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I think the difference between this game and most other RTS games is the necessary of micro for you to win battles. In AoE, I found it to a much more macro game, and less micro. I don't really think I microed much, or at all in AoE. I'm not saying I was a great player, but I was playing it recently, and it was an almost purely macro game.
There lies the difference. SC1 required micro and macro. Maybe because of the limitations of game design at the time, but the point is that SC1 developed into a competitive game due to the fact that micro was necessary to decide the factor. Boxer was a micro god, and very bad at macro, yet he still is the Emperor. Why? Because micro is so important in SC1.
When they designed SC2, it was obvious that the people who played SC1 wanted a micro intensive game. If they were to implement formations, then essentially, a lot of the micro is gone in the game. Yes, it would be easy to implement formations. However, it takes away huge essence of what SC1 was, and what SC2 wants to be. A macro game that requires micro to be able to go far.
If formation were implemented, there is no argument that some level of micro is taken way. That fact cannot be argued. Furthermore, a lot of the difficult things in SC1 were simplified for SC2. Auto-mining, grouping of buildings. Whether it was for the good of the game or not, it again cannot be argued that that simplified the game.
As the games becomes more simply, skills becomes less of a factor. Maybe the skill cap is not lowered (though I believe it would be), but the difference in skill between player A and player B is not as large anymore.
Anyways, the point that I believe that you have to understand, is that SC2 players are looking for a micro intensive games, that along with macro, decides the winner of the game. If formations were used, micro becomes less important, and macro is over riding. And that is just not what I (maybe we) want.
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I am dumbfounded at how asinine some people in this thread are.
If you can't read both the original post, my post, and his singular response to my post and not immediately come to the conclusion that he's a troll, then I've really lost faith in this community.
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On November 16 2010 04:50 MichaelJLowell wrote: Because all of the assumes being thrown my way assume the game couldn't have been designed in a way that would increase the amount of available routes and options for employing mechanical skill. I'm going to end up repeating myself to death on this, but "it wouldn't fit in the current state of the game" is not an option because people would be opposed to these mechanics if the game was years from release.
What does this mean? O_0
I never argued that it wouldn't fit. I'm telling you point blank... people do not want it because it lessens the amount of focus required from a player.
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Dude, stop arguing against his straw man... It's an argument based on opinion, it's not something you can win and he knows that. Gosh people... ><
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I feel as though we have more time than ever to micro units around, especially considering how streamlined macro is.
I don't think "magic box" is a formation, its basically using the in game mechanics (air units spacing themselves out after clumping up) and then using hold position. It's just a micro technique, not really a formation since it's as easy to clump them up again as it is to keep them spaced.
So I for one am not really interested in seeing formations added to the game, nor do I see how I am a hypocrite because of "magic box" muta movement.
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I'll try to add something new to the conversation. If I can't, I'm gonna move on. Repeating myself isn't going to do anybody any good at this point.
On November 16 2010 04:16 IamSooty wrote: Hey OP, as a philosopher and (self-considered) game designer I appreciate your penchance for consistency, but I don't think you're being fair in saying that everyone who supports "magic box" is a hypocrite if they also don't support "formations" (i.e. one-click buttons that automatically change the way your units space out). Don't mind me as I attempt to systematically pick your argument apart.
Game design is much more than making consistency decisions, sometimes consistency has to be broken for practical reasons. There are real costs to weigh, and people have already highlighted the costs of the inclusion of formation or the exclusion of the magic box to the skill ceiling of the game. And yes, I do think that it is at least plausible to say that the magic box, which requires APM and some foresight to pull off, as a substitute for having to individually spread mutas out. (It's not as if they automatically spread out in a fashion such that it is the best spread for every possible situation).
People are calling you out for this, and so will I. You betray a huge bias in your postings. Even though it seems like you're arguing for consistency across the board, you pick a very specific unit interaction - the mutalisk and the thor. Why? Individual unit balance is ultimately arbitrary, the game could very well be balanced around mutas who cannot magic box, or mutas who can magic box. Or the game could be balanced around marines who auto spread with a command, or it could be balanced around marines who don't. What isn't arbitrary is that the three races should be in general balanced in the various matchups as a matter of game design principle, but the mutalisk/thor/magicbox situation by no means decide the balance of the game.
If you weigh things differently and think that "magic box" should be removed, or simply nerfed from having substantive effects on gameplay (mutas vs thors), so be it, but your judgements are as subjective as those of others. You're in no better position to call others out for bad supporting bad game design or bad balance, not even those who simply defer to blizzard's decisions (people who simply say "they probably have their reasons" without understanding those reasons themselves).
