 08 2010 11:16 Pyrrhuloxia wrote:Also, I know terran had a similar advantage in bw where if both players went all in proxies vs each other the terran is supposed to be ahead. You didn't understand. The Protoss only has no means to win as long as the Terran avoids playing to win. As soon as Terran starts 'playing by the rules', he loses. There is literally no way the Terran could win this game. I don't mean that as "it's extremely unlikely" either, I mean it literally. The Terran has no more ways of winning, only of avoiding conflict and stalling endgame condition. It's basically abusing the second part of the endgame conditions, "be the last player in the game'. You're banking on the other player getting fed up and leaving. | ||
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MindRush
Romania916 Posts
On May 08 2010 10:23 cujo2k wrote: yes terran should have fuel in their buildings. it's epicly retarded that they can float buildings and force a stalemate when they have no units and a well - put shot can make-em explode, just like the death star in starwars | ||
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monkh
United Kingdom568 Posts
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hoovehand
United Kingdom542 Posts
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gillon
Sweden1578 Posts
On May 08 2010 11:13 fuzzehbunneh wrote: Show nested quote + On May 08 2010 11:07 dinoman1989 wrote: Why is a stalemate such a bad thing that it ought to be avoided? If a game reaches a point where neither play can possibly kill the other, then it was so equally played by both players that a stalemate and a DRAW really is the only equitable outcome. there's playing to a draw and theres lifting off your stuff once youre beat so you can hide in the corner But if you don't have the capability to make air units to counter this then he obviously played to the draw, no? As in, he wasn't beat, because you couldn't beat him. | ||
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Slunk
Germany768 Posts
On May 08 2010 21:33 hoovehand wrote: i consider it BM, but if you play for a base trade then why haven't you planned ahead and hidden a probe with enough minerals to build a nexus? Because you never play for a basetrade. | ||
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Koffiegast
Netherlands346 Posts
You lose the game if you have: - A command center, no army units, below 50 minerals and no workers left Or - Only buildings and cant create any new units | ||
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gillon
Sweden1578 Posts
On May 08 2010 21:37 Slunk wrote: Show nested quote + On May 08 2010 21:33 hoovehand wrote: i consider it BM, but if you play for a base trade then why haven't you planned ahead and hidden a probe with enough minerals to build a nexus? Because you never play for a basetrade. Then defend your base. Problem solved. | ||
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Slunk
Germany768 Posts
On May 08 2010 21:39 gillon wrote: Show nested quote + On May 08 2010 21:37 Slunk wrote: On May 08 2010 21:33 hoovehand wrote: i consider it BM, but if you play for a base trade then why haven't you planned ahead and hidden a probe with enough minerals to build a nexus? Because you never play for a basetrade. Then defend your base. Problem solved. Oftentimes you plan early aggression because you just wanna expand. But when you arrive at your enemy's base you find yout that he is killing the rocks and going inside your base / dropping you with all he has. At this point you cannot win if you are zerg or protoss. The terran is going to kill all your buildings and float his away. The only chance is to remain in the game longer. | ||
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Slunk
Germany768 Posts
On May 08 2010 21:37 Koffiegast wrote: How about an additional condition for losing/winning the game. You lose the game if you have: - A command center, no army units, below 50 minerals and no workers left If this is an OC, you can still win if the map has island expos. | ||
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anomaly0
United States21 Posts
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Izslove
Australia69 Posts
The Terran has the opportunity to build back up (if he has 50 or more minerals) Nony does not. Why should the Terran lose? He is just being patient waiting for Nony's concentrating to lapse so he can land and rebuild! I see nothing wrong with this. And how about instead of QQing, remember to avoid base races with Terran. | ||
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Tinithor
United States1552 Posts
On May 08 2010 13:09 Bob300 wrote: Show nested quote + On May 08 2010 10:36 Sadist wrote: On May 08 2010 10:34 Zealot Lord wrote: Hmm.. maybe have it so that if the Terran player does not have a single building landed/built on the ground within a certain duration of time it will be auto-loss? I would think its quite fair - and shouldn't be hard to implement either. the terran shouldnt lose. It should just be a draw. Really........ then when your about to lose liftoff and free draw... no lose. great idea ![]() If you're about to lose then the other person could just build air units to kill you. The situations people are describing are when they have no air units and no income to kill the floated buildings, hence they are unable to win just as the terran is, its a draw. | ||
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SiNiquity
United States734 Posts
I support a simple stalemate check [roughly is it possible for at least one player to attack the other? No ==> stalemate]. Make it happen Blizzard. | ||
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Champi
1422 Posts
Yeah, put it this way, if there's a Terran lifted with no army and a Protoss running around the map waiting for the Terran to float back in, if the power went out(!!!), they'd call the game in the Protoss' favour, no? /agree | ||
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Hasty
Canada4 Posts
On May 08 2010 10:21 fatduck wrote: Doesn't solve all stalemates, anyway - you could have one player with static d and the other with not enough units left to kill it, etc. First post, been lurking for awhile but had to jump in on the ignorance in this thread... Terran static defense cannot hit ground, so he takes off to where his turrets can protect him. this is not too far from forcing a stale mate by putting your nexus behind cannons the T cannot break or your hatch behind spine crawlers etc... to take the flying buildings away is to give an advantage to the other two races in being able to "force" a stalemate while the terran is stuck on the ground behind turrets. What if the terran had two marines and a barracks while protoss had a mined out nexus and two cannons? Should the terran win? | ||
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Kletus
Canada580 Posts
You are victorious when the opponent has no buildings left or when you are the last player in the game. I vote for removing the spaces around maps, otherwise deal with it. ![]() | ||
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Koffiegast
Netherlands346 Posts
On May 08 2010 21:45 Slunk wrote: Show nested quote + On May 08 2010 21:37 Koffiegast wrote: How about an additional condition for losing/winning the game. You lose the game if you have: - A command center, no army units, below 50 minerals and no workers left If this is an OC, you can still win if the map has island expos. Good point, so lets stick to the idea of, you lose when you are: Unable to kill the opponent in any way, while the opponent can. That is basically the case when you have buildings around the map floating with no possibility making anything, while your opponent has army units. Perhaps some additional conditions have to be implemented, but imo it can't be done otherwise and is fair. | ||
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lowlypawn
United States241 Posts
In chess one player can have an overwhelming material advantage but the other player can still force a draw through repetition of forcing checks. The only real problem I see is in SC2 is there is no “offer draw” command… | ||
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fuzzehbunneh
United States66 Posts
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Vip3ra
Norway13 Posts
The real question asked in the first post tho is should terran buildings have fuel, a max flight time to prevent this situation. I think so | ||
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ccou
United States681 Posts
On May 08 2010 17:33 randombum wrote: This would be ridiculous, its a in game mechanic that is well known. It is not your win if you can force your opponent to run, but cannot kill him. Just because he cannot kill you does not mean you have won. It is a draw if you cannot kill him and he cannot kill you regardless of if you would win if he decides to suicide. Imagine another scenario, of Zealot + cannons/pylon vs dt pylon. The dt user can never win, but he can prevent himself from dying. Should he lose because if he can't win? No, its a draw. Should we make it so cannons lose detection after 5 minutes of no action? What about if a protoss has a single dt blocking a ramp vs a maxed out terran army, but the terran has no mobile dection or means to get one because the toss sniped all of them when he knew he could not win outright. Should we change the game so dts become visible after they have been in the game too long? If you cannot fulfill the victory condition which is destroy all your opponents buildings then you have not won regardless of you situation. (Unless your opponent leaves). Sure, removing Terran's ability to float their way to a stall won't prevent all draws. It's true a single DT blocking the ramp of a maxed terran army could stall the game permanently, but DTs aren't permanently invisible for the sole purpose of turning games into draws. The ONLY function of being able to stay afloat permanently with terran buildings is to drag the game out forever. There's no reason in normal game circumstances that you don't land for 5 minutes or however long. Even if there's a draw function, floating terran buildings encourage draws. Just because a game mechanic is well known or it was in place in BW doesn't mean it has to carry over. MBS wasn't in BW, neither was the reveal mechanic, nor that zerg buildings start dying when it's off the creep. Terran buildings staying afloat encourages 5 minute hide and seeks in addition to draws. This is a bad thing. This is why the reveal mechanic is in place. Hey, I play random in SC2. All you Terran players seriously have not wasted time hunting down a BM opponent in a TvT after you beat them with marauders because they lifted? There's no need to nerf terran flight, it could just be that buildings in flight do not count as active buildings when checking for victory conditions and CCs in flight don't count towards active mains for the reveal mechanic. | ||
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Kanil
United States1713 Posts
What is your plan to solve those stalemates? If your plan can solve those stalemates, then why do Terran buildings need fuel? What makes that stalemate different than any other? My opinion: No mining/fighting for X minutes, game ends in a draw. All problems solved. | ||
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Slunk
Germany768 Posts
On May 08 2010 23:49 Kanil wrote: Alright, so give Terran buildings a fuel limit, if you want. Stalemates can, and will continue to happen. What is your plan to solve those stalemates? If your plan can solve those stalemates, then why do Terran buildings need fuel? What makes that stalemate different than any other? My opinion: No mining/fighting for X minutes, game ends in a draw. All problems solved. There are real stalemates, like this cannon/DT case somebody mentioned. And there are sure losses for terran players that only become stalemates because of the map layout and/or the liftoff ability. Also the latter is way more likely to happen. I bet 99% of stalemates happen because of floating buildings right now. | ||
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NB
Netherlands12045 Posts
this is clearly some thing that existed since BW and it make the different between races there is no need to fix since it didnt make any thing imbalance in BW => therefore notthing is imba in sc2. close this thread | ||
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Pjoo
Finland6 Posts
On May 08 2010 23:37 Vip3ra wrote: The real question asked in the first post tho is should terran buildings have fuel, a max flight time to prevent this situation. I think so I think this is the real point of the discussion. To me, with current game mechanics, it is clear that the game is draw, as neither protoss nor terran can win. Well, unless the terran does something idiotical, but as long as he doesn't do that, protoss hasn't won. How would the fuel mechanic work on maps with islands? Not very well I assume, so fixing this just for certain maps seems quite odd solution. I very much would like to see "offer draw" button for those stalemates, but it wouldn't probably work either, because while most people would be happy with the draw and just get on with it, im sure there would be people(mean american people, europeans are always nice) who would just decline draw offers and wait for their opponent to leave like with the current system. Forced draw seems simple fix, but making it so it doesn't end non-stalemate games might be slightly hard. Like, say, hidden SCV and Command Center on island, but no minerals, or something similarly crazy rare. Still, would be just lame for such anti-stalemate mechanics for ending a non-stalemate game. I can't imagine long fuel timer affecting the game balance much at all(then again, I am not pro SC player, but atleast long is nice non-defined relative term and if long enough, has no practical effect on anything), so that combined with offer draw seems like way to go. | ||
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NonY
8751 Posts
On May 08 2010 21:56 Izslove wrote: Nony failed to destroy the Terrans base so did not deserve to win. This doesn't make sense because the Terran doesn't have a base. Floating off the map and leaving the grounds we were fighting over, Incineration Zone, does not constitute having a base on Incineration Zone. | ||
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Zurles
United Kingdom1659 Posts
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NonY
8751 Posts
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meeple
Canada10211 Posts
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SLTorak.Hobo
Canada67 Posts
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SoMuchBetter
Australia10606 Posts
On May 09 2010 00:27 Liquid`NonY wrote: PS: I woke up to a defeat screen and I'm watching the replay to see how this is possible. He has one Command Center in the corner of the map, 48 minerals and 211 gas. Replay is at 1:45 out of 9:06 so far game needs an offer draw button so that situations like this don't happen | ||
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NonY
8751 Posts
On May 09 2010 00:33 SLTorak.Hobo wrote: This debate has been beat to death between this thread, and the last zerg who had units but no base and terran floated(I think the Terran had a rax floated). Most people told the Zerg that he had indeed lost an not the terran but now since its Nony people are more inclined to flop the other way. I on the other hand still say a terran who floats his base while the other person has an army able to kill it has lost. Its sad the amount of people who try to justify flying off and AFKing till someone else gets bored as a win for them since they 'dun dun dun strategically waited out the opponent, showing their epic awesomenesss'. Fuel is I suppose one option that would work..better yet the Terran players can grow a set of balls and actually try to float their base an use it. If you can't do that you lose the game simply put. Overall I think its sad Blizzard is going to have to implement a hand holding feature cause of a bunch of lamers. Yeah, well when people kill the mystique and take me out of my role-playing mindset, then I'm going to think about why Terran buildings can float and how that's supposed to help them. Only in an absolutely terrible RTS would there be an ability that forces a draw. It's a side effect of the ability and if it can be trimmed off, it should be. I can't fathom how any of you defend the "I float away and force a draw" mechanic. Hell I wish it was in WC3 so it'd be another reason to laugh it. It's something that SC players ought to bear with shame. | ||
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Shizuru~
Malaysia1676 Posts
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pyr0ma5ta
United States458 Posts
On May 08 2010 17:01 pyr0ma5ta wrote: Show nested quote + On May 08 2010 10:41 Zealot Lord wrote: On May 08 2010 10:36 Sadist wrote: On May 08 2010 10:34 Zealot Lord wrote: Hmm.. maybe have it so that if the Terran player does not have a single building landed/built on the ground within a certain duration of time it will be auto-loss? I would think its quite fair - and shouldn't be hard to implement either. the terran shouldnt lose. It should just be a draw. ok maybe a draw - but personally in my own view I don't see why it should be a draw if one side has units and the other side doesn't? Because the win condition is "eliminate all your opponent's buildings or be the last one in the game." The opponent still has buildings, and hasn't left the game, so you haven't won. It's like having a Bishop and a King left against a bare King in Chess, as long as the bare King plays optimally, he can't lose. The game is a draw, regardless of the fact that he's down a Bishop. I demand that someone who is suggesting that floating buildings not count or fall down eventually or whatever respond to my post. | ||
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Kanil
United States1713 Posts
On May 08 2010 23:58 Slunk wrote: Show nested quote + On May 08 2010 23:49 Kanil wrote: Alright, so give Terran buildings a fuel limit, if you want. Stalemates can, and will continue to happen. What is your plan to solve those stalemates? If your plan can solve those stalemates, then why do Terran buildings need fuel? What makes that stalemate different than any other? My opinion: No mining/fighting for X minutes, game ends in a draw. All problems solved. There are real stalemates, like this cannon/DT case somebody mentioned. And there are sure losses for terran players that only become stalemates because of the map layout and/or the liftoff ability. Also the latter is way more likely to happen. I bet 99% of stalemates happen because of floating buildings right now. You quoted my post, but didn't answer a single one of my questions. You did not offer a plan for what you described as "real" stalemates, nor did you explain why a Terran flying a building is not a "real" stalemate. I don't think anyone doubts lift off stalemates are by far the most common, but nerfing Terran buildings won't prevent stalemates from occuring. | ||
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floor exercise
Canada5847 Posts
It doesn't stop stalemates, but it forces them to either land at some point or lose the game, which means they have to come in range of attacking units and be at the same risk as the other player. | ||
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SLTorak.Hobo
Canada67 Posts
On May 09 2010 00:41 Liquid`NonY wrote: Yeah, well when people kill the mystique and take me out of my role-playing mindset, then I'm going to think about why Terran buildings can float and how that's supposed to help them. Only in an absolutely terrible RTS would there be an ability that forces a draw. It's a side effect of the ability and if it can be trimmed off, it should be. I can't fathom how any of you defend the "I float away and force a draw" mechanic. Hell I wish it was in WC3 so it'd be another reason to laugh it. It's something that SC players ought to bear with shame. Huh I think you read me wrong, I think you won the game too. I supported the zerg last time he had units and the terran fucked off with a rax too. Its not cool, no one wants to sit for hours waiting for a douche who went AFK to land. Its absurd the idea that its forced upon you. I was just saying overall its sad Blizzard has to implement a new feature cause some kids can't admit they have lost. So there has to be a fuel like feature or something, draws tho I think will lead to ladder abuse in the long run. EDIT: And yes, when you can't land your buildings because the other person will kill them when you do..I consider that a loss I don't really care about people who say "WELL U HAVE NO BASE EITHER!" No shit sherlock, but my army will fuck your building up if you decide to try and play not AFK. | ||
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Fen
Australia1848 Posts
On May 09 2010 00:46 pyr0ma5ta wrote: Show nested quote + On May 08 2010 17:01 pyr0ma5ta wrote: On May 08 2010 10:41 Zealot Lord wrote: On May 08 2010 10:36 Sadist wrote: On May 08 2010 10:34 Zealot Lord wrote: Hmm.. maybe have it so that if the Terran player does not have a single building landed/built on the ground within a certain duration of time it will be auto-loss? I would think its quite fair - and shouldn't be hard to implement either. the terran shouldnt lose. It should just be a draw. ok maybe a draw - but personally in my own view I don't see why it should be a draw if one side has units and the other side doesn't? Because the win condition is "eliminate all your opponent's buildings or be the last one in the game." The opponent still has buildings, and hasn't left the game, so you haven't won. It's like having a Bishop and a King left against a bare King in Chess, as long as the bare King plays optimally, he can't lose. The game is a draw, regardless of the fact that he's down a Bishop. I demand that someone who is suggesting that floating buildings not count or fall down eventually or whatever respond to my post. They wont, because your point is solid. I remember back when I was young and learning chess. I managed to get a big advantage over my opponent. He then put me in perpetual check, to which I got really pissed off about. Obviously I was going to win the game, I had a huge piece advantage. But he was capable of preventing me from winning, and therefore we had to call a draw. I tried to argue that he was being rude by continously checking me without any more strategy, and argued that there should be a rule that prevents players from doing that etc. But in the end, thats a fair part of the game. What you people are asking (those who say, the terran would lose if he landed and therefore should get the loss) is for the terran to deliberately throw the match. You might as well ask the other player to blow up his own buildings. Adding fuel to terran buildings is stupid, it will only help in a very small number of stalemate cases in forcing a winner. The only logical solution is to allow players to offer a draw, and then place a timer after the draw has been offered, in which if 10 mins goes by without minerals being mined or damage being done, a draw is called. This is fair. | ||
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The Hurricane Kid
United States1 Post
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SLTorak.Hobo
Canada67 Posts
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arb
Noobville17921 Posts
after both cheese , reaper zealot whatever terran loses everything but his rax or cc, toss has about 5 zealots and a pylon/gate left but no money or probes for a nexus. obviously toss cant win and terran cant win, so adding fuel is gonna punish terran even though protoss has no way of killing him anyway. how is that fair? if protoss cant kill terran because he lifted he obviously doesnt deserve the win in the first place | ||
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notuswind
United States14 Posts
Regardless, I think Blizzard should work to eliminate any kind of last-minute maneuvering that allows losing players to force artificial stalemates. | ||
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SLTorak.Hobo
Canada67 Posts
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cloudJR
United States266 Posts
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SLTorak.Hobo
Canada67 Posts
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TheTuna
United States286 Posts
There we go, problem solved, that sure was easy! | ||
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Vip3ra
Norway13 Posts
On May 09 2010 01:12 arb wrote: I dunno if its been mentioned yet but fuel is so stupid lets just imagine this scenario : after both cheese , reaper zealot whatever terran loses everything but his rax or cc, toss has about 5 zealots and a pylon/gate left but no money or probes for a nexus. obviously toss cant win and terran cant win, so adding fuel is gonna punish terran even though protoss has no way of killing him anyway. how is that fair? if protoss cant kill terran because he lifted he obviously doesnt deserve the win in the first place if the terran only has a rax and no army or any way to get an army and the toss player has 5 zealots ofc he should win. That is kind of the hole point with the reveal mechanism, that players shouldn't be able to hide buildings just to draw out a match they can't win. | ||
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dnosrc
Germany454 Posts
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NonY
8751 Posts
On May 09 2010 01:03 Fen wrote: Show nested quote + On May 09 2010 00:46 pyr0ma5ta wrote: On May 08 2010 17:01 pyr0ma5ta wrote: On May 08 2010 10:41 Zealot Lord wrote: On May 08 2010 10:36 Sadist wrote: On May 08 2010 10:34 Zealot Lord wrote: Hmm.. maybe have it so that if the Terran player does not have a single building landed/built on the ground within a certain duration of time it will be auto-loss? I would think its quite fair - and shouldn't be hard to implement either. the terran shouldnt lose. It should just be a draw. ok maybe a draw - but personally in my own view I don't see why it should be a draw if one side has units and the other side doesn't? Because the win condition is "eliminate all your opponent's buildings or be the last one in the game." The opponent still has buildings, and hasn't left the game, so you haven't won. It's like having a Bishop and a King left against a bare King in Chess, as long as the bare King plays optimally, he can't lose. The game is a draw, regardless of the fact that he's down a Bishop. I demand that someone who is suggesting that floating buildings not count or fall down eventually or whatever respond to my post. They wont, because your point is solid. His point... is not a point at all. It's just a re-statement of the rules. He quotes a guy saying "should" and responds by saying how it is. Know the difference between is/ought? If he wants to use how it is as an argument for why it should be the way it is, most people are gonna blow him off, as they should. | ||
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TheTuna
United States286 Posts
On May 09 2010 01:27 Vip3ra wrote: Show nested quote + On May 09 2010 01:12 arb wrote: I dunno if its been mentioned yet but fuel is so stupid lets just imagine this scenario : after both cheese , reaper zealot whatever terran loses everything but his rax or cc, toss has about 5 zealots and a pylon/gate left but no money or probes for a nexus. obviously toss cant win and terran cant win, so adding fuel is gonna punish terran even though protoss has no way of killing him anyway. how is that fair? if protoss cant kill terran because he lifted he obviously doesnt deserve the win in the first place if the terran only has a rax and no army or any way to get an army and the toss player has 5 zealots ofc he should win. That is kind of the hole point with the reveal mechanism, that players shouldn't be able to hide buildings just to draw out a match they can't win. But the point of the game is to destroy all enemy buildings, no? A draw is a draw. The issue is that there needs to be a mutual draw or restart mechanism so that situations like this can be ended quickly; I have no problem with drawing itself. | ||
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floor exercise
Canada5847 Posts
On May 09 2010 01:12 arb wrote: I dunno if its been mentioned yet but fuel is so stupid lets just imagine this scenario : after both cheese , reaper zealot whatever terran loses everything but his rax or cc, toss has about 5 zealots and a pylon/gate left but no money or probes for a nexus. obviously toss cant win and terran cant win, so adding fuel is gonna punish terran even though protoss has no way of killing him anyway. how is that fair? if protoss cant kill terran because he lifted he obviously doesnt deserve the win in the first place Oh how terribly unfair to add a system wherein the player who still has attacking forces will win the game | ||
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NonY
8751 Posts
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TheTuna
United States286 Posts
On May 09 2010 01:33 floor exercise wrote: Show nested quote + On May 09 2010 01:12 arb wrote: I dunno if its been mentioned yet but fuel is so stupid lets just imagine this scenario : after both cheese , reaper zealot whatever terran loses everything but his rax or cc, toss has about 5 zealots and a pylon/gate left but no money or probes for a nexus. obviously toss cant win and terran cant win, so adding fuel is gonna punish terran even though protoss has no way of killing him anyway. how is that fair? if protoss cant kill terran because he lifted he obviously doesnt deserve the win in the first place Oh how terribly unfair to add a system wherein the player who still has attacking forces will win the game But the issue is that he doesn't deserve to win, because he didn't make units capable of killing flying buildings. For god's sake, if you're going to base trade a Terran, just hide a void ray or a mutalisk somewhere. There's no point rewarding sloppy play by cutting some slack for players who base trade a Terran and don't account for the fact that Terran buildings can lift off. | ||
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Vip3ra
Norway13 Posts
On May 09 2010 01:30 TheTuna wrote: Show nested quote + On May 09 2010 01:27 Vip3ra wrote: On May 09 2010 01:12 arb wrote: I dunno if its been mentioned yet but fuel is so stupid lets just imagine this scenario : after both cheese , reaper zealot whatever terran loses everything but his rax or cc, toss has about 5 zealots and a pylon/gate left but no money or probes for a nexus. obviously toss cant win and terran cant win, so adding fuel is gonna punish terran even though protoss has no way of killing him anyway. how is that fair? if protoss cant kill terran because he lifted he obviously doesnt deserve the win in the first place if the terran only has a rax and no army or any way to get an army and the toss player has 5 zealots ofc he should win. That is kind of the hole point with the reveal mechanism, that players shouldn't be able to hide buildings just to draw out a match they can't win. But the point of the game is to destroy all enemy buildings, no? A draw is a draw. The issue is that there needs to be a mutual draw or restart mechanism so that situations like this can be ended quickly; I have no problem with drawing itself. Well terran is the only race that can force a draw this way, every other race will get its buildings reveled and any army the other person has will be able to end the game. And yes you could get the same situation with an island. But i bet 95% of all matches that end in a stall is because terran hides buildings in the air | ||
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Shikyo
Finland33997 Posts
On May 09 2010 01 begin_of_the_skype_highlighting 09 2010 01 end_of_the_skype_highlighting:34 TheTuna wrote: Show nested quote + On May 09 2010 01:33 floor exercise wrote: On May 09 2010 01:12 arb wrote: I dunno if its been mentioned yet but fuel is so stupid lets just imagine this scenario : after both cheese , reaper zealot whatever terran loses everything but his rax or cc, toss has about 5 zealots and a pylon/gate left but no money or probes for a nexus. obviously toss cant win and terran cant win, so adding fuel is gonna punish terran even though protoss has no way of killing him anyway. how is that fair? if protoss cant kill terran because he lifted he obviously doesnt deserve the win in the first place Oh how terribly unfair to add a system wherein the player who still has attacking forces will win the game But the issue is that he doesn't deserve to win, because he didn't make units capable of killing flying buildings. For god's sake, if you're going to base trade a Terran, just hide a void ray or a mutalisk somewhere. There's no point rewarding sloppy play by cutting some slack for players who base trade a Terran and don't account for the fact that Terran buildings can lift off. The point is, why should one race be able to win in situations where every other race would lose? Let's say you have 5 zealots and a pylon your opponent has barracks, it'll be a draw? Now if they're a Protoss who have a spawning pool, or a gateway, it'd be their victory. I'm not sure how exactly that is fair. Why do you need freaking starport/spire/stargate units to be able to win vs terran when any other race vs any other race can win with only tier one units. | ||
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TheTuna
United States286 Posts
On May 09 2010 01:38 Vip3ra wrote: Show nested quote + On May 09 2010 01:30 TheTuna wrote: On May 09 2010 01:27 Vip3ra wrote: On May 09 2010 01:12 arb wrote: I dunno if its been mentioned yet but fuel is so stupid lets just imagine this scenario : after both cheese , reaper zealot whatever terran loses everything but his rax or cc, toss has about 5 zealots and a pylon/gate left but no money or probes for a nexus. obviously toss cant win and terran cant win, so adding fuel is gonna punish terran even though protoss has no way of killing him anyway. how is that fair? if protoss cant kill terran because he lifted he obviously doesnt deserve the win in the first place if the terran only has a rax and no army or any way to get an army and the toss player has 5 zealots ofc he should win. That is kind of the hole point with the reveal mechanism, that players shouldn't be able to hide buildings just to draw out a match they can't win. But the point of the game is to destroy all enemy buildings, no? A draw is a draw. The issue is that there needs to be a mutual draw or restart mechanism so that situations like this can be ended quickly; I have no problem with drawing itself. Well terran is the only race that can force a draw this way, every other race will get its buildings reveled and any army the other person has will be able to end the game. And yes you could get the same situation with an island. But i bet 95% of all matches that end in a stall if because terren hides buildings in the air Yes, but this is the way the racial mechanic is supposed to work. Terran buildings burn to death at low health instead of healing like Protoss or Zerg structures, so they get the ability to fly. The issue is not the ability of Terrans to force a draw, but rather that there is no official draw mechanic in place. @Shikyo-This can easily be avoided, just don't base trade Terrans. Also, let's say Terrans and Protoss are both reduced to a single building in the red with no workers. The Terran player will lose, because his building will burn down. But wait, why should one race be able to win in a situation where another one can't? | ||
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SLTorak.Hobo
Canada67 Posts
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Vip3ra
Norway13 Posts
On May 09 2010 01:33 Liquid`NonY wrote: The replay just ends at 9:06:07 with his CC still floating in the corner. Nothing happens the whole time except my Stalkers patrol. It shows up as a loss in my Match History but I don't have a loss on my ladder record. So maybe it just didn't record...? I don't know who my opponent was so I can't check his profile. If I try to load the score screen for the game, I get an error. Mabye blizzard just killed the game or something. Can't se why score screen would give an error if the match played out | ||
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TheTuna
United States286 Posts
On May 09 2010 01:43 SLTorak.Hobo wrote: He doesn't deserve to win yet the person with no units flying in a corner doesn't lose? I cannot honestly understand how people can justify flying off a building with the intention of AFKING till the other guy quits when you know you can't land and continue to play. I posted all I can in this thread I don't wanna reiterate myself every other post but basically it comes down to this. Say no to stalemates, be the better man if you are a terran who is floating to win..grow some balls and try to land and play the game as intended. He doesn't deserve to win because he base traded a Terran and didn't account for the possibility of liftoff. I consider that poor play. Just out of curiosity, how many of you guys are Zerg or Protoss players? | ||
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notuswind
United States14 Posts
The replay just ends at 9:06:07 with his CC still floating in the corner. Nothing happens the whole time except my Stalkers patrol. Your game lasted nine hours! Although it may not always be the best option, we need a restart mechanism in order to prevent this kind of thing from happening. TheTuna, For god's sake, if you're going to base trade a Terran, just hide a void ray or a mutalisk somewhere. There's no point rewarding sloppy play by cutting some slack for players who base trade a Terran and don't account for the fact that Terran buildings can lift off. This is wrong because sometimes base-trading a Terran is all you can do. In the game that we're all thinking of NonY didn't have any choice. His nexus was taken out by an early reaper harass and he didn't have the resources to build a new one, so all that was left to do was go all-in with his probes and stalkers. | ||
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Pjoo
Finland6 Posts
On May 09 2010 01:09 The Hurricane Kid wrote: How bout if we make terran buildings not count as a building when it is lifted up? Being the newb I am, I really hope I wont accidentally press L after selecting CC at the start of the game ![]() if the terran only has a rax and no army or any way to get an army and the toss player has 5 zealots ofc he should win. That is kind of the hole point with the reveal mechanism, that players shouldn't be able to hide buildings just to draw out a match they can't win. Just because the Terran has no way to win the game doesn't mean the Terran doesn't have any way to make it a draw. However, there is no draw option so there is stalemate. They aren't hiding the buildings, they are just keeping them out of reach. It's kinda different from hiding buildings, because as long as they are attackable, it is just delaying match they can't win BUT can lose. I however do agree with NonY that "I float away and force a draw"-mechanic is very stupid, but currently game goal is clearly to destroy all buildings, floating or not. If they change the game to force terran buildings to land eventually, Im happy with that, but currently, if neither of you can destroy the other's buildings, it's a draw. Or stalemate afk to the disconnect to be prescise, but still... If you cannot destroy opponents buildings, why should you win? Because you could win IF the opponent is a total retard(or like... has a soul and lets you win the game you would've won if it wasn't for what could be considered as a design flaw in the game)? Hey, I should win my every game! | ||
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ilnp
Iceland1330 Posts
On May 09 2010 01:33 Liquid`NonY wrote: The replay just ends at 9:06:07 with his CC still floating in the corner. Nothing happens the whole time except my Stalkers patrol. It shows up as a loss in my Match History but I don't have a loss on my ladder record. So maybe it just didn't record...? I don't know who my opponent was so I can't check his profile. If I try to load the score screen for the game, I get an error. Nony vs. Nony's Pride 0 - 1 there's a loss on your record for you | ||
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Shikyo
Finland33997 Posts
On May 09 2010 01 begin_of_the_skype_highlighting 09 2010 01 end_of_the_skype_highlighting:39 TheTuna wrote: Show nested quote + On May 09 2010 01:38 Vip3ra wrote: On May 09 2010 01:30 TheTuna wrote: On May 09 2010 01:27 Vip3ra wrote: On May 09 2010 01:12 arb wrote: I dunno if its been mentioned yet but fuel is so stupid lets just imagine this scenario : after both cheese , reaper zealot whatever terran loses everything but his rax or cc, toss has about 5 zealots and a pylon/gate left but no money or probes for a nexus. obviously toss cant win and terran cant win, so adding fuel is gonna punish terran even though protoss has no way of killing him anyway. how is that fair? if protoss cant kill terran because he lifted he obviously doesnt deserve the win in the first place if the terran only has a rax and no army or any way to get an army and the toss player has 5 zealots ofc he should win. That is kind of the hole point with the reveal mechanism, that players shouldn't be able to hide buildings just to draw out a match they can't win. But the point of the game is to destroy all enemy buildings, no? A draw is a draw. The issue is that there needs to be a mutual draw or restart mechanism so that situations like this can be ended quickly; I have no problem with drawing itself. Well terran is the only race that can force a draw this way, every other race will get its buildings reveled and any army the other person has will be able to end the game. And yes you could get the same situation with an island. But i bet 95% of all matches that end in a stall if because terren hides buildings in the air Yes, but this is the way the racial mechanic is supposed to work. Terran buildings burn to death at low health instead of healing like Protoss or Zerg structures, so they get the ability to fly. The issue is not the ability of Terrans to force a draw, but rather that there is no official draw mechanic in place. @Shikyo-This can easily be avoided, just don't base trade Terrans. Also, let's say Terrans and Protoss are both reduced to a single building in the red with no workers. The Terran player will lose, because his building will burn down. But wait, why should one race be able to win in a situation where another one can't? Yeah, this can easily be avoided, just don't play vs Terran! That works too! Or, don't play SC2! That works as well! And also, don't turn your computer on! That way you can avoid it too! You sometimes can't decide if you're going to base trade a terran. About the chess argument, it might hold true for TvT, but as long as white and black pieces are the same, it really is a horrible argument in this context. | ||
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NonY
8751 Posts
On May 09 2010 01:39 TheTuna wrote: Show nested quote + On May 09 2010 01:38 Vip3ra wrote: On May 09 2010 01:30 TheTuna wrote: On May 09 2010 01:27 Vip3ra wrote: On May 09 2010 01:12 arb wrote: I dunno if its been mentioned yet but fuel is so stupid lets just imagine this scenario : after both cheese , reaper zealot whatever terran loses everything but his rax or cc, toss has about 5 zealots and a pylon/gate left but no money or probes for a nexus. obviously toss cant win and terran cant win, so adding fuel is gonna punish terran even though protoss has no way of killing him anyway. how is that fair? if protoss cant kill terran because he lifted he obviously doesnt deserve the win in the first place if the terran only has a rax and no army or any way to get an army and the toss player has 5 zealots ofc he should win. That is kind of the hole point with the reveal mechanism, that players shouldn't be able to hide buildings just to draw out a match they can't win. But the point of the game is to destroy all enemy buildings, no? A draw is a draw. The issue is that there needs to be a mutual draw or restart mechanism so that situations like this can be ended quickly; I have no problem with drawing itself. Well terran is the only race that can force a draw this way, every other race will get its buildings reveled and any army the other person has will be able to end the game. And yes you could get the same situation with an island. But i bet 95% of all matches that end in a stall if because terren hides buildings in the air Yes, but this is the way the racial mechanic is supposed to work. Terran buildings burn to death at low health instead of healing like Protoss or Zerg structures, so they get the ability to fly. The issue is not the ability of Terrans to force a draw, but rather that there is no official draw mechanic in place. @Shikyo-This can easily be avoided, just don't base trade Terrans. Whether or not the Terran buildings' ability to fly should allow them to force games into a draw is up for debate here too. In the opinion of many people, it's a shitty side effect that ought to be removed. | ||
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NonY
8751 Posts
On May 09 2010 01:46 ilnp wrote: Show nested quote + On May 09 2010 01:33 Liquid`NonY wrote: The replay just ends at 9:06:07 with his CC still floating in the corner. Nothing happens the whole time except my Stalkers patrol. It shows up as a loss in my Match History but I don't have a loss on my ladder record. So maybe it just didn't record...? I don't know who my opponent was so I can't check his profile. If I try to load the score screen for the game, I get an error. Nony vs. Nony's Pride 0 - 1 there's a loss on your record for you Truth | ||
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floor exercise
Canada5847 Posts