If Blizzard wanted to balance that one particular unit interaction they could - just as they introduced the hotfix for Thors vs Medivacs, they could very well increase the splash radius of Thors SLIGHTLY just to hit more than one mutas in a magic box, but make them fire a teenie bit slower to compensate. But why don't they? Well, because magic box can be justified precisely because it could help balance TvZ, and if it breaks TvZ other changes can be made, not necessarily to muta/thor/magicbox.
Your insistence at thinking that there are important similarities between magic box and formation buttons that make the inclusion of the former and exclusion of the latter in some sense inconsistent... to pull some philosophical jargon, I'd say your argument is too strong.
Here's a list of other game mechanics of unit control which could be construed as being similar to both magic box and formations, all of which have substantive effects which make them either better or worse depending on context: - Vikings patrolling two very close points. PROS: Allows the vikings to take out the first air unit in their large attack range without giving a chance to escape them, since vikings are slow. CONS: More vulnerable to splash - Workers made to all mine a single mineral patch. PROS: Makes them better fighters in some situations. CONS: More vulnerable to splash. - Ground units patrol moving. PROS: Spreads them out, making them less vulnerable to spread damage as they are moving. CONS: It's essentially an attack move, and the hotkey for patrol is quite far (unless you're on the grid formation). - Unburrowed ground units form a single line when they're asked to move (rather than patrol) to a location. PROS: They can hug cliffs better, allowing you to avoid the detection radius of the enemy, especially against sensor towers. CONS: They might end up being lambs to slaughter when they march one by one into enemy attack range.
Why is your argument too strong? Firstly, because almost any of the above game mechanics, and possibility others, can be considered to be similar to formations in that they also have substantive effects on the gameplay as a result of how they move and space out given particular commands. Secondly, because units have to move in some way or another in any case, and so they're always in some sort of formation anyway. If consistency were somehow valuable in itself, and the game design had to maximize consistency, then we would have to make it so that every unit moves in exactly the same way no matter what you ask them to do. No more difference between burrowed/unburrowed/air/worker units. Are you willing to bite the bullet on this? If it comes down to a matter of the Blizzard design team having to design a set of physics that inadvertently allows for Mutalisks to move the way they do and for players to manipulate Mutalisks in a way that allows them to spread the way that they do, I'm okay with that. I'll live with it. I do not have a problem with the current physics/pathing/artificial-intelligence system in Starcraft II.
I guess what it ultimately comes down to is that looking from the outside-in on the Brood War community for a number of years, the community picks-and-chooses with no consistency which exploits and glitches should be part of competitive play. You may disagree with that, that's what I see. Players have to make a decision on mechanics, fine. But the use of these mechanics and whether they should be in the game are more often supported or opposed because they "increase the amount of skill required to play the game" or "it makes the game more balanced". Not "whether or not the use of those game mechanics is fun or not". I'm not of the opinion that more skill equals more fun. If the manipulation of the magic box is really that great of a mechanic and leads to interesting gameplay, it should be streamlined so everybody can use it. And that doesn't mean "dumb it down so a noob can use it easily". It means "presenting the mechanic in a way that everybody knows its there and it doesn't become insider knowledge for a group of hardcore players on TeamLiquid".
I hope that answers your question, though I'm pretty tired right now. If you need me to elaborate, I'll try to get around to doing it.
On November 16 2010 04:55 Uncultured wrote: I am dumbfounded at how asinine some people in this thread are.
If you can't read both the original post, my post, and his singular response to my post and not immediately come to the conclusion that he's a troll, then I've really lost faith in this community. Despite the internet's best attempts to mold the definition elsewise, trolling is not "I disagree with you."
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On November 16 2010 04:11 Hurkyl wrote:Show nested quote +On November 16 2010 03:01 LegendaryZ wrote:It's a very fast paced game where battles are over within seconds with little time to actually think strategically while one is happening. Most Starcraft players are simply thinking "He has a better concave than me so let me move my middle units back a bit." or "Focus fire that Collosus." and act quickly according to those instincts. In-battle strategy in Starcraft rarely amounts to anything more than these quick and general impulses. You know what would give players more time to think strategically in a battle? If they didn't have to spend those precious seconds fighting with the interface to make sure their Mutalisks remain spread out, that their Immortals are in front of their Stalkers, that their infantry are alternating between moving and firing, that they started this round of Inject Larvae.... You do see plenty of things going on in a battle. Some players are really good at making holes for Hellions to run by. Others are good at maneuvering Zerglings and Banelings to take out juicy targets. Some people can analyze the field of battle and discern a good place to set up a line of Forcefields. Others will engage on multiple battle fronts. Sometimes people try to drag battles away from enemy Siege Tanks, or towards friendly Spine Crawlers. One of the main hypotheses is that if the interface helped you do mundane, repetitive things rather than being neutral (Inject Larvae) or even an outright obstacle (unit clumping, minimap unusable for warpgate), this would give people more time to manage the more interesting aspects of gameplay. I suppose it's possible that there is no game-play remaining to be found once you get past these things, but in my estimation, Starcraft 2 isn't anywhere near that shallow of a game.