On May 09 2010 01:34 TheTuna wrote: Show nested quote + On May 09 2010 01:33 floor exercise wrote: On May 09 2010 01:12 arb wrote: I dunno if its been mentioned yet but fuel is so stupid lets just imagine this scenario : after both cheese , reaper zealot whatever terran loses everything but his rax or cc, toss has about 5 zealots and a pylon/gate left but no money or probes for a nexus. obviously toss cant win and terran cant win, so adding fuel is gonna punish terran even though protoss has no way of killing him anyway. how is that fair? if protoss cant kill terran because he lifted he obviously doesnt deserve the win in the first place Oh how terribly unfair to add a system wherein the player who still has attacking forces will win the game But the issue is that he doesn't deserve to win, because he didn't make units capable of killing flying buildings. For god's sake, if you're going to base trade a Terran, just hide a void ray or a mutalisk somewhere. There's no point rewarding sloppy play by cutting some slack for players who base trade a Terran and don't account for the fact that Terran buildings can lift off. You make it sound like it's always the protoss players idea to force a base trade. It's pretty presumptuous to assume that they simply elect to trade bases rather than be forced into it by either the opponents actions or just the result of the flow of the game (ie getting caught out of position and having no logical response but to counter) What part of choosing terran comes with the privilege of being able to force stalemates so easily? I sincerely doubt we would find that in any notes or documents detailing the design of the terran race either in sc or sc2. Why does terran deserve to not be held to the same standard as the other 2 races in the event of an elimination race or base trade? Why is it considered fair for the terran to initiate an attack that will likely result in base trading knowing that he has the advantage of just floating if it comes down to that. Is it not a fair argument that it probably is not the other player that typically instigates these issues but the terran knowing he can just float? Forcing the terran to adhere to the same consequences as the other races would likely stop a lot of the situations where this happens in the first place. Saying "just invest hundreds of minerals and gas into an air unit on the assumption that a terran will elect to backdoor you and destroy your base knowing he can just float his away" is not a reasonable excuse to allow it to happen in the first place. I don't suggest that a player right now with just zealots "deserves" to win the game any more than the terran. Under the current rules a stalemate is just that What I am saying is there are very reasonable ways to stop this situation from happening and for some reason you and the people arguing against it want to encourage it for some reason. Why? What is fun about stalemates? What is fair in one race being able to force them in so many situations? We have the opportunity to change it and you want to oppose that, I'm very curious why. | ||
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TheTuna
United States286 Posts
On May 09 2010 01:45 notuswind wrote: Show nested quote + The replay just ends at 9:06:07 with his CC still floating in the corner. Nothing happens the whole time except my Stalkers patrol. Your game lasted nine hours! Although it may not always be the best option, we need a restart mechanism in order to prevent this kind of thing from happening. TheTuna, Show nested quote + For god's sake, if you're going to base trade a Terran, just hide a void ray or a mutalisk somewhere. There's no point rewarding sloppy play by cutting some slack for players who base trade a Terran and don't account for the fact that Terran buildings can lift off. This is wrong because sometimes base-trading a Terran is all you can do. In the game that we're all thinking of NonY didn't have any choice. His nexus was taken out by an early reaper harass and he didn't have the resources to build a new one, so all that was left to do was go all-in with his probes and stalkers. Yes, it sucks that he got caught in an unwinnable situation, but those happen sometimes. The other player was able to exploit his racial mechanic to win. Terran buildings burn down, while Zerg and Protoss buildings heal, so Terrans get liftoff. All of these are able to create unwinnable situations for another player. And again, if a Terran initiates a base trade attack, a Protoss player can just chronoboost out a Void Ray or something and tuck it away to wipe out the floating Terran buildings. It's not that hard. I would love to see a draw mechanic from Blizzard, but the Terran racial advantage of liftoff should not be neutered in this way. | ||
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SLTorak.Hobo
Canada67 Posts
On May 09 2010 01:43 TheTuna wrote: Show nested quote + On May 09 2010 01:43 SLTorak.Hobo wrote: He doesn't deserve to win yet the person with no units flying in a corner doesn't lose? I cannot honestly understand how people can justify flying off a building with the intention of AFKING till the other guy quits when you know you can't land and continue to play. I posted all I can in this thread I don't wanna reiterate myself every other post but basically it comes down to this. Say no to stalemates, be the better man if you are a terran who is floating to win..grow some balls and try to land and play the game as intended. He doesn't deserve to win because he base traded a Terran and didn't account for the possibility of liftoff. I consider that poor play. Just out of curiosity, how many of you guys are Zerg or Protoss players? I play zerg, I would assume you are terran? How can't you account for a terran lifting off? Thats silly. Obviously there is a chance he will it comes down to though who has the means to win if the game was played as intended. I am going to go with the assumption that Blizzard never intended lift off to be a mechanic for terran to use as a get out of jail free card for 9 hours. The fact is and it has been stated countless times for anyone who refuses to acknowledge it. IF the terran had landed his buildings and continued to play the game(As in try to win the game, not AFK he would of lost. That is an undeniable statement. Anyways, I am done clogging up this thread. | ||
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NonY
8751 Posts
On May 09 2010 01:49 TheTuna wrote: Show nested quote + On May 09 2010 01:45 notuswind wrote: The replay just ends at 9:06:07 with his CC still floating in the corner. Nothing happens the whole time except my Stalkers patrol. Your game lasted nine hours! Although it may not always be the best option, we need a restart mechanism in order to prevent this kind of thing from happening. TheTuna, For god's sake, if you're going to base trade a Terran, just hide a void ray or a mutalisk somewhere. There's no point rewarding sloppy play by cutting some slack for players who base trade a Terran and don't account for the fact that Terran buildings can lift off. This is wrong because sometimes base-trading a Terran is all you can do. In the game that we're all thinking of NonY didn't have any choice. His nexus was taken out by an early reaper harass and he didn't have the resources to build a new one, so all that was left to do was go all-in with his probes and stalkers. Yes, it sucks that he got caught in an unwinnable situation, but those happen sometimes. The other player was able to exploit his racial mechanic to win. Terran buildings burn down, while Zerg and Protoss buildings heal, so Terrans get liftoff. All of these are able to create unwinnable situations for another player. And again, if a Terran initiates a base trade attack, a Protoss player can just chronoboost out a Void Ray or something and tuck it away to wipe out the floating Terran buildings. It's not that hard. I would love to see a draw mechanic from Blizzard, but the Terran racial advantage of liftoff should not be neutered in this way. You can still win games with Terran liftoff if you have somewhere safe to lift off to and build up. It's only lifting off to force a draw that is a problem. | ||
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Shikyo
Finland33997 Posts
On May 09 2010 01 begin_of_the_skype_highlighting 09 2010 01 end_of_the_skype_highlighting:49 TheTuna wrote: Show nested quote + On May 09 2010 01:45 notuswind wrote: The replay just ends at 9:06:07 with his CC still floating in the corner. Nothing happens the whole time except my Stalkers patrol. Your game lasted nine hours! Although it may not always be the best option, we need a restart mechanism in order to prevent this kind of thing from happening. TheTuna, For god's sake, if you're going to base trade a Terran, just hide a void ray or a mutalisk somewhere. There's no point rewarding sloppy play by cutting some slack for players who base trade a Terran and don't account for the fact that Terran buildings can lift off. This is wrong because sometimes base-trading a Terran is all you can do. In the game that we're all thinking of NonY didn't have any choice. His nexus was taken out by an early reaper harass and he didn't have the resources to build a new one, so all that was left to do was go all-in with his probes and stalkers. Yes, it sucks that he got caught in an unwinnable situation, but those happen sometimes. The other player was able to exploit his racial mechanic to win. Terran buildings burn down, while Zerg and Protoss buildings heal, so Terrans get liftoff. All of these are able to create unwinnable situations for another player. And again, if a Terran initiates a base trade attack, a Protoss player can just chronoboost out a Void Ray or something and tuck it away to wipe out the floating Terran buildings. It's not that hard. I would love to see a draw mechanic from Blizzard, but the Terran racial advantage of liftoff should not be neutered in this way. If the liftoff was a researchable skill, this might make sense. As is, there's no way to defeat a Terran until like 5 minutes in, and your strategy might not even involve void rays or anything. Oh, and repair is the thing that makes up for building burning, not liftoff. Oh another thing, Terrans aren't ever going to have just ONE burning building while the Protoss has one building and no units. Terran would have lifted his stuff off ages ago and would be able to force at least a stalemate. That's a nice argument in a vacuum but in reality it never happens, unlike Terran building liftoff stalemates. | ||
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TheYango
United States47024 Posts
On May 09 2010 01:48 floor exercise wrote: You make it sound like it's always the protoss players idea to force a base trade. It's pretty presumptuous to assume that they simply elect to trade bases rather than be forced into it by either the opponents actions or just the result of the flow of the game (ie getting caught out of position and having no logical response but to counter) What part of choosing terran comes with the privilege of being able to force stalemates so easily? I sincerely doubt we would find that in any notes or documents detailing the design of the terran race either in sc or sc2. Why does terran deserve to not be held to the same standard as the other 2 races in the event of an elimination race or base trade? Why is it considered fair for the terran to initiate an attack that will likely result in base trading knowing that he has the advantage of just floating if it comes down to that. For the same reason that Terran is allowed to keep up with an opponent in terms of army production despite being a base down in SC1. It's the asymmetry of the races that makes the game interesting. This complaint is like saying "Terran on equal bases as Protoss and Zerg will win, that's not fair!" Of course it isn't--but the game was balanced around the fact that Terran able to maintain base parity with Protoss or Zerg will be able to win the game. Protoss and Zerg sometimes will not be able to stop Terran from taking bases, just like they won't be able to stop base-trade situations. Does this mean that it's poor design for Terran? Hardly. | ||
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notuswind
United States14 Posts
Show nested quote + The Tuna, ... This is wrong because sometimes base-trading a Terran is all you can do. In the game that we're all thinking of NonY didn't have any choice. His nexus was taken out by an early reaper harass and he didn't have the resources to build a new one, so all that was left to do was go all-in with his probes and stalkers. Yes, it sucks that he got caught in an unwinnable situation, but those happen sometimes. The other player was able to exploit his racial mechanic to win. Terran buildings burn down, while Zerg and Protoss buildings heal, so Terrans get liftoff. All of these are able to create unwinnable situations for another player. I was just pointing out that your "just don't base-trade with a Terran"-argument doesn't work because, sometimes, that's all you can do. It looks like you've conceded this point. And again, if a Terran initiates a base trade attack, a Protoss player can just chronoboost out a Void Ray or something and tuck it away to wipe out the floating Terran buildings. It's not that hard. Does it not occur to you that the Terran opponent may not always have the time and resources needed to get an air unit? This is not a real solution to the problem that we're discussing. I would love to see a draw mechanic from Blizzard, but the Terran racial advantage of liftoff should not be neutered in this way. This is a straw man because no one in this thread wants to neuter the Terran's ability to liftoff buildings. The only thing some people are considering is a possible [lengthy] time limit on how long Terran players can have their buildings in the air, is that so unreasonable? | ||
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Mellotron
United States329 Posts
Instead of putting all your effort into trying to convince Blizzard liftoff is unfair maybe you should just put that effort into being vigilant about what your opponent is doing. If you hate losing to lift, then get good at avoiding the situations that lead to losing to it. | ||
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The6357
United States1268 Posts
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notuswind
United States14 Posts
Instead of putting all your effort into trying to convince Blizzard liftoff is unfair maybe you should just put that effort into being vigilant about what your opponent is doing. If you hate losing to lift, then get good at avoiding the situations that lead to losing to it. The same straw man, no one has a problem with Terran players being able to liftoff their buildings. The issue that we're discussing is whether Terran players should be able to suspend their buildings in the air indefinitely in order to force a stalemate. | ||
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SLTorak.Hobo
Canada67 Posts
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floor exercise
Canada5847 Posts
On May 09 2010 01:57 TheYango wrote: Show nested quote + On May 09 2010 01:48 floor exercise wrote: You make it sound like it's always the protoss players idea to force a base trade. It's pretty presumptuous to assume that they simply elect to trade bases rather than be forced into it by either the opponents actions or just the result of the flow of the game (ie getting caught out of position and having no logical response but to counter) What part of choosing terran comes with the privilege of being able to force stalemates so easily? I sincerely doubt we would find that in any notes or documents detailing the design of the terran race either in sc or sc2. Why does terran deserve to not be held to the same standard as the other 2 races in the event of an elimination race or base trade? Why is it considered fair for the terran to initiate an attack that will likely result in base trading knowing that he has the advantage of just floating if it comes down to that. For the same reason that Terran is allowed to keep up with an opponent in terms of army production despite being a base down in SC1. It's the asymmetry of the races that makes the game interesting. This complaint is like saying "Terran on equal bases as Protoss and Zerg will win, that's not fair!" Of course it isn't--but the game was balanced around the fact that Terran able to maintain base parity with Protoss or Zerg will be able to win the game. Protoss and Zerg sometimes will not be able to stop Terran from taking bases, just like they won't be able to stop base-trade situations. Does this mean that it's poor design for Terran? Hardly. "It's the asymmetry of the races that makes the game interesting" And pray tell, what part of stalemates is interesting? | ||
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Talic_Zealot
688 Posts
P.S. Btw i saw the situation.. Nony clearly had the game won, a forced draw would have been offensive. | ||
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cujo2k
Canada1044 Posts
On May 08 2010 20:34 Piste wrote: Show nested quote + On May 08 2010 10:23 cujo2k wrote: yes terran should have fuel in their buildings. it's epicly retarded that they can float buildings and force a stalemate when they have no units I don't see why it's so "epicly retarted". Everyone knows that so don't put yourself into that situation. Just because it's a well-known game mechanic from BW, doesn't mean it's not a stupid mechanic that shouldn't have ever been implemented into the game. Allowing someone to force a draw with a floating building and no units makes no sense whatsoever. I fail to see how you can give a draw to an "army" that has cowardly fled from the battle via air transport. Although in this case it's not even an army that's fled, it's just a space station with a few engineers inside of it. | ||
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palanq
United States761 Posts
You can still draw by landing on an inaccessible island or cliff, but it's an improvement. Also implement an 'offer draw' system. | ||
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TheYango
United States47024 Posts
On May 09 2010 02:11 floor exercise wrote: "It's the asymmetry of the races that makes the game interesting" And pray tell, what part of stalemates is interesting? What part about base trades are interesting? Neither army fights the other and it's a race to see who can kill the other person's base faster. Obviously not all base trades play out this way, but plenty of them do (or the winner is the one that sneaks out a worker, and starts a building). A mechanic that makes it advantageous to avoid those scenarios for one side decreases how often it will actually pop up (it's not like Terran's going to play for the draw unless they're certain they can't win). Sure it makes a few awful stalemates, but I'd rather have 1 awful stalemate than a bunch of games where the players just base trade and the winner is the one who kills buildings faster. | ||
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floor exercise
Canada5847 Posts
On May 09 2010 02:37 palanq wrote: If a T's buildings are ALL floating, I say give him 1 or 2 minutes to land at least one or lose. You can still draw by landing on an inaccessible island or cliff, but it's an improvement. Also implement an 'offer draw' system. Honestly a draw system is like throwing the baby out with the bathwater I would say 95% of stalemates involve Terran, and that's being generous, it's probably closer to 99%. It's very hard to reach a legitimate stalemate where neither player can kill the other. Even then, most of those kind of stalemates are just two players who don't want to commit to an attack. So the obvious problem is Terran being able to float their buildings indefinitely. I think there's some very simple rules that can be put in place to solve this issue without breaking terran or removing any of the advantages of floating buildings, just minimizing the abuse of that mechanic. A draw system could even result in people trying to drag out games that they have clearly lost just to try to convince the opponent to draw when in reality they should just leave and accept defeat. I think fix what's clearly broken before you try to entirely alter the way games end by adding another outcome other than winning or losing. On May 09 2010 02:45 TheYango wrote: Show nested quote + On May 09 2010 02:11 floor exercise wrote: "It's the asymmetry of the races that makes the game interesting" And pray tell, what part of stalemates is interesting? What part about base trades are interesting? Neither army fights the other and it's a race to see who can kill the other person's base faster. A mechanic that makes it advantageous to avoid those scenarios for one side decreases how often it will actually pop up (it's not like Terran's going to play for the draw unless they're certain they can't win). Sure it makes a few awful stalemates, but I'd rather have 1 awful stalemate than a bunch of games where the players just base trade and the winner is the one who kills buildings faster. Are you conceding that currently Terrans have more incentive to engage in base trading, and that their opponent has incentive not to? Because wouldn't a new system mean less base trades since it's in neither persons best interest since neither have an easy out? And some of the most thrilling games in bw and sc2 have been elimination races. Really horrible argument :/ | ||
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condoriano
United States826 Posts
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TheYango
United States47024 Posts
On May 09 2010 02:48 condoriano wrote: Nony I don't get it, what if he had ground units and no economy and you had a mined out nexus (or made a pylon) on the island and no units, would you automatically assume you lost? What's the point of this argument? This brings up another point: even with limited float time, any map with island expos or unreachable high ground can still result in stalemates anyway, because Terran can just land on unreachable ground. | ||
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yB.TeH
Germany414 Posts
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DminusTerran
Canada1337 Posts
On May 08 2010 21:43 Slunk wrote: Show nested quote + On May 08 2010 21:39 gillon wrote: On May 08 2010 21:37 Slunk wrote: On May 08 2010 21:33 hoovehand wrote: i consider it BM, but if you play for a base trade then why haven't you planned ahead and hidden a probe with enough minerals to build a nexus? Because you never play for a basetrade. Then defend your base. Problem solved. Oftentimes you plan early aggression because you just wanna expand. But when you arrive at your enemy's base you find yout that he is killing the rocks and going inside your base / dropping you with all he has. At this point you cannot win if you are zerg or protoss. The terran is going to kill all your buildings and float his away. The only chance is to remain in the game longer. I like how you say oftentimes like this shit actually happens more than once every 200 games, and honestly if you don't scout your opponents army movement/drop tech you might be dumb. | ||
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Slunk
Germany768 Posts
On May 09 2010 05:51 DminusTerran wrote: Show nested quote + On May 08 2010 21:43 Slunk wrote: On May 08 2010 21:39 gillon wrote: On May 08 2010 21:37 Slunk wrote: On May 08 2010 21:33 hoovehand wrote: i consider it BM, but if you play for a base trade then why haven't you planned ahead and hidden a probe with enough minerals to build a nexus? Because you never play for a basetrade. Then defend your base. Problem solved. Oftentimes you plan early aggression because you just wanna expand. But when you arrive at your enemy's base you find yout that he is killing the rocks and going inside your base / dropping you with all he has. At this point you cannot win if you are zerg or protoss. The terran is going to kill all your buildings and float his away. The only chance is to remain in the game longer. I like how you say oftentimes like this shit actually happens more than once every 200 games, and honestly if you don't scout your opponents army movement/drop tech you might be dumb. Terran is the most freakin mobile race, no matter how well you scout beforehand, they can just load their shit in the medivacs and drop them into your base to force you to commit to a basetrade. And scouting medivacs does not mean that dropping is even coming at any point in the game. | ||
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LolnoobInsanity
United States183 Posts
On May 08 2010 11:20 Sentient wrote: Show nested quote + On May 08 2010 10:41 Zealot Lord wrote: On May 08 2010 10:36 Sadist wrote: On May 08 2010 10:34 Zealot Lord wrote: Hmm.. maybe have it so that if the Terran player does not have a single building landed/built on the ground within a certain duration of time it will be auto-loss? I would think its quite fair - and shouldn't be hard to implement either. the terran shouldnt lose. It should just be a draw. ok maybe a draw - but personally in my own view I don't see why it should be a draw if one side has units and the other side doesn't? For the same reason Chess can end in a draw even if you are down on pieces. If you sense you are behind, playing for a draw is considered a viable strategy in most games. yes but the problem is that because stalemate is an option, the potential loser would try for that (the best option remaining to him). If draws were not an option, then terrans wouldn't have as much an incentive to be annoying and float their buildings away. Sure floating their buildings away is a viable option for the terran because it gives him the possibility of rebuilding, but at the same time it takes a certain amount of sportsmanship to say, "the chances of me rebuilding is slim to none and are only possible if the opponent falls asleep for 5 minutes. GG" and then admit defeat. The terran's two options are "stalemate or lose" whereas the nonterran's options are "win or stalemate" clearly this game should be in the nonterran's favor. Because of the possibility of stalemate (or in the case of sc2, the possiblity of leaving his building there for long enough that the opponent leaves and he gets the win) it will always be in the best interest for the terran to do so, and rob the win from the nonterran. Also, no one would want to see a tournament match where everyone has to wait around for 5 minutes or whatever for the buildings to run out of fuel or whatever else is suggested to be implemented. | ||
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Anti-Milton
United States8 Posts
On May 09 2010 02:48 condoriano wrote: Nony I don't get it, what if he had ground units and no economy and you had a mined out nexus (or made a pylon) on the island and no units, would you automatically assume you lost? What's the point of this argument? But that scenario is different in that it is a draw that happened naturally. Zerg/Protoss have to go out of their way to get transports and spend additional resources if they had the intention of trying to force a draw by building crap at islands, while Terrans can easily lift off preexisting/necessity buildings as a last ditch effort (which does not effect their build order). No doubt natural draws are going to occur here and there, but what's in question is the standards of playing for the draw. | ||
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Deleted User 55994
949 Posts
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CharlieMurphy
United States22895 Posts
Double KO, both players simultaneously kill their last structure at the exact same time. Stalemate, Both players unable to KO (via no units left to finish the structures). Suicide Stale, both players unable to attack because they will lose if they do (1 DT & Pylon vs 1 zealot &1 canon/pylon). And then there are terrans who are douche. Lift away and sit in the corner afk unable to do anything to a crippled opponent who doesn't have an AA unit that can reach their structure. | ||
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iggyfisk
Sweden212 Posts
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On_Slaught
United States12190 Posts
The only real way to regulate this is if the terran ONLY has like a single rax or CC left. You can't put sweeping changes like "if any building is above ground for 5min" or some shit b/c people use buildings to scout and for sight. I'm personally fine with adding a draw system after a certain amount of time(shouldn't be a loss if you didn't get units that can shoot up... if u have a problem with this then that means u want to get rid of flight period which opens a new can of changes) but i'm sure there are situations where the draw system would backfire or fail (even tho i can't think of one atm). | ||
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Talic_Zealot
688 Posts
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HawaiianPig
Canada5155 Posts
On May 09 2010 00:41 Liquid`NonY wrote: Yeah, well when people kill the mystique and take me out of my role-playing mindset, then I'm going to think about why Terran buildings can float and how that's supposed to help them. Only in an absolutely terrible RTS would there be an ability that forces a draw. It's a side effect of the ability and if it can be trimmed off, it should be. I can't fathom how any of you defend the "I float away and force a draw" mechanic. Hell I wish it was in WC3 so it'd be another reason to laugh it. It's something that SC players ought to bear with shame. Truth. Honestly, as much as we all love to claim Starcraft is a perfect game, sometimes it simply isn't true. Just because something existed in Brood War, doesn't mean it's not worthy of consideration for revision in Starcraft II. Retarded Hypothetical RTS As a fun exercise, I'd like for all the naysayers to consider for a minute a Starcraft game where every race could lift off and force a stalemate. What would happen to all of those exciting building eliminations and base trades we've enjoyed watching and even participating in? When bases are traded, remaining armies engage, and a winner emerges from the ensuing battle, what happens then? Well in this glorious new RTS, if air tech hasn't been reached, the losing player gets to employ the "I float away and force a draw" mechanic. What would you say of this hypothetical RTS? Well here's the kicker: Other factors notwithstanding, this game would be fair and balanced. Simply put, if the ability to employ the "I float away and force a draw" mechanic were available to every race from the onset, as it is with Terrans, it would certainly be "fair" in the strictest sense of the term. Indeed, in this hypothetical game, every tight game that doesn't reach air tech would result in ridiculous lifting contests, ending in some painstakingly long, impossible-to-complete tests of internet-connectional fortitude. Ignoring the fact that this hypothetical RTS is extremely silly and a headache to even imagine playing, it's clear to see that there's an imbalance developed out of an unequal availability to this mechanic. Returning to Starcraft as we know it... Most here are proposing a draw-calling countdown timer that would initiate after extended periods of inactivity. This would certainly solve the other forms of stalemate that can potentially emerge, and is a great idea. However, the Terran Lift Off stalemate is far different than army/static-defense stand-offs; it's simple and flagrant abuse of an ability that was never developed for this purpose. In the event of a Terran Lift Off, the question we ask is: Is it fair to deny the player wins to Terran opponents simply because the game didn't last long enough to reach air tech? Practically every proponent of calling this scenario a draw claims that one must prepare in advance for this inherent Terran ability. The problem here, is that the "Oh just build a freakin' Void Ray" argument completely neglects the fact that Terran does not have to "freakin' research Lift Off tech." Is it fair to force one player to tech to air while the other simply begins with this air tech? It's simple: One player is given an inherent advantage in base trade situations from the onset by virtue of an ability that was never envisioned to produce this effect. This is an imbalance. In a XvX base trade, where X is anything but Terran, only a standoff between units that have the potential to deal damage can cause a stalemate. In all of these cases, no one player began the game with the ability to force a draw; this exceptionally rare stalemate occurs within the course of the game and is amicably solved by a draw timer. In Terran Lift Off stalemates, opponents of the Terran are punished for not reaching air tech simply due to a unequal access to this draw inducing ability. So let's see here... we have a mechanic that's unquestionably imbalanced due to its unequal availability. Do we do away with this "I float away and force a draw" mechanic, or keep it? The question becomes simple, though apparently subjective: Is producing a stalemate in this manner conducive to competitive gaming? We've already established that its availability to the other races is imbalanced. So if we answer yes to this question, then we need to provide all of the other races with this, or a similar, "free draw if your opponent doesn't have air tech" ability. Great stuff! Now we can all go ahead and enjoy playing Retarded Hypothetical RTS. If we answer no, then we ought to revise Terran Lifting... I propose a 5 or 10 minute fuel tank on Terran buildings. Is this really that unreasonable? As a Terran player in Starcraft II, I can't possibly imagine how any of you see this mechanic as both intended by Blizzard and in the spirit of any self-respecting Starcraft competition. The only argument I see around here claims that it's "in the game and always been part of Starcraft." Not only does this not speak to logic, but this blatantly neglects its imbalanced availability to the various races and the fact that it encourages draws. Lifting is an integral part of Terran strategy, but there's no denying its potential for abuse; its both not in the spirit of the ability, nor in the spirit of the game. | ||
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Anti-Milton
United States8 Posts
On May 09 2010 10:07 iggyfisk wrote:Kudos to smart Terrans for making the best of sticky situations. Kudos for Terrans for having a mechanic that cannot be matched by Protoss/Zerg. NO, this is not saying races can't have unique mechanics in their units and abilities, but rather: Zerg can win, lose, or play to draw. Toss can win, lose, or play to draw. Terrans can win, lose, or play to a draw without deviating from their build order. Draw is a feasible outcome of the game, along side winning and losing. With Lift-off as it is, it's like saying a certain race should be designed to have an advantage over winning or losing by default. | ||
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Fen
Australia1848 Posts
In the end, there are lots of different possible stalemates. Also, most maps have island expansions, so fuel wont stop most of the terran abuse anyway. You cant just turn around and say, "my enemy should suicide into me" as all of you are asking for in Nony's game. Why would you ask one person to dilberately lose and not the other? Why wouldn't you ask Nony to destroy his own buildings? The only fair answer is to put in draws. | ||
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HawaiianPig
Canada5155 Posts
On May 09 2010 14:00 Fen wrote: I think people seem to be overestimating how easy it is for terran to force the draw. To do so, they need to cripple their enemy in such a way that they cant build 1 air unit. We arent talking about a standard game where the terran just flies off. We are talking about very specific circumstances. Swear this is the last time I'm gonna try to explain this. Terran has to: cripple their enemy in such a way that they cant build 1 air unit. Opponent has to: cripple their enemy entirely | ||
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Kanil
United States1713 Posts
I've thought about this a bit more. I don't really care if my floating buildings don't count towards victory/defeat, but nerfing the Terran by adding a fuel counter is retarded and unnecessary, considering how often this problem happens. | ||
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Fen
Australia1848 Posts
On May 09 2010 14:18 HawaiianPig wrote: Show nested quote + On May 09 2010 14:00 Fen wrote: I think people seem to be overestimating how easy it is for terran to force the draw. To do so, they need to cripple their enemy in such a way that they cant build 1 air unit. We arent talking about a standard game where the terran just flies off. We are talking about very specific circumstances. Swear this is the last time I'm gonna try to explain this. Terran has to: cripple their enemy in such a way that they cant build 1 air unit. Opponent has to: cripple their enemy entirely God this discussion is a waste of time. If you cant kill your opponent for any reason that does not involve someone breaking the rules, then you do NOT deserve a win Terran lifting is not overpowered, it is a racial advantage which very rarely allows the terran to defend against a loss By adding draws, we can stop stalemate situations from being a competition of who is the most stubborn I'm done | ||
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lowlypawn
United States241 Posts
http://www.highper.ch/aoh/index.php By adding a fuel level to Terran CC won’t solve the possibility of some games turning into stalemates… I can think up several ways a SC2 game could turn into a draw. 1) Both players could have massive amounts of towers and are totally mined out. Then both players lose all their units to the towers. Now you just have towers and buildings sitting there… 2) One players could have DT guarding his base and the other players has no detection and no way to mine resources. But if the DT leave his base gets destroyed and the other players has towers in his base so the DT can’t attack. 3) Players could get stranded on an island. My point is we need to add some mechanism to handle ALL possible drawing situations. One way would be if no minerals are mined for XX amount of minutes. I don’t know what the best solution is but let’s find a solution that works for all scenarios. | ||
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Ryuu314
United States12679 Posts
BW survived for over a decade with this ability and it worked out fine. I'm all for implementing a draw option with certain conditions, but I really don't think changing the Terran racial advantage is the way to go. | ||
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Falling
Canada11381 Posts
On May 09 2010 15:17 Ryuu314 wrote: I don't see why Terrans being able to fly really is an issue. BW survived for over a decade with this ability and it worked out fine. I'm all for implementing a draw option with certain conditions, but I really don't think changing the Terran racial advantage is the way to go. Not all things are equal when the mechanic was moved from BW to SCII so they don't behave the same and therefore have unintended consequences. (Just like the hitpoints of SCV's prior to the nerf.) 1) Terran buildings could fly- BUT were as slow as turtles. If the terran did fly his base away, most of the times he caught, unless there was no anti-air. I do like how the flying mechanic is faster in SCII, but it does make it easier to run into a corner. 2) I'm pretty sure R1CH's observation is correct. Most proleague maps did not have large empty spaces as border. There may be some safe spots, but not every map. And they were hard to get to because of the slow flying speed. With these two changes we have an outcome that is neither interesting nor intended. I see no problem with having Terran being able to lift-off, find another landing spot and rebuilding. Base trading is a tense match-up, but no-one sets out to base-trade as part of their build order. (My brother's first placement match turned into a base trade.) Being able to hide in a corner doesn't balance any racial differences that I can think of. What mechanic does the Protoss or the Zerg have that can create a similar situation? Either floating buildings need to not counted as buildings when floated after a certain amount of times Or a fuel limit is needed or something. We could also add a draw feature, but it still doesn't solve the unintended consequence of the fast flying terran buildings combined with the large, empty border. (Oh, and in a base trade, you can't just hide some air unit. By definition, both players are on the ropes trying to knock each other out. Every unit counts, so said air unit would be brought into battle. It would be idiotic to have a hidden army just in case he flies away if I lose my entire base and therefore the game in the mean time .) | ||
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mahnini
United States6862 Posts
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bluesoup
Macedonia107 Posts
On May 09 2010 15:14 lowlypawn wrote: My point is we need to add some mechanism to handle ALL possible drawing situations. One way would be if no minerals are mined for XX amount of minutes. I don’t know what the best solution is but let’s find a solution that works for all scenarios. Isn't the simplest thing usually the best ? Like one side can propose a draw (menu -> propose draw) and other side can accept it or ignore it? Or add that if draw is proposed and no minerals are being mined for xx time then draw is forced ? But my point is, reasonable humans can (sometimes) agree to draw in any situation that was not foreseen by the game mechanics. | ||
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TheYango
United States47024 Posts
On May 09 2010 14:18 HawaiianPig wrote: Swear this is the last time I'm gonna try to explain this. Terran has to: cripple their enemy in such a way that they cant build 1 air unit. Opponent has to: cripple their enemy entirely The point is that in a very large percentage of games, this is not relevantly different. It's only different at all if the opponent has no ability to mine,no air units, and not enough minerals to build an air unit/mining unit. Even in those cases where Protoss or Zerg is forced into a stalemate, a large fraction of them were likely avoidable by defending their base instead of base trading since they were probably already at an advantage (not all cases, but I am extremely skeptical that most Terrans that are reasonably good would launch an attack that banks on them destroying every chance of Protoss having an air unit unless they were already losing--the possibility of hiding one is just too high), or probably could have snuck out a worker/air unit. On May 09 2010 16:25 Falling wrote: 2) I'm pretty sure R1CH's observation is correct. Most proleague maps did not have large empty spaces as border. There may be some safe spots, but not every map. And they were hard to get to because of the slow flying speed. So explain how altering the core game mechanic is a better choice than simply designing maps that accomodate, especially since there are plenty of advantages to be had in filling that space with useful terrain anyway? | ||
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SturmAddict
Malaysia176 Posts
I have a solution to the draw problem. Every map in the map pool should have an island expo. That way if you trade bases with terran, then the terran doesn't have to float his cc to the corner of the map - he can float it to the expo and win directly from there. =D Actually, i have an even better solution. After a set time, all buildings and units on the ground face instant destruction. Therefore, in case you are worried of a draw with no AA units, then the win goes to the terran. I just dont buy this draw thing. If terran is able to criple a whole toss economy with no AirvAir, i think the terran deserves to win by virtue of being able to land anywhere he wants and expand from there. Imagine a real situation. Protoss is trapped on an island with no food, no minerals, no gas, and no anti-air-unit. Any sane terran is gonna lift is Command centre to another region, make banshee's and bombard the protoss position. So lore wise, idd say terran should win in case of this position. | ||
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NB
Netherlands12045 Posts
1/ Im a P user, i understand that situation since i hv been through it quite smtimes (in plat? yes) 2/ Im agree that the speed of the building floating is truely high and need to be reduced some how. but 1/ talking about forcing a draw, let me remind you that the static defends of both Z and P could be used to force a draw in a lot of situation in BW (a very good example would be stork vs smbody that stork even used mind control to have a second race, map minded out and Z was aiming for a draw PvZ)... and all T have is semi-static which is bunker (i dont count PF here since we r talking about lifting) 2/ map design: this also a problem with map design, remember y python > LT??? we hate island on the map, hate the locations where ground army cannot touch => blame it on the map. 3/ i saw alot of progammer (including NonY and Ret) when it comes to a base trade in BW, they always save at least 50 minerals in the end just in case for the final workers that change the game and i thing that also a "skill" that you must "practice" when u vs any races not only vs T. 4/ The only thing i want to call imba and need to remove here is the ability to load 5 workers of the CC. clearly in the high level play these day, no pro use it since we understand how much minerals we lose to the lack of non-mining/flying time which is not worth to use the load command. Therefore, Load here is an action of Terran's main building to "protect" their workers which clearly no other races have and need to be removed lastly, i just wana point out that a replaying checking system should be made so that "draw" can be check and record as 0 - 0 | ||
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SturmAddict
Malaysia176 Posts
Load here is an action of Terran's main building to "protect" their workers which clearly no other races have and need to be removed remove all unique abilities and make the game like Age of empires II minus war elephants? | ||
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Piste
6180 Posts
On May 08 2010 22:32 Champi wrote: Show nested quote + Yeah, put it this way, if there's a Terran lifted with no army and a Protoss running around the map waiting for the Terran to float back in, if the power went out(!!!), they'd call the game in the Protoss' favour, no? /agree sorry man. NO. not in professional games. in beginner games maybe but also there are many other things beginners dont realise. | ||
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terrordrone
43 Posts
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Anti-Milton
United States8 Posts
On May 09 2010 17:55 NB wrote: Forcing a draw is not the biggest problem here, since there will be draws. But the fact is that if Zerg or Protoss are playing for the draw, they must actually spend resources and disrupt their build orders. Terrans can simply lift off pre-exisiting buildings that were going to be built in the first place, meaning they don't play for the draw but still have the ability to play for the draw.1/ talking about forcing a draw, let me remind you that the static defends of both Z and P could be used to force a draw in a lot of situation in BW (a very good example would be stork vs smbody that stork even used mind control to have a second race, map minded out and Z was aiming for a draw PvZ)... and all T have is semi-static which is bunker (i dont count PF here since we r talking about lifting) Draw is a feasible outcome of the game. That being said, should Terrans have a free draw mechanic? How would people feel if one race had a free mechanic that gives them the advantage over other outcomes, like a free win mechanic? | ||
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crate
United States2474 Posts
On May 10 2010 03:41 Anti-Milton wrote: Show nested quote + Forcing a draw is not the biggest problem here, since there will be draws. But the fact is that if Zerg or Protoss are playing for the draw, they must actually spend resources and disrupt their build orders. Terrans can simply lift off pre-exisiting buildings that were going to be built in the first place, meaning they don't play for the draw but still have the ability to play for the draw.On May 09 2010 17:55 NB wrote: 1/ talking about forcing a draw, let me remind you that the static defends of both Z and P could be used to force a draw in a lot of situation in BW (a very good example would be stork vs smbody that stork even used mind control to have a second race, map minded out and Z was aiming for a draw PvZ)... and all T have is semi-static which is bunker (i dont count PF here since we r talking about lifting) Draw is a feasible outcome of the game. That being said, should Terrans have a free draw mechanic? How would people feel if one race had a free mechanic that gives them the advantage over other outcomes, like a free win mechanic? How do you know that T isn't disadvantaged in some other way to begin with? If you've solved SC2 and know exactly how it's balanced, I'm sure we'd all like to know. | ||
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floor exercise
Canada5847 Posts
On May 10 2010 03:52 crate wrote: Show nested quote + On May 10 2010 03:41 Anti-Milton wrote: On May 09 2010 17:55 NB wrote: Forcing a draw is not the biggest problem here, since there will be draws. But the fact is that if Zerg or Protoss are playing for the draw, they must actually spend resources and disrupt their build orders. Terrans can simply lift off pre-exisiting buildings that were going to be built in the first place, meaning they don't play for the draw but still have the ability to play for the draw.1/ talking about forcing a draw, let me remind you that the static defends of both Z and P could be used to force a draw in a lot of situation in BW (a very good example would be stork vs smbody that stork even used mind control to have a second race, map minded out and Z was aiming for a draw PvZ)... and all T have is semi-static which is bunker (i dont count PF here since we r talking about lifting) Draw is a feasible outcome of the game. That being said, should Terrans have a free draw mechanic? How would people feel if one race had a free mechanic that gives them the advantage over other outcomes, like a free win mechanic? How do you know that T isn't disadvantaged in some other way to begin with? If you've solved SC2 and know exactly how it's balanced, I'm sure we'd all like to know. Hello fellow poster. I am really not trying to single you out here, but posts like this are why tlnet is going to shit. There's a growing trend in making these really ignorant, hyperbolic posts like this that are essentially the equivalent of using the chewbacca defense to argue a point. There's nothing offensive about what you are saying, but it's so flat out retarded that not only does it not contribute to the discussion at hand, it can't really effectively be responded to because it's just so fucking dumb. I mean does anyone truly believe the ability to force stalemates is somehow related to race balance? Really, honestly? Do you even believe what your one line post is suggesting? Posts like this could basically be described as spam somewhat cleverly disguised as a post with actual contributory intent behind it. I mean one or two of these is fine, but it's like you refresh a new thread and it's 10 pages of comments like this. They are just so baseless and bad and make reading threads so difficult. | ||
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DaggerRage
United States30 Posts
On May 08 2010 10:20 Joey.rumz wrote: Or Nony can say "you know, I have 500 people watching me stream, this loser on the other team probably doesn't," say gg, and find a new game. During release, I can see this being a legit problem. But it's stupid beta where ELO will be reset who knows how many more times. I guarentee this game was shorter than the stand off it is now enduring. I wish nony would just go find a game after leaving this, and take retribution by pounding someone's skull in (preferably with phoenix micro.) Why do people make this arguement? LOL ITS JUTS BETAS!! Isnt beta for fixing problems? Isnt this a problem? Saying "Its just beta" just shows that you dont understand what a beta is for. A beta is for complaining about imbalances, if Nony did this against any other race he would have won, but since its Terran thats OK? Fanboy much? | ||
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shinosai
United States1577 Posts
On May 09 2010 15:14 lowlypawn wrote: Even WC3 could end up in a draw, it was very rare but has happened. This game didn’t end up in a draw but you can see how it could happen. http://www.highper.ch/aoh/index.php By adding a fuel level to Terran CC won’t solve the possibility of some games turning into stalemates… I can think up several ways a SC2 game could turn into a draw. 1) Both players could have massive amounts of towers and are totally mined out. Then both players lose all their units to the towers. Now you just have towers and buildings sitting there… 2) One players could have DT guarding his base and the other players has no detection and no way to mine resources. But if the DT leave his base gets destroyed and the other players has towers in his base so the DT can’t attack. 3) Players could get stranded on an island. My point is we need to add some mechanism to handle ALL possible drawing situations. One way would be if no minerals are mined for XX amount of minutes. I don’t know what the best solution is but let’s find a solution that works for all scenarios. After reading that awesome article I'm going to go mass some towers in wc3. | ||
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kickinhead
Switzerland2069 Posts
Is 1 win really that important to get totally worked up about that? Besides: Terran Buildings were able to lift in SCBW as well and noone complained about it, just because it's not an Issue in 99% of the games and in all the other games were the game goes to the point of total annihilation, the other player should've known that Terran can lift and fly away. That's why you don't basetrade against Terran etc. And if the Terran wins by killing your last building and you weren't able to because you had no air-unit's - well, you've lost fair and square. And if it's one of those 1 in 10'000 stalemate-situations and noone can really win - well, be the mannered one and leave... | ||
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D3lta
United States93 Posts
that being said....how common is this problem really? it sounds like what alot of people are getting at in this thread are ways to shorten games where an obnoxious T player is holding out. As long as you can get air..no complaints are viable imo. | ||
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Eiii
United States2566 Posts
There's completely nothing wrong with the terran's ability to lift and run their buildings. That's fine. The problem is that even if they have no possible way back into the game they can just remain there, floating around and trying to outlast their opponent. In nony's case, if he constantly scouted to ensure that the T hadn't landed anywhere-- which he did-- T has literally no way to win the game. If T moves to reestablish a base, he loses and protoss wins. In a game where both players are playing to win, that's the only possible outcome. | ||
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shieldbreak
United States406 Posts
On May 08 2010 10:26 clik wrote: I don't know about giving Terran buildings gas however Blizzard could fix their maps to not have this issue. This seems to be the best way to resolve this issue. Give the others an opportunity to still win while not having to nerf Terran buildings in anyway. | ||
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crate
United States2474 Posts
On May 10 2010 04:08 floor exercise wrote: Show nested quote + On May 10 2010 03:52 crate wrote: On May 10 2010 03:41 Anti-Milton wrote: On May 09 2010 17:55 NB wrote: Forcing a draw is not the biggest problem here, since there will be draws. But the fact is that if Zerg or Protoss are playing for the draw, they must actually spend resources and disrupt their build orders. Terrans can simply lift off pre-exisiting buildings that were going to be built in the first place, meaning they don't play for the draw but still have the ability to play for the draw.1/ talking about forcing a draw, let me remind you that the static defends of both Z and P could be used to force a draw in a lot of situation in BW (a very good example would be stork vs smbody that stork even used mind control to have a second race, map minded out and Z was aiming for a draw PvZ)... and all T have is semi-static which is bunker (i dont count PF here since we r talking about lifting) Draw is a feasible outcome of the game. That being said, should Terrans have a free draw mechanic? How would people feel if one race had a free mechanic that gives them the advantage over other outcomes, like a free win mechanic? How do you know that T isn't disadvantaged in some other way to begin with? If you've solved SC2 and know exactly how it's balanced, I'm sure we'd all like to know. Hello fellow poster. I am really not trying to single you out here, but posts like this are why tlnet is going to shit. There's a growing trend in making these really ignorant, hyperbolic posts like this that are essentially the equivalent of using the chewbacca defense to argue a point. There's nothing offensive about what you are saying, but it's so flat out retarded that not only does it not contribute to the discussion at hand, it can't really effectively be responded to because it's just so fucking dumb. I mean does anyone truly believe the ability to force stalemates is somehow related to race balance? Really, honestly? Do you even believe what your one line post is suggesting? Posts like this could basically be described as spam somewhat cleverly disguised as a post with actual contributory intent behind it. I mean one or two of these is fine, but it's like you refresh a new thread and it's 10 pages of comments like this. They are just so baseless and bad and make reading threads so difficult. The poster I'm responding to is talking about balance regarding stalemates if Zerg or Protoss are playing for the draw, they must actually spend resources and disrupt their build orders. Terrans can simply lift off pre-exisiting buildings that were going to be built in the first place, meaning they don't play for the draw but still have the ability to play for the draw. So I'm responding in kind. Why single me out and not the other guy? Is one-line spam somehow worse than multi-line spam? Also: Do you even believe what your one line post is suggesting? What is my post suggesting then? I don't know what you're referring to here, so humor me and let me know what's wrong with it? I don't really know what I think about T floating with regards to stalemates, so I'm not offering an opinion on that topic. | ||
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eyefrag
United States13 Posts
http://www.youtube.com/v/d1MPe5hJZKE&hl=en_US&fs=1&rel=0 There are many ways to draw in both SCI and SCII. Just because a draw is somewhat more likely when facing a Terran player doesn't mean that we need to get rid of the mechanic. It's not like Terrans can auto-draw a game whenever they wish. They need to make you unable to produce air units, which is, in its own right, no easy feat. If anything, it adds strategic depth to the game, since you need to be careful not to lose all air units if you are going to base trade with a Terran. | ||
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On_Slaught
United States12190 Posts
On May 10 2010 05:19 shieldbreak wrote: Show nested quote + On May 08 2010 10:26 clik wrote: I don't know about giving Terran buildings gas however Blizzard could fix their maps to not have this issue. This seems to be the best way to resolve this issue. Give the others an opportunity to still win while not having to nerf Terran buildings in anyway. And what if they don't have any units that can shoot up period? Clearly the issue wouldn't be solved. Also I don't think it is as hard to hide buildings on current BW maps as everyone makes it out to be. There are plenty of rocky parts that ground forces can't reach. | ||
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Falling
Canada11381 Posts
On May 09 2010 17:33 TheYango wrote: Show nested quote + On May 09 2010 16:25 Falling wrote: 2) I'm pretty sure R1CH's observation is correct. Most proleague maps did not have large empty spaces as border. There may be some safe spots, but not every map. And they were hard to get to because of the slow flying speed. So explain how altering the core game mechanic is a better choice than simply designing maps that accomodate, especially since there are plenty of advantages to be had in filling that space with useful terrain anyway? Or Blizzard could change their maps. If that would solve the problem, then I would be content with that. But as long as people are saying it isn't a problem, then we can't even agree that this is necessary. Or even if they didn't change their maps, but threw down a boundary around the land. Essentially if you float your building in the border for x amount of time you would lose the game anyways? Would a boundary be arbitrary? No more arbitrary then the square corners of the map. On May 10 2010 04:35 kickinhead wrote: Besides: Terran Buildings were able to lift in SCBW as well and noone complained about it, just because it's not an Issue in 99% of the games and in all the other games were the game goes to the point of total annihilation, the other player should've known that Terran can lift and fly away. That's why you don't basetrade against Terran etc. And if the Terran wins by killing your last building and you weren't able to because you had no air-unit's - well, you've lost fair and square. And if it's one of those 1 in 10'000 stalemate-situations and noone can really win - well, be the mannered one and leave... But the stalemate is much more likely in SCII (and therefore a problem) because of the faster speed of flying buildings and the unwalkable boundary on all the maps. | ||
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HawaiianPig
Canada5155 Posts
On May 10 2010 05:23 eyefrag wrote: Those of you saying that Terrans should be unable to lift indefinitely, consider that this game would never have happened (and it's a good nail-biter, if you haven't seen it): http://www.youtube.com/v/d1MPe5hJZKE&hl=en_US&fs=1&rel=0 There are many ways to draw in both SCI and SCII. Just because a draw is somewhat more likely when facing a Terran player doesn't mean that we need to get rid of the mechanic. It's not like Terrans can auto-draw a game whenever they wish. They need to make you unable to produce air units, which is, in its own right, no easy feat. If anything, it adds strategic depth to the game, since you need to be careful not to lose all air units if you are going to base trade with a Terran. This game would still have been possible with 10 minutes of lift time fuel; hell it would have made the factory vs goon micro even more interesting as the game progressed, as the Terran might have had to land for a bit to recharge. It's not asking for the world here. If, in that same game the Terran had nothing but that factory left, and the Protoss had 30 goons around the perimeter of a sweet spot where the factory is safe, who would you call that game in favour of? How fun would that game be to watch? Would it really be fair to call that a draw? This dude's got it: On May 10 2010 05:13 Eiii wrote: There's completely nothing wrong with the terran's ability to lift and run their buildings. That's fine. The problem is that even if they have no possible way back into the game they can just remain there, floating around and trying to outlast their opponent. In nony's case, if he constantly scouted to ensure that the T hadn't landed anywhere-- which he did-- T has literally no way to win the game. If T moves to reestablish a base, he loses and Protoss wins. In a game where both players are playing to win, that's the only possible outcome. Why call this scenario a draw? Why must the game end simply because one player refuses to make a move? He certainly doesn't have to make a move, but why does this scenario exist in a truly competitive RTS? Stalemates in chess occur through expert evasion of checkmate on the side of the losing player, not because he decides he doesn't want to make the final move that will lead to his checkmate. Think of the fuel on a Terran building as the timer for making a move in chess. 5 or 10 minutes is certainly more than reasonable. ----------- And while I'm at this... other objections On May 09 2010 14:44 Fen wrote: If you cant kill your opponent for any reason that does not involve someone breaking the rules, then you do NOT deserve a win This is true for any game, and breaks down into "If you cannot win the game within the existing conditions, you cannot win the game" We're suggesting that the conditions are worth revising. Terran lifting is not overpowered, it is a racial advantage which very rarely allows the terran to defend against a loss Overpowered? No. Potential for abuse? Yes. It's a racial advantage imbued to the player at no cost (cost, such as having to tech to air), that allows them to stall the game indefinitely. By adding draws, we can stop stalemate situations from being a competition of who is the most stubborn In a standoff between a zealot+cannon+pylon vs a DT+pylon, both players have the potential to win, and either making a move will result in a loss. This is reasonable grounds for a draw. In a Terran lift off scenario, there is only one move that can be made, and that results in a loss for the Terran; there is absolutely no potential for him to win here. That a scenario exists where a player can drag out the game indefinitely means something is broken. | ||
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Half
United States2554 Posts
On May 08 2010 10:41 Zealot Lord wrote: Show nested quote + On May 08 2010 10:36 Sadist wrote: On May 08 2010 10:34 Zealot Lord wrote: Hmm.. maybe have it so that if the Terran player does not have a single building landed/built on the ground within a certain duration of time it will be auto-loss? I would think its quite fair - and shouldn't be hard to implement either. the terran shouldnt lose. It should just be a draw. ok maybe a draw - but personally in my own view I don't see why it should be a draw if one side has units and the other side doesn't? I wasn't aware you won the game if the other person had no units. | ||
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Matrijs
United States147 Posts
On May 10 2010 07:08 HawaiianPig wrote: Why call this scenario a draw? Why must the game end simply because one player refuses to make a move? He certainly doesn't have to make a move, but why does this scenario exist in a truly competitive RTS? Stalemates in chess occur through expert evasion of checkmate on the side of the losing player, not because he decides he doesn't want to make the final move that will lead to his checkmate. Two obvious rejoinders: stalemates often don't occur by expert evasion of checkmate. They often occur because of a mistake by a player with an otherwise winning advantage. Sound familiar? Second, stalemate IS a refusal by the losing player to make the final move that would lead to checkmate. In chess, the game does not force you to move your King into check. If your only move is to put your King into check, the game becomes a draw. By analogy, in Starcraft 2, the game does not force you to move your buildings (your King) into attacking range of your opponent's units (into check). So, naturally, if your only move is to move your buildings into attacking range of your opponent's units, the game should be a draw. Finally, your proposed solution does not eliminate draws of this kind. On Scrap Station, Lost Temple, and Kulas Ravine, it's possible to land your building in a place where the Protoss's ground units either can't see to hit it (Kulas Ravine) or can't reach it at all (Scrap Station, Lost Temple). Fuel for buildings won't do anything to stop players from landing their buildings out of reach. The real solution for this problem is to institute a 15 minute draw rule. If no resources are mined and no units take damage for 15 minutes, the game ends in a draw. Neither player has managed to achieve the game's objective, and neither player has any remaining ability to move toward that objective. | ||
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HawaiianPig
Canada5155 Posts
On May 10 2010 07:39 Matrijs wrote: Two obvious rejoinders: stalemates often don't occur by expert evasion of checkmate. They often occur because of a mistake by a player with an otherwise winning advantage. Sound familiar? Second, stalemate IS a refusal by the losing player to make the final move that would lead to checkmate. In chess, the game does not force you to move your King into check. If your only move is to put your King into check, the game becomes a draw. By analogy, in Starcraft 2, the game does not force you to move your buildings (your King) into attacking range of your opponent's units (into check). So, naturally, if your only move is to move your buildings into attacking range of your opponent's units, the game should be a draw. Hmm, this is true, and chess was probably a bad example. You may note in an earlier post, that I mentioned that a hypothetical version of Starcraft, where players of all races have this ability to lift and force a draw, would be balanced. The analogy breaks down because Starcraft is a game where opponents have widely varying features. In chess, any player can find themselves in this situation, but in Starcraft, only the Terran can force a draw in this manner (where the only next move is into a loss). Finally, your proposed solution does not eliminate draws of this kind. On Scrap Station, Lost Temple, and Kulas Ravine, it's possible to land your building in a place where the Protoss's ground units either can't see to hit it (Kulas Ravine) or can't reach it at all (Scrap Station, Lost Temple). Fuel for buildings won't do anything to stop players from landing their buildings out of reach. This is also true, but fuel would at least alleviate one version of this type of standoff. The real solution for this problem is to institute a 15 minute draw rule. If no resources are mined and no units take damage for 15 minutes, the game ends in a draw. Neither player has managed to achieve the game's objective, and neither player has any remaining ability to move toward that objective. I do agree with this, as it would solve a host of other stalemates where both players have the potential to win and lose; however, I find that the Terran lift-off standoff is the only situation I can think of where a player's only option is to sit stubbornly or lose. | ||
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ccou
United States681 Posts
On May 10 2010 05:13 Eiii wrote: I honestly don't understand how so many people can completely miss the point. This is absolutely not a balance issue. Normal games would still proceed exactly as they always have. The biggest change this would make would be that if you wanted to use a floating building as a scout long-term, you'd have to find the APM to land it and lift it off once every five to ten minutes or so, to make sure it doesn't run out of fuel and crash. There's completely nothing wrong with the terran's ability to lift and run their buildings. That's fine. The problem is that even if they have no possible way back into the game they can just remain there, floating around and trying to outlast their opponent. In nony's case, if he constantly scouted to ensure that the T hadn't landed anywhere-- which he did-- T has literally no way to win the game. If T moves to reestablish a base, he loses and protoss wins. In a game where both players are playing to win, that's the only possible outcome. Should make it so that floating T buildings don't count towards victory conditions. If T only has lifted buildings, that counts as a loss. If T has no supply depots, refineries, etc. AND is so behind, he's forced to lift all his buildings, he deserves to lose. With this, Ts don't even need to land their scouting buildings. | ||
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CursOr
United States6335 Posts
Yes, this is a possibility indeed but I think changing the "out of bounds" areas in future maps will fix a lot of the problem. Once Terran starts to mass lift buildings, get any kind of flying attack unit. Anyway you can. edit: Making flying buildings count as Units and not Buildings. Along with fixing the vast "out of bounds" should fix a 99% of these. Good Thinking. | ||
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ccou
United States681 Posts
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Matrijs
United States147 Posts
On May 10 2010 08:07 HawaiianPig wrote: I find that the Terran lift-off standoff is the only situation I can think of where a player's only option is to sit stubbornly or lose. Some other such scenarios: 1) Zerg player has a mutalisk, a non-hatchery building, and a creep tumor to keep the building alive. Protoss player has a zealot, a pylon, and a photon cannon. The protoss player can't move out to attack because the mutalisk will kill the zealot, and the mutalisk can't kill the photon cannon or the pylon. 2) Protoss player has a zealot and a pylon. Zerg player has two speed zerglings and a bunch of buildings, but cannot rebuild. Neither player can attack the other. The zealot can't even go any significant distance away from the pylon to chase a zergling because the other one will attack the pylon. I could think of plenty more. You might object that these seem rare and unlikely to occur in a real game. My response would be that I play mainly Terran, have played at least a hundred games, and have never seen a floating building stalemate, nor been in a situation where I could have created one. Edit: the point I'm trying to make here is that Terran liftoff is fine in its current form, and should not be changed. The problem is that Starcraft 2 doesn't have a way to deal with stalemate situations. That problem exists for all races and all matchups, not just Terran vs. Protoss. The obvious solution is to create a draw mechanic when some long period of time has elapsed without significant changes in the situation. | ||
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FabledIntegral
United States9232 Posts
I have never really ever played Terran in SC1 or SC2 as a laddering race. It's just a mechanic of their race. It's quite clear that you're supposed to kill all your opponent's bulidings to win. If you can't, then you shouldn't get a win just because you won on the ground. In essence, he took out all your air capabilities to ensure he *wouldn't* lose. How is this any different than a Terran player floating his CC to an island and rebuliding on the island and coming back? How is that fair - a Zerg player can't lift his hatch and move it to an island and rebuild!!! | ||
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HawaiianPig
Canada5155 Posts
On May 10 2010 08:17 Matrijs wrote: Show nested quote + On May 10 2010 08:07 HawaiianPig wrote: I find that the Terran lift-off standoff is the only situation I can think of where a player's only option is to sit stubbornly or lose. Some other such scenarios: 1) Zerg player has a mutalisk, a non-hatchery building, and a creep tumor to keep the building alive. Protoss player has a zealot, a pylon, and a photon cannon. The protoss player can't move out to attack because the mutalisk will kill the zealot, and the mutalisk can't kill the photon cannon or the pylon. 2) Protoss player has a zealot and a pylon. Zerg player has two speed zerglings and a bunch of buildings, but cannot rebuild. Neither player can attack the other. The zealot can't even go any significant distance away from the pylon to chase a zergling because the other one will attack the pylon. I could think of plenty more. You might object that these seem rare and unlikely to occur in a real game. My response would be that I play mainly Terran, have played at least a hundred games, and have never seen a floating building stalemate, nor been in a situation where I could have created one. That's the thing, both players on each side of these scenarios could win in some way, even if it's the result of the opposing player moving into a loss. With a Terran liftoff, only the Terran is the one who can move into loss, the other player can only wait. Simply put, scenarios above involve: Player A: Moves into loss OR waits for win. Player B: Moves into loss OR waits for win. (And of course, it may very well be possible for these players to move into a win by some miracle of micro, but it's still possible) And the Terran Lift-Off: Player A: Moves into loss OR waits for win. Player B: Waits for win. There is absolutely no potential for a win in this situation for the Terran, only loss. On May 10 2010 08:19 FabledIntegral wrote: I completely think that if you don't have any means to kill a Terran's floating building, then you should lose. End of story. I have never really ever played Terran in SC1 or SC2 as a laddering race. It's just a mechanic of their race. It's quite clear that you're supposed to kill all your opponent's bulidings to win. If you can't, then you shouldn't get a win just because you won on the ground. In essence, he took out all your air capabilities to ensure he *wouldn't* lose. How is this any different than a Terran player floating his CC to an island and rebuliding on the island and coming back? How is that fair - a Zerg player can't lift his hatch and move it to an island and rebuild!!! We're starting to rehash here, why must the opponent of the Terran be forced to tech to air while the Terran himself doesn't have to? (Saying "because it's always been that way" is really not a valid argument). What if Protoss Nexuses were cloaked from the beginning, would it be fair for players to have to tech to detection for building elims? | ||
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Falling
Canada11381 Posts
On May 10 2010 08:17 Matrijs wrote: Show nested quote + On May 10 2010 08:07 HawaiianPig wrote: I find that the Terran lift-off standoff is the only situation I can think of where a player's only option is to sit stubbornly or lose. Some other such scenarios: 1) Zerg player has a mutalisk, a non-hatchery building, and a creep tumor to keep the building alive. Protoss player has a zealot, a pylon, and a photon cannon. The protoss player can't move out to attack because the mutalisk will kill the zealot, and the mutalisk can't kill the photon cannon or the pylon. 2) Protoss player has a zealot and a pylon. Zerg player has two speed zerglings and a bunch of buildings, but cannot rebuild. Neither player can attack the other. The zealot can't even go any significant distance away from the pylon to chase a zergling because the other one will attack the pylon. I could think of plenty more. You might object that these seem rare and unlikely to occur in a real game. My response would be that I play mainly Terran, have played at least a hundred games, and have never seen a floating building stalemate, nor been in a situation where I could have created one. Edit: the point I'm trying to make here is that Terran liftoff is fine in its current form, and should not be changed. The problem is that Starcraft 2 doesn't have a way to deal with stalemate situations. That problem exists for all races and all matchups, not just Terran vs. Protoss. The obvious solution is to create a draw mechanic when some long period of time has elapsed without significant changes in the situation. Not only are your scenarios rare, they are very specific (specified probability?). All that is required in the Terran situation is their opponents have no ability to go air/ rebuild. You could have any combo of zealots, stalkers, sentries, immortals, probes, templars, etc and the result is the same. Plus both players have the theoretical means to attack the other. Terran situation does not. But maybe I'll agree with FabledIntegral's idea Doesn't matter if you have a hundred stalkers / hydralisks left over. If you can't catch the Terran Command Center in the corner, you lose. | ||
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Matrijs
United States147 Posts
On May 10 2010 08:23 HawaiianPig wrote: Show nested quote + On May 10 2010 08:17 Matrijs wrote: On May 10 2010 08:07 HawaiianPig wrote: I find that the Terran lift-off standoff is the only situation I can think of where a player's only option is to sit stubbornly or lose. Some other such scenarios: 1) Zerg player has a mutalisk, a non-hatchery building, and a creep tumor to keep the building alive. Protoss player has a zealot, a pylon, and a photon cannon. The protoss player can't move out to attack because the mutalisk will kill the zealot, and the mutalisk can't kill the photon cannon or the pylon. 2) Protoss player has a zealot and a pylon. Zerg player has two speed zerglings and a bunch of buildings, but cannot rebuild. Neither player can attack the other. The zealot can't even go any significant distance away from the pylon to chase a zergling because the other one will attack the pylon. I could think of plenty more. You might object that these seem rare and unlikely to occur in a real game. My response would be that I play mainly Terran, have played at least a hundred games, and have never seen a floating building stalemate, nor been in a situation where I could have created one. That's the thing, both players on each side of these scenarios could win in some way, even if it's the result of the opposing player moving into a loss. With a Terran liftoff, only the Terran is the one who can move into loss, the other player can only wait. Simply put, scenarios above involve: Player A: Moves into loss OR waits for win. Player B: Moves into loss OR waits for win. (And of course, it may very well be possible for these players to move into a win by some miracle of micro, but it's still possible) And the Terran Lift-Off: Player A: Moves into loss OR waits for win. Player B: Waits for win. There is absolutely no potential for a win in this situation for the Terran, only loss. Ok. I can think of a PvZ scenario that meets those criteria: Zerg player has a spore crawler and an overlord vomiting creep. Protoss player has a pylon and a photon cannon. Player A (Zerg): Moves into loss OR waits for win. He could move his spore crawler on the overlord's carpet of creep, into the Protoss player's cannon. Of course, that would be incredibly stupid, just like a Terran player flying his last remaining building into the embrace of the Protoss army would be. Player B (Protoss): Waits for win. He can't move anything, he can only wait for the Zerg to do something stupid, like sacrifice his last building. | ||
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Niji87
United States112 Posts
There are too many different scenario's where a draw can be forced. Terran buildings are not the only case. Not even remotely close to the only case. The other matter is just that some players are really stupid, annoying, or slow. There's nothing wrong with giving those players and their respective matches a bump in activity. By implementing a force quit, players who have the potential to do something and want a win... will. Players who do not have the ability to do anything will simply have their match ended in a not purely mind****ing amount of time, so that people don't go crazy. I would honestly prefer 8 minutes, as I believe 8 minutes is long enough to set up an Island expo and make a unit that can deal damage to your opponent, regardless of race. At the very least, if you can mine, you should be able to make at least one trip to collect minerals in that time period. Any more than 10 would be pointlessly stupid. I really don't care for an Offer Draw button, as there's no reason to accept a draw if you have a little patience. Without a way for the game engine to force the draw, you're left with the same scenario as right now (concerning BM players, especially). Why should I accept the draw if I can just outwait your patience and make you leave, thus earning a win? An Offer Draw button would be nice for those players that realize it's a draw and want to move on, but that's about it. You'd have to make sure it's implemented in a way that it doesn't impede gameplay when a draw is offered, of course. Fuel is a dumb idea. Stop trying to nerf mechanics that have existed for 12 years. Especially since this isn't the only way to cause a draw by attrition. | ||
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Falling
Canada11381 Posts
Again the specified probability of reaching that scenario is absolutely horrendous, whereas the Terran situation, however rare is within the realm of probability and has already caused issues. As long as we are talking about hypotheticals... @Niji87 Fuel is a dumb idea. Stop trying to nerf mechanics that have existed for 12 years. Especially since this isn't the only way to cause a draw by attrition. But this mechanic has not existed in this form in SCBW. It hasn't been around for 12 years. It's received a significant buff. Speed and Space to Hide. This is causing problems that have not occurred in 12 years AND are far more likely to happen (or rather have happened) then any of Matrijs weird hypothetical situations. | ||
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Mohdoo
United States15725 Posts
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Matrijs
United States147 Posts
On May 10 2010 08:31 Falling wrote: @ Matrijs Again the specified probability of reaching that scenario is absolutely horrendous, whereas the Terran situation, however rare is within the realm of probability and has already caused issues. As long as we are talking about hypotheticals... It doesn't seem that unlikely to me, actually. Consider: suppose a Protoss player went for a Voidray rush while the Zerg went for speedlings. The voidray kills off all of the Zerg player's buildings, but just as it kills off the last one, it dies to the Zerg player's last remaining spore crawler. Meanwhile, the speedlings attack the Protoss base, run by the cannons at the entrance and kill everything inside. The zerg player, realizing he must kill all his opponent's buildings to win, attacks the cannons, but all his zerglings die, leaving one pylon and one cannon alive. I've never seen it happen, but then I've never seen a Terran liftoff stalemate, either. The bottom line is this: the objective of the game is to kill all the opponent's buildings. If you haven't done that, you haven't won, no matter how strong your army is. So what that means is if you're in a situation where neither player can kill all the other's buildings, the game is a draw because neither player can achieve the victory condition. | ||
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ccou
United States681 Posts
It is exactly why the reveal mechanic is introduced. -Not all mechanics are good, example: canceling eggs gets the larva back -Not all mechanics are preserved from BW, examples: there's a reveal mechanic now; zerg buildings die without creep It doesn't have to be fuel, making lifted buildings not count as buildings would be fine. | ||
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crate
United States2474 Posts
If a draw situation happens in a tournament you give a regame, I'd assume. I certainly wouldn't agree with any ruling that gives a loss to either player in a draw situation. IIRC it's happened in BW a couple times, though I certainly can't find any of the games. You either have the ref call the game as soon as it becomes a draw or (if the game has no ref for whatever reason) you have either player allowed to call a draw and then a ref watches the replay to confirm (with a loss if you call a draw in a non-draw situation). edit: For precisely this reason I'm not really convinced this is a huge problem. The ladder is meaningless until Blizzard attaches prizes to it, and in addition individual games in the ladder are generally much less meaningful than individual games in a tournament even if the ladder does have prizes. That said, if there are prizes attached to the ladder it'd be good if the game could figure out a draw situation and end the game appropriately. I don't immediately see any problems with the no-income and no-damage over a long time interval suggestions. | ||
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Falling
Canada11381 Posts
On May 10 2010 08:35 Matrijs wrote: Show nested quote + On May 10 2010 08:31 Falling wrote: @ Matrijs Again the specified probability of reaching that scenario is absolutely horrendous, whereas the Terran situation, however rare is within the realm of probability and has already caused issues. As long as we are talking about hypotheticals... It doesn't seem that unlikely to me, actually. Consider: suppose a Protoss player went for a Voidray rush while the Zerg went for speedlings. The voidray kills off all of the Zerg player's buildings, but just as it kills off the last one, it dies to the Zerg player's last remaining spore crawler. Meanwhile, the speedlings attack the Protoss base, run by the cannons at the entrance and kill everything inside. The zerg player, realizing he must kill all his opponent's buildings to win, attacks the cannons, but all his zerglings die, leaving one pylon and one cannon alive. I've never seen it happen, but then I've never seen a Terran liftoff stalemate, either. The bottom line is this: the objective of the game is to kill all the opponent's buildings. If you haven't done that, you haven't won, no matter how strong your army is. So what that means is if you're in a situation where neither player can kill all the other's buildings, the game is a draw because neither player can achieve the victory condition. I can also imagine a situation in SCBW where Zerg as a Spore colony and nothing else and Protoss has a pylon and a carrier with not enough money to make an interceptor. Stalemate right? But never happened enough to make an issue of it (if ever). Whereas the Terran lift is actually quite likely in the case of a base trade. They have both Speed and Space to hide indefinitely. It's a very specific combination of units- so it's specified probability. This makes it astronomically less probable then the Terran situation which can have any possible combination of unit except air. You may not have personally experienced it. But it is far more probable and is actually demonstrable as this has become an issue several times. | ||
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Matrijs
United States147 Posts
On May 10 2010 08:38 Falling wrote: Show nested quote + On May 10 2010 08:35 Matrijs wrote: On May 10 2010 08:31 Falling wrote: @ Matrijs Again the specified probability of reaching that scenario is absolutely horrendous, whereas the Terran situation, however rare is within the realm of probability and has already caused issues. As long as we are talking about hypotheticals... It doesn't seem that unlikely to me, actually. Consider: suppose a Protoss player went for a Voidray rush while the Zerg went for speedlings. The voidray kills off all of the Zerg player's buildings, but just as it kills off the last one, it dies to the Zerg player's last remaining spore crawler. Meanwhile, the speedlings attack the Protoss base, run by the cannons at the entrance and kill everything inside. The zerg player, realizing he must kill all his opponent's buildings to win, attacks the cannons, but all his zerglings die, leaving one pylon and one cannon alive. I've never seen it happen, but then I've never seen a Terran liftoff stalemate, either. The bottom line is this: the objective of the game is to kill all the opponent's buildings. If you haven't done that, you haven't won, no matter how strong your army is. So what that means is if you're in a situation where neither player can kill all the other's buildings, the game is a draw because neither player can achieve the victory condition. I can also imagine a situation in SCBW where Zerg as a Spore colony and nothing else and Protoss has a pylon and a carrier with not enough money to make an interceptor. Stalemate right? But never happened enough to make an issue of it (if ever). Whereas the Terran lift is actually quite likely in the case of a base trade. They have both Speed and Space to hide indefinitely. So, what you're saying is, because of the increased speed of terran flying buildings, and because of the space around the edges of the map, draws are more common in SC2 than they were in SC:BW. That's fine: institute a draw mechanic. | ||
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Falling
Canada11381 Posts
On May 10 2010 08:40 Matrijs wrote: So, what you're saying is, because of the increased speed of terran flying buildings, and because of the space around the edges of the map, draws are more common in SC2 than they were in SC:BW. That's fine: institute a draw mechanic. Or fix the mechanic/ maps that causes all these draws for one race and one race only. | ||
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Darby.mcg
United States16 Posts
I'm confused why you don't just lose when you have NO SCV's, NO base(cc, nex, hatch), and NO units, GAME OVER. | ||
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mnck
Denmark1518 Posts
Two things I would consider reasonable to add, after the reveal timer has ended. One would be to add another time, so the player that has no yet built a CC, will lose once it runs out. The second feature they could add, would be sort of damage over time mechanic, like the Zerg has, where buildings off creep will take damage over time. Obviously this wouldn't solve the problem of Command Centers floating in the edge of the maps, but given that in most situations, it comes down to either player having lost their main base. I think this would solve the problem most of the times. | ||
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TheYango
United States47024 Posts
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shieldbreak
United States406 Posts
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FabledIntegral
United States9232 Posts
On May 10 2010 08:23 HawaiianPig wrote: Show nested quote + On May 10 2010 08:17 Matrijs wrote: On May 10 2010 08:07 HawaiianPig wrote: I find that the Terran lift-off standoff is the only situation I can think of where a player's only option is to sit stubbornly or lose. Some other such scenarios: 1) Zerg player has a mutalisk, a non-hatchery building, and a creep tumor to keep the building alive. Protoss player has a zealot, a pylon, and a photon cannon. The protoss player can't move out to attack because the mutalisk will kill the zealot, and the mutalisk can't kill the photon cannon or the pylon. 2) Protoss player has a zealot and a pylon. Zerg player has two speed zerglings and a bunch of buildings, but cannot rebuild. Neither player can attack the other. The zealot can't even go any significant distance away from the pylon to chase a zergling because the other one will attack the pylon. I could think of plenty more. You might object that these seem rare and unlikely to occur in a real game. My response would be that I play mainly Terran, have played at least a hundred games, and have never seen a floating building stalemate, nor been in a situation where I could have created one. That's the thing, both players on each side of these scenarios could win in some way, even if it's the result of the opposing player moving into a loss. With a Terran liftoff, only the Terran is the one who can move into loss, the other player can only wait. Simply put, scenarios above involve: Player A: Moves into loss OR waits for win. Player B: Moves into loss OR waits for win. (And of course, it may very well be possible for these players to move into a win by some miracle of micro, but it's still possible) And the Terran Lift-Off: Player A: Moves into loss OR waits for win. Player B: Waits for win. There is absolutely no potential for a win in this situation for the Terran, only loss. Show nested quote + On May 10 2010 08:19 FabledIntegral wrote: I completely think that if you don't have any means to kill a Terran's floating building, then you should lose. End of story. I have never really ever played Terran in SC1 or SC2 as a laddering race. It's just a mechanic of their race. It's quite clear that you're supposed to kill all your opponent's bulidings to win. If you can't, then you shouldn't get a win just because you won on the ground. In essence, he took out all your air capabilities to ensure he *wouldn't* lose. How is this any different than a Terran player floating his CC to an island and rebuliding on the island and coming back? How is that fair - a Zerg player can't lift his hatch and move it to an island and rebuild!!! We're starting to rehash here, why must the opponent of the Terran be forced to tech to air while the Terran himself doesn't have to? (Saying "because it's always been that way" is really not a valid argument). What if Protoss Nexuses were cloaked from the beginning, would it be fair for players to have to tech to detection for building elims? Yes. Because you wouldn't be able to kill the Protoss without it, you should be aware that you shouldn't go for a base trade without it. | ||
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Falling
Canada11381 Posts
On May 10 2010 09:06 FabledIntegral wrote: Yes. Because you wouldn't be able to kill the Protoss without it, you should be aware that you shouldn't go for a base trade without it. So you were being serious before... We really are retreading old arguments. Yes, that is the way it works now. But should it be that way in the future? No other race has this issue. If Terran is knocked down to nothing but ground units (and a building) and Zerg or Protoss only have a Hatch/ Nexus or (gateway, Robo, et), then Terran would win. They don't need to save an air unit just in case. It's a base trade- by definition you're trying to knock your opponent out before he can do so with yours. That means any air unit would be called in. (It could be the difference between a win or a loss.) You wouldn't have a secret air force just chilling any more than you would have a secret army just chilling. But I think I'm almost out of steam for this debate.... | ||
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Setz3R
United States455 Posts
On May 10 2010 08:46 mnck wrote: I think an addition to the reveal system could be implemented. Two things I would consider reasonable to add, after the reveal timer has ended. One would be to add another time, so the player that has no yet built a CC, will lose once it runs out. The second feature they could add, would be sort of damage over time mechanic, like the Zerg has, where buildings off creep will take damage over time. Obviously this wouldn't solve the problem of Command Centers floating in the edge of the maps, but given that in most situations, it comes down to either player having lost their main base. I think this would solve the problem most of the times. I wouldn't mind this idea. Say maybe 20 or 30 minutes? Even that seems kinda long. 10 Minutes? If you haven't built a CC/Nex/Hatch in 10 minutes, I don't see why it shouldn't reward you an autoloss. If neither play has built a nexus by the time both their timers have run out, (Make sure the system waits for both), then they are awarded a draw. | ||
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FabledIntegral
United States9232 Posts
On May 10 2010 09:24 Falling wrote: Show nested quote + On May 10 2010 09:06 FabledIntegral wrote: Yes. Because you wouldn't be able to kill the Protoss without it, you should be aware that you shouldn't go for a base trade without it. So you were being serious before... We really are retreading old arguments. Yes, that is the way it works now. But should it be that way in the future? No other race has this issue. If Terran is knocked down to nothing but ground units (and a building) and Zerg or Protoss only have a Hatch/ Nexus or (gateway, Robo, et), then Terran would win. They don't need to save an air unit just in case. It's a base trade- by definition you're trying to knock your opponent out before he can do so with yours. That means any air unit would be called in. (It could be the difference between a win or a loss.) You wouldn't have a secret air force just chilling any more than you would have a secret army just chilling. But I think I'm almost out of steam for this debate.... Because all three races have to be similar in that regard right? Why should Zerg have harassable food supplies in fact, it's not fair, all other races have stationary ones! EDIT: What if a protoss has a pylon on an island? Should the protoss lose if the Zerg kills everything with speedlings except the pylon? To make it further, what if the protoss kills every zerg buliding except the spawning pool before the last zealot dies. Zerg has a 70 supply army but no hatchery and no air units. Protoss still has that pylon on the island. Now Zerg loses because its spawning pool will eventually die. Why should Zerg be punished by a mechanic that causes their building to slowly die off creep, even when they clearly "won"? SECOND EDIT: Fuel mechanic doesn't solve the issue if the Terran can reland on an island. Or anywhere the enemy can't get to. | ||
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blahman3344
United States2015 Posts
Consider all the sc1 maps you know (except for ones like outsider and el nino/great barrier reef) most of the sc1 maps are made in such a way so that buildings that are floated off have almost nowhere to float off and be safe from ground units that can atk air. With the creation of sc2 maps, I noticed that maps such as scrap station have tons of open area that is inaccessible to ground units. I'm guessing that blizzard did this in order to encourage drops and whatnot, but it seems that some terrans have been abusing it to force stalemates (which really ticks me off). I think that blizzard needs to make maps that don't have as much open area, rather than do things like fuel for command centers. edit: by "open area inaccessible to ground units" i meant areas where only air units can be, not areas that are islands and whatnot | ||
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ccou
United States681 Posts
Issue 1: Lift off Stalls It doesn't necessary have to initiate a draw. There are plenty of instances when BM Terrans refuse to GG and stall for 5+ minutes until their opponent has air units to hunt down rogue lifted buildings. Solution: Lifted buildings do not count as active buildings for the consideration of the victory condition. Optional warning period for the Terran player. It does not mess with fuel; Terrans can still have scouting buildings that remain in the air. Counterargument: Eliminating buildings is the game. Rebuttal: There are no inviolable, physical laws in the universal that dictate this is how it should be in SC2. The victory condition is arbitrary decided. What counts as a building is also arbitrary decided. Overlords, for all purposes are more or less permanently flying supply depots. The main reason why it is not a requirement to kill overlords hiding around the map to defeat a zerg is because it's simply obnoxious. It is the same reason why it isn't necessary to eliminate the opposing standing army. It is the same reason why there's the reveal mechanic Counterargument: This is the Terran heritage. It has been like this in BW for 10 years. Rebuttal: This is a negligible change to Terran play in the standard game. Not everything is carried over from BW. Zerg buildings now die when not sustained by creep. If something is against the spirit of the game, why shouldn't it be changed? Should we have kept the egg reverting to larva when canceled mechanic? The community and Blizzard do not like hiding farms/pylons. This is why the reveal mechanic is put in place. Counterargument: It's not intuitive from a design POV that buildings lose value when lifted Rebuttal: True, but this is diminished by the warning period given to the Terran player. Counterargument: Do zealots/zerglings need to eat? Rebuttal: The solution doesn't have anything to do with fuel. Even if it did, the change is for game play, not realism. Also, a sack of rocks has better logic than you. Counterargument: It doesn't solve all stalemates. Rebuttal: No, it doesn't. Again, lift off stalls do not always equate stalemates. It will, however, reduce the number of stalemates. Partial solutions can help. It's impossible to stave off germs by washing your hands, but you still do it. Which leads to... Issue 2: Stalemates This can happen in numerous different ways in any match up. Solution: Forced draw when all players have no income and lost no units after a warning period. These two metrics are already gathered by the game. This solution also does not preclude draw offers. Draw offers would be cool and should be in the game too, but an obstinate player will never accept a draw offer. | ||
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KillaCherry
United States7 Posts
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Sadist
United States7300 Posts
How about you quit fucking bitching that the terran lifted off and go build a unit and kill his buildings. If you dont have enough resources thats your own fault for trading bases like a dipshit while knowing terran has the possibility to lift off. Having a standing army means absolutely fucking nothing. Having a standing army vs a dt means nothing. Should the protoss player have to reveal his dt because you have 400 zealots with no ob and just a pylon? Stop crying. A draw button solves this. Period. No other solution should even be discussed. | ||
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On_Slaught
United States12190 Posts
(It's possible that people don't accept but I can't see any person being against taking a non-loss if it can save them time) | ||
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Supafly
United States19 Posts
A lot of people have been whining about how the Protoss "deserves" to win since he obviously killed everything. In these *rare* situations where the Terran is forced to lift and the Protoss/Zerg has nothing to rebuild, why is Terran not commended on their play? Did my friend not do an admirable job in killing anything that can produce units or rebuild for the Protoss? Neither had a chance to rebuild (there was an observer following the CC around with a DT chasing it around). Neither had a chance to kill the other (well, I guess technically with some gosu micro my friend's 4 marines could out micro a bunch of DTs...maybe). It's a draw. To say, "I deserve to win since I killed his base and he just floated away. He doesn't deserve to win, he didn't do anything" is taking credit away from the Terran player. They were able to permanently cripple their opponent, and neither can win. DRAW. | ||
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DarQraven
Netherlands553 Posts
"But he can't score because I'm calling timeout, therefore, he can't win! DRAW!" | ||
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Baarn
United States2702 Posts
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Chriamon
United States886 Posts
On May 13 2010 05:11 DarQraven wrote: Terrans floating off forcing a draw is the SC2 equivalent of a losing tennis player calling for an indefinite time-out, therefore not letting his opponent score the winning point and ending the game. "But he can't score because I'm calling timeout, therefore, he can't win! DRAW!" I'd say its more the equivalent of a stalemate in chess, the king is trapped, and cannot make a move, however in his current spot he is not threatened. Similarly, the last unit the terran has is trapped, and cannot move, but is unthreatened in its current spot. Thus, it should be a draw. | ||
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DeCoup
Australia1933 Posts
This would turn shit stalemates into funmoments. You would try to hide your remaining scvs around the map building barracks or CCs to help your buildings beat theirs. | ||
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Rkie
United States1278 Posts
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Sadist
United States7300 Posts
On May 13 2010 10:03 Rkie wrote: ok so zerg buildings die off of creep, and terrans can fly away, i dont see fairness here. so terran has to sacrafice scan for mules. While zerg has overlords and queen! I DONT SEE FAIRNESS HERE. | ||
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Jayme
United States5866 Posts
On May 13 2010 10:06 Sadist wrote: Show nested quote + On May 13 2010 10:03 Rkie wrote: ok so zerg buildings die off of creep, and terrans can fly away, i dont see fairness here. so terran has to sacrafice scan for mules. While zerg has overlords and queen! I DONT SEE FAIRNESS HERE. Er what? Not the same thing sir ![]() | ||
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Lightningbullet
United States507 Posts
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Licmyobelisk
Philippines3682 Posts
Couldn't they program terran buildings to have a certain limitation which they can't get to the side boundaries of the map? | ||
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R1CH
Netherlands10341 Posts
. What am I supposed to do, throw my placement match and get put in copper? No thanks. | ||
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Roniii
United States289 Posts
so 1 out of probably 350-400 games seems like a pretty uncommon occurrence. | ||
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CursOr
United States6335 Posts
On May 15 2010 08:04 R1CH wrote: Never thought I'd be in this situation, but here I am with zealots and a terran flying around his last CC and rax . What am I supposed to do, throw my placement match and get put in copper? No thanks.I just went to your stream right now! And saw this thread on the side and said boy... what a coincidence... LOL I'd just save your precious time and GG ![]() GL sir. | ||
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Wargizmo
Australia1237 Posts
On May 15 2010 08:28 cursor wrote: Show nested quote + On May 15 2010 08:04 R1CH wrote: Never thought I'd be in this situation, but here I am with zealots and a terran flying around his last CC and rax . What am I supposed to do, throw my placement match and get put in copper? No thanks.I just went to your stream right now! And saw this thread on the side and said boy... what a coincidence... LOL I'd just save your precious time and GG ![]() GL sir. Yeah being placed in a lower league isn't really a big deal anyway... 3 or 4 wins and you're up to a higher one and have a better looking record to boot. | ||
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R1CH
Netherlands10341 Posts
Obviously in my case it wasn't a true stalemate since he had enough SCVs loaded up to come back and win once he landed, but if I had stayed in game and manually microed my units he wouldn't have been able to land either. | ||
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CursOr
United States6335 Posts
The huge "out of bounds" areas seem to encourage this sort of behavior for a would be "base trading" Terran. Think about a map like Fighting Spirit or almost any proleague map, there is nowhere to hide your stuff, permanently. Almost ALL of the SC2 maps have these huge out of bounds areas, Scrap Station, Metalopolis, Blistering Sands (lol), the list goes on and on. Its probably an aesthetic feature Blizzard choose and won't be in maps later on. One of the best Ideas here is to have flying Terran buildings not count as buildings as far as the Victory/Defeat conditions are concerned. That is a great idea, or maybe have some sort of timer to allow the flying buildings to count as "buildings" for only up to 5 minutes... after which they would become units and you would lose. | ||
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Grumbels
Netherlands7031 Posts
10 minutes no income and damage done -> stalemate offer to both players, if one of them agrees it's a stalemate, should fix the general stalemate cases, though, but not the terran one. | ||
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CursOr
United States6335 Posts
Why's it always gotta be the Brotha? Sheesh. | ||
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Grumbels
Netherlands7031 Posts
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Azoulas
United States5 Posts
In my attack on him and well trying to defend my last base/buildings from his full on attack I lost the remaining mutalisks that I had (And I messed up in the start pretty bad so I had to make due with what I could afford, And in that situation I didn't have the extra larvas or money/gas to just leave flying aa units sitting around/hiding well he went all out on my base with 50% of my units out for the "just incase he ran a building into the corner of a map where I can't reach it because he wants to be a noob" But I did get hydras for flying in general and overlords to see on high points so I guess the map is partly to blame for this situation) I managed to kill everything he had except his command center well defending my base in the very end, I didn't run to random places with drones and build gas chambers or anything I actually took his stuff out and saved some buildings in my original base. And the fact that I was super gimped in the start and really outplayed him in the end overall well having the ability to see high spots from my overlords and having a bunch of hydras that can hit air well he has nothing left for units and only a CC hiding in the corner of the map pisses me off. (If only overlords could attack or overseers lol.) Oh and not to mention he is now afk sleeping well I just woke up, And Blizzard doesn't seem to have anything for kicking afk players from SC2 games since it's now been quite a few hours... Freaking stupid. So now he doesn't even have to waste his time to win a game that he really lost just because he can hide in the corner of the map and abuse a mechanic well he sleeps, I think if that mechanic is going to be in the game and be able to be abused like that at least make them have to stay in the game doing stuff to outlast you not just afk sleep for the win. Blizzard could do something like each pause lasts 5 minutes for the 3 you have per game witch won't count towards AFK time and after 5 minutes of doing nothing well not paused in game you get AFK kicked from the match so that way at least they would have to waste there time with you if they wanted to try and win that way, And I know someone could setup an auto clicker or something like that not to go AFK but Blizzard can detect that pretty easy if they actually use a decent security system in SC2 witch could lead to an account ban, And who would want the chance there hole Battle.net account could get banned just for one win? And because I'm being so stubborn in this situation I used creep tumors to cover the entire map with creep and even though he can no longer land any place on the map (Not to mention I have an overload on auto follow) but I also have all my hydras patrolling every area they can, I'm also working on using the creep tumors to fill up every hex square in the map right now for the hell of it since I have loads of free time to do nothing now... I swear one of these things are going to have to happen for me to leave this match. 1.Blizzard will have to close the game on both of us. 2.My internet will have to go out. 3.He will wake up and be bored of waiting since he literally has no options now and I'm not leaving and he will surrender. Soooooo the afk war begins. P.S. The guy afk is named Joop and I figured with all this free time he gave me because Blizzard allows this afk bs to happen that I'd make a picture in game for him. http://i920.photobucket.com/albums/ad47/Azoulas/Joop.jpg | ||
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Zealotdriver
United States1557 Posts
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arb
Noobville17921 Posts
On May 17 2010 03:22 Zealotdriver wrote: Terrans who pull this cowardly bullshit should have their sc2 account revoked. It is completely bad mannered. The whole point of the beta is to play, not to prevent others from playing. There should be a mutual draw UI action, but while blizzard is still working on that incredibly difficult challenge, terrans who get pwned should just take the loss and move on rather than cowering in the corner. If you arent in the position to beat them , why should they leave because you cant win and they cant lose? | ||
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ducis
Canada96 Posts
like after 20mins into the game you start getting like 50 minerals a minute by default? | ||
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Camph
United States5 Posts
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Azoulas
United States5 Posts
On May 17 2010 03:24 arb wrote: Show nested quote + On May 17 2010 03:22 Zealotdriver wrote: Terrans who pull this cowardly bullshit should have their sc2 account revoked. It is completely bad mannered. The whole point of the beta is to play, not to prevent others from playing. There should be a mutual draw UI action, but while blizzard is still working on that incredibly difficult challenge, terrans who get pwned should just take the loss and move on rather than cowering in the corner. If you arent in the position to beat them , why should they leave because you cant win and they cant lose? I don't think they "need" to leave but they should have good sportsmanship and give the game up if the other player has an army and buildings and map control and the Tarren only has one building (Witch their hiding in the corner of a map) and nothing else or any chance at coming back or building anything new, Even though the other player can't make a flying unit to kill there one building the other player is the only person with units left (And the units I had were at least able to attack air they just couldn't fly) so if it came down to it this is what would happen, The Tarren losses because he can't win with anything he has (outside of the afk forever) in hopes the other person gives up and surrenders, Where as the other person can't lose unless he kills his own stuff or quits the game. So the other person can't lose outside of self destruction or surrendering where as the Tarren has no chance to win or do anything at all outside of prolonging the game (well going afk more than likely) in hopes of a win. So yes the Tarren did force a stalemate/draw (From abusing a mechanic, Witch truely doesn't happen often but it's not hard to do if you try most people just don't) but overall in that specific situation I think the other person should get credit for the win since the Tarren had no in game way of winning outside of a forced surrender. You could also think of it this way it's pretty much a fight of races to destroy the other races and take over the area, When you have no army left and no way of winning and you're just flying off to the side well they still have something for buildings and units you already lost the war since you have nothing you can do to fight back and they control the entire map/area. Though I know that's not how it goes since it's "Destroy all enemy buildings" by game rules but thats just one of the ways I look at it. And if Blizzard doesn't want to do anything about the Tarren lift-off to the outside of a map for forced stalemate because those seem to be the most common time it happens that's fine with me but they could at least implement a AFK/Auto kick system for games so on that odd occasion it does happen the Tarren player can't win by just going to sleep well afk. I also disagree to them adding an agreed draw system for ranked games but they should add a forced draw system since Tarren lift-off isn't the only stalemate that can happen even though it is by far the most common. | ||
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Mellotron
United States329 Posts
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andeh
United States904 Posts
terran couldnt hide like this with bw maps, so it was never a problem of the mechanic | ||
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Azoulas
United States5 Posts
On May 17 2010 04:26 andeh wrote: its a problem with the maps, not the lifting ability terran couldnt hide like this with bw maps, so it was never a problem of the mechanic The mechanic in it's own is fine in my opinion but in that situation with the maps we are given for what their using it for they are abusing it so it then becomes a problem with that mechanic. They don't need a debuff on lift-off simply add auto-kick afk timers (Witch would help with plenty of other situations as well) and find a good way to implement a forced draw system. (They should not add an agreed draw system for ranked games) I don't think Blizzard needs to go crazy and do any major changes to the games units or buildings because of a possibility of a stalemates since they rarely happen unless someone is actually trying for it, But they should still take it into consideration for the rare amount it does happen and make solutions for it. (Even finding solutions to a rare problem is still bettering the game, It's not like they don't have the money or income to do it) Think about it, in my situation why should I have a take a loss on my record and - points (I know right now it's beta so it doesn't matter) but just because I got unlucky (And I messed up in the start like a noob, forcing me into one base by the time he did a full on attack at me, And in that situation and his map control at the time I didn't have the units or extra resources to try and expand yet) and stuck in that situation because he aimed for it when I did a tech switch on him and started eating his base. It's not like he had any options to win or even kill anything of mine or make anything at all but I had full map control and units that can hit air and more, Now if he would have made a building on an outer island (Witch there wasn't any on this map) and had nothing left but a pylon I would expect him to gg because in a sportsmanship manner he would know it was my game, But if he didn't want to and me not wanting to surrender because I consider that my game (And I have no problem giving someone a gg/surrender if I know it was there win as I've done before) I don't want to have to deal with a - score and - wins on my record for something stupid and rare like that. | ||
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Pablols
Chile519 Posts
On May 17 2010 03:24 arb wrote: If you arent in the position to beat them , why should they leave because you cant win and they cant lose? This is a war game, if in war the enemy runs away and you still have soldiers in the battle field you win. If you float your buildings away and have no army it should count as surrendering. | ||
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ProoM
Lithuania1741 Posts
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Azoulas
United States5 Posts
On May 17 2010 05:47 ProoM wrote: Simple solution: if you sense that there might be a weak counterattack, just hide a probe with at least 400 minerals left, and when he starts floating buildings with no units, rebuild and win, simple :>. That's assuming that in any situation you have the ability to have one less gatherer being used and hidden and 400 minerals unused. Stuff can change very fast as you should know if you play the game and even when you "think" a counter attack might be coming you may not have time to build up to 400 extra minerals not to mention in some situations (Really as an overall) every mineral counts as well as every gatherer for a constant income. And having that amount of unused minerals could be the difference in winning or losing a game. I get what you're saying but thats really not reasonable at all, That was kinda like the "Tech up to air units and hide one/some so you can probably lose the game, but for that just in case you don't lose the game for being an idiot and teching air to hide them for that very low possibility it happens" So for how uncommon (though probably more common then you might think) it is to get a stalemate Tarren flying building game it would be very silly and stupid to try saying tech and hide air or save 400 minerals and hide a worker as the solution, Because honestly if you did that vs every Tarren you played you would probably lose. And really to just keep 400 minerals floating or keeping unused air units can easily be the difference in a lost or won game. | ||
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arb
Noobville17921 Posts
On May 17 2010 05:34 Pablols wrote: Show nested quote + On May 17 2010 03:24 arb wrote: If you arent in the position to beat them , why should they leave because you cant win and they cant lose? This is a war game, if in war the enemy runs away and you still have soldiers in the battle field you win. If you float your buildings away and have no army it should count as surrendering. However, in real war you cant float your command center to the corner of the country and still win because you outlasted your opponent. We can call this a war of attrition where neither side can win. | ||
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DrivE
United States2554 Posts
I rather get the loss and play more games than waiting it out this is just the beta after all | ||
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Azoulas
United States5 Posts
On May 17 2010 06:50 DrivE wrote: imo these types of games aren't worth it I rather get the loss and play more games than waiting it out this is just the beta after all Yes this is the Beta witch is why it didn't bother me too much since they have the beta for people to bring stuff like this up for them to fix it. But I'd rather have them fix this issue now so when the game is out it won't happen and mess with my score for a stupid reason. | ||
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brocoli
Brazil264 Posts
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DarQraven
Netherlands553 Posts
On May 13 2010 09:24 Chriamon wrote: Show nested quote + On May 13 2010 05:11 DarQraven wrote: Terrans floating off forcing a draw is the SC2 equivalent of a losing tennis player calling for an indefinite time-out, therefore not letting his opponent score the winning point and ending the game. "But he can't score because I'm calling timeout, therefore, he can't win! DRAW!" I'd say its more the equivalent of a stalemate in chess, the king is trapped, and cannot make a move, however in his current spot he is not threatened. Similarly, the last unit the terran has is trapped, and cannot move, but is unthreatened in its current spot. Thus, it should be a draw. I'm not too familiar with chess tournament rules, but the way you're describing it to me now, that particular draw situation sounds equally unwarranted as what is going on with Terran lifting in SC2. So, the king is cornered and literally cannot move without losing the game, yet simply because the actual taking of the king has not happened and cannot happen because of some other rule (which was probably never designed for this purpose anyway), it's a draw? How does that even work in a game situation? It's one player's turn, yet the rules forbid him from endangering his own king, therefore he cannot make a move without breaking a rule and losing. So, the player just sits there and waits until the jury/audience get bored and call draw? The way I see these situations is this: Two men have a fight to the death on top of a skyscaper. One man succeeds in kicking the other one over the edge. This unfortunate soul manages to grab hold of a flagpole and hangs there, 40 stories above hard concrete. The man still standing has no intention of saving him. Question 1: Is this man clinically dead? No. Question 2: Does this man have any chance whatsoever to win the fight or even survive his fall when he eventually has to let go? No. Question 3: Can we therefore see this man as, for all intents and purposes, dead and therefore the loser? Certainly. What you and others are suggesting is that this fight should actually be called a draw, because the man in question is not dead yet, even though he is hanging 40 stories above certain death and HAS to let go at some point. It's just ridiculous. | ||
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Jokey665
United States138 Posts
What you and others are suggesting is that this fight should actually be called a draw, because the man in question is not dead yet, even though he is hanging 40 stories above certain death and HAS to let go at some point. It's just ridiculous. The difference is, you DON'T have to move your Command Center somewhere that your enemy can attack it... | ||
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DarQraven
Netherlands553 Posts
On May 17 2010 09:05 Jokey665 wrote: Show nested quote + What you and others are suggesting is that this fight should actually be called a draw, because the man in question is not dead yet, even though he is hanging 40 stories above certain death and HAS to let go at some point. It's just ridiculous. The difference is, you DON'T have to move your Command Center somewhere that your enemy can attack it... Exactly, and that is precisely what is wrong with the chess analogy that everyone is so keen on making. A Terran lifting off just before they lose and floating out of range would not be comparable to a chess stalemate in any way. It would be comparable to a chess player refusing to make a move once he saw he'd lost. Would you honestly declare a situation where one player pouted and refused to make the losing move a draw? | ||
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love1another
United States1844 Posts
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Subversion
South Africa3627 Posts
If ALL the Terran's ground buildings are destroyed, and he has buildings in the air, a timer starts (5 mins, 10 mins?). To stop this timer, he has to land his buildings. Timer is only reset when he builds another ground building (to prevent simply landing for 1 second). If the timer runs out, he loses the game. I'm a Terran player, and I don't think this is unfair at all. | ||
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crate
United States2474 Posts
On May 17 2010 09:01 DarQraven wrote: How does that even work in a game situation? It's one player's turn, yet the rules forbid him from endangering his own king, therefore he cannot make a move without breaking a rule and losing. So, the player just sits there and waits until the jury/audience get bored and call draw? The rules specifically state that that situation is a draw. No sitting and waiting involved: it happens and the game is instantly over if you have no legal moves. | ||
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Mudd
Sweden27 Posts
On May 17 2010 09:01 DarQraven wrote: I'm not too familiar with chess tournament rules, but the way you're describing it to me now, that particular draw situation sounds equally unwarranted as what is going on with Terran lifting in SC2. So, the king is cornered and literally cannot move without losing the game, yet simply because the actual taking of the king has not happened and cannot happen because of some other rule (which was probably never designed for this purpose anyway), it's a draw? How does that even work in a game situation? It's one player's turn, yet the rules forbid him from endangering his own king, therefore he cannot make a move without breaking a rule and losing. So, the player just sits there and waits until the jury/audience get bored and call draw? No. Basically, if a players only legal move is to move his king from a safe spot to one where he is in danger the game is automatically called a tie. This is because the king is never meant to be taken in chess, only unable to move to a safe spot after being endangered. This is actually a pretty nifty rule, as it can turn a definitive loss into a tie. In SC2 it's retarded though for several reasons: 1) Only one race has the ability to declare a tie (with the small exception of getting island expos as Z/P that run out of resources). Imagine if black could only get stalemated in chess. 2) A barrack with no resources is not a unique game deciding unit. Unlike chess, it doesn't end the game under normal circumstances. 3) Having say, an air unit whilst your opponent only has anti ground (or a ground to ground vs air to air) doesn't count as a stalemate, despite the chance that the unit is actually worth more than a barrack. 4) The logic that ladder matches should be about who can wait the longest before disc'ing is just straight out wrong, and a poor rationalised excuse for whoring victory points. | ||
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DarQraven
Netherlands553 Posts
On May 17 2010 09:17 crate wrote: Show nested quote + On May 17 2010 09:01 DarQraven wrote: How does that even work in a game situation? It's one player's turn, yet the rules forbid him from endangering his own king, therefore he cannot make a move without breaking a rule and losing. So, the player just sits there and waits until the jury/audience get bored and call draw? The rules specifically state that that situation is a draw. No sitting and waiting involved: it happens and the game is instantly over if you have no legal moves. In this case, then, there is an established rule that states this situation results in a draw. Both players know this and both players are capable of using this rule to their advantage. They can therefore, when they foresee a loss, play towards this situation. If a player manages this, that's an honorable way to force a tie. It actually requires just as much thought as trying to win, if not more. Lifting off requires no more skill than the ability to press the L key once you know you traded bases and only one race can do it. Furthermore, there aren't any established rules on this specific situation, therefore a draw should not be a valid outcome until such a rule is present. That's just going by the rules and being pedantic about it - I'm not even mentioning the fact that this situation is plain nonsensical if you take the context and setting of SC2 into account; War. War only ends in a draw once BOTH parties refuse to fight. Only one party refusing to fight is known as a surrender. When fighting for territory, one party fleeing said territory while the other remains present with armed forces is known as retreat - loss. While I don't think that setting or 'realism' should ever be a reason to incorporate bad gameplay elements, it sure as hell is a good reason to remove bad gameplay elements. That aside, being able to force draws that easily is just bad for competition. The chess equivalent takes thought and skill and the actual point of chess - outmaneuvering, outthinking your opponent and good foresight - is still intact while trying to force that draw. The SC2 version requires no more than one functioning finger to press L and click and the actual gameplay itself ceases once a player does this. It truly is what I described before - a player refusing to play. It requires no planning, no foresight or outmaneuvering of your opponent, nothing. Just the ability to click buttons once you spot a basetrade that didn't go so well for you. | ||
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Brett
Australia3822 Posts
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dogabutila
United States1437 Posts
On May 09 2010 01:34 TheTuna wrote: Show nested quote + On May 09 2010 01:33 floor exercise wrote: On May 09 2010 01:12 arb wrote: I dunno if its been mentioned yet but fuel is so stupid lets just imagine this scenario : after both cheese , reaper zealot whatever terran loses everything but his rax or cc, toss has about 5 zealots and a pylon/gate left but no money or probes for a nexus. obviously toss cant win and terran cant win, so adding fuel is gonna punish terran even though protoss has no way of killing him anyway. how is that fair? if protoss cant kill terran because he lifted he obviously doesnt deserve the win in the first place Oh how terribly unfair to add a system wherein the player who still has attacking forces will win the game But the issue is that he doesn't deserve to win, because he didn't make units capable of killing flying buildings. For god's sake, if you're going to base trade a Terran, just hide a void ray or a mutalisk somewhere. There's no point rewarding sloppy play by cutting some slack for players who base trade a Terran and don't account for the fact that Terran buildings can lift off. WRONG. There is no reason to reward losing your entire army and all of your buildings bar one. The flying terran does not deserve a draw, because he has no means of forcing a victory condition for him/herself. This game is not chess, and needs to stop being treated as and compared to it. Terran is just abusing 1) unit abilities and 2) game coding. They are not able to achieve a victory condition via anything they can do and thus they have lost the game. They do not deserve a draw for the opponent not being able to fulfill victory conditions THAT THEY COULD FORCE if the T player did not again 1) abuse a unit ability to 2) take advantage of game coding. All of the T players saying the non-T race player does not deserve a win are wrong. In any other MU, a player who has buildings and units that may attack will always win against the player who has a non defensive building only and no minerals (or not enough minerals to build anything). Again, in TvP, TvZ, ZvZ, ZvP, PvZ, or PvP whoever has the units that may attack and buildings will automatically win so long as the player without units does not have buildings that are defensive in nature. Why should T be granted special dispensation because they can abuse abilities that are clearly not meant to be used in such a way. Saying that the non-T race does not deserve to win is akin to saying that were a T player left with a factory and a hellion, and the other player left with a pylon, that the T player does not deserve to win. Ludicrous and ridiculous. The blatant race fanboyism/bias must stop. Simply put, if you cannot in any circumstance WIN. Then you have lost. You do not deserve a draw by any means. The only sensible thing to do would be to award the lifted player a loss, and the non-lifted player a draw. | ||
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crate
United States2474 Posts
I think the situation should be a draw. | ||
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[Agony]x90
United States853 Posts
On May 17 2010 09:54 Brett wrote: Draw option. Problem solved. I really don't see how this is such a large problem. This affects what? One in a couple of hundred or thousand games? And both players have to literally cripple the other for it to occur. A draw is not unreasonable in such circumstances. It's not really a simple solution. I've mentioned this elsewhere, but my concern is how skewed the stats will be on the draw. If they implement draw, a huge proportion of all draws will happen in Terran games. And usually, the draw is on Terran's terms (If the Terran were winning, there weren't be a draw, because the other play can't lift his/her buildings!). Simply put, if they put in a draw system, I assure you in less than 2 weeks, people would start throwing up threads about "Terran forced another draw, wtf imba bullcrap" etc. If there is a draw system, Blizzard will also have to ensure that the draws are statistically balanced, just like with wins and loses. | ||
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LegendaryZ
United States1583 Posts
Either that or there should be a mechanism that limits the amount of time a Terran building can stay in the air. Perhaps make Terran buildings begin to gradually lose HP if they spend more than 5 minutes in a flying state and give them cooldown time after landing equal to the time they spent flying before they can lift off again. | ||
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ooni
Australia1498 Posts
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ThunderChunky
United States24 Posts
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iamho
United States3347 Posts
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aBstractx
United States287 Posts
pvt i rushed stalkers + blink w/ an obs so i can blink into his base cuz his bridge was blocked turns out as i blink into his base hes attacking me so we trade bases on accident. he kills my base i expod top mid @ lost temple he floats 3 barracks down to the bottom of the map. then he kills my nexus and probes w/ target fire cuz i had to blink back to micro to make sure i didnt lose my stalkers. so im sitting in the game now afk pretty much and he has 1 barracks bottom left of the screen. there is an island underneath him and its in range but it "imaginary" you cant blink there even though its easily within range. i blinked all the way across the islands on the right side of the map and now i cant kill him. no way you can think this is a draw. i have the units to kill him its just a flaw in the map. | ||
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brucebruce
United States22 Posts
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