If you start getting as specific as a formation that keeps Immortals in front of Stalkers, it would make the UI much more complicated than any player could handle in a fast-paced environment. What if you suddenly needed to move the Immortals to the back because of a pincer attack? You'd have to manually control them anyway, making the intial formation command pointless. Formations are only useful leading up to a battle. Once a battle begins, a player needs to manually control their units to fit the situation they find themselves in. It seems that the argument for rigid unit formations is to reduce the effectiveness of AoE, but then I would rather argue for the AI pathing to be designed such that units don't clump together as much as they currently do in the first place, which has been a major complaint since beta. As a spectator, it's really fun watching 4 Banelings decimate an entire army of Marines, but it's honestly a bit ridiculous in the fact because of the way bio units clump, they're more effective than Infested Terrans were in Brood War and easier to get. It's possible to spread out units with good enough micro, of course, but even higher tier players often have difficulty doing this and the punishment for failing is a bit too high in my opinion.
As for the point about removing mundane tasks to allow players to focus on the more "interesting" aspects of the game, what would these interesting aspects be? I don't see how removing things from the game makes it any more interesting. It just gives players less to do and manage and promotes the type of tunnel vision play that separates bad players and good players. If you want to play a game that's focused on micro, DoTA and similar games pretty much fit that category and they do it very well.
That all having been said, I wouldn't strongly oppose fixed formations in Starcraft UI depending on how they're applied. I just question how useful they would actually be even if they didn't render all of the AoE units in the game obsolete. And if they're not useful, what's the point?
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On November 16 2010 04:57 Risen wrote:Show nested quote +On November 16 2010 04:50 MichaelJLowell wrote: Because all of the assumes being thrown my way assume the game couldn't have been designed in a way that would increase the amount of available routes and options for employing mechanical skill. I'm going to end up repeating myself to death on this, but "it wouldn't fit in the current state of the game" is not an option because people would be opposed to these mechanics if the game was years from release.
What does this mean? O_0 I never argued that it wouldn't fit. I'm telling you point blank... people do not want it because it lessens the amount of focus required from a player. That exists on the premise that "Starcraft II" plus "Formations" equals "less mechanical skill". That may be true. But it assumes a good developer or a good team of game designers would not say "Okay, what input will the user counter these formations with? And how can we design the game so playing off of that user input makes the game more entertaining?"
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There's this huge debate in the rts world about shit like MBS and automine vs the camp that's like "why the hell isn't that a feature? is this 1995?"
I think the people that whine about MBS are annoying anti-progressives and if it were up to them you wouldn't even have hotkeys because "it takes so much better micro to click with the mouse", and "omg hotkeys make macro too easy"
Anyway I'd love to have formations, as long as they were not default. Some games use formations in really annoying ways. I've always loved the way SC had attack move, move, and hold position.
It'd still be nice to have some formations, especially a 'spread units' command. But that might unbalance some of the splashing units (ie make them worthless) so I can understand why it hasn't been implemented.
But some much older games have had 'spread units' commands. And they've also had 'set formation' commands, although the AI was pretty shitty in those so it usually wasn't worth using.
I think formations would be fine, even spread out formations. But it might require a rebalance of aoe abilities, so unfortunately it kind of needs to be designed from the ground up, not added in.
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On November 16 2010 05:18 MichaelJLowell wrote:I'll try to add something new to the conversation. If I can't, I'm gonna move on. Repeating myself isn't going to do anybody any good at this point. Show nested quote +On November 16 2010 04:16 IamSooty wrote: Hey OP, as a philosopher and (self-considered) game designer I appreciate your penchance for consistency, but I don't think you're being fair in saying that everyone who supports "magic box" is a hypocrite if they also don't support "formations" (i.e. one-click buttons that automatically change the way your units space out). Don't mind me as I attempt to systematically pick your argument apart.
Game design is much more than making consistency decisions, sometimes consistency has to be broken for practical reasons. There are real costs to weigh, and people have already highlighted the costs of the inclusion of formation or the exclusion of the magic box to the skill ceiling of the game. And yes, I do think that it is at least plausible to say that the magic box, which requires APM and some foresight to pull off, as a substitute for having to individually spread mutas out. (It's not as if they automatically spread out in a fashion such that it is the best spread for every possible situation).
People are calling you out for this, and so will I. You betray a huge bias in your postings. Even though it seems like you're arguing for consistency across the board, you pick a very specific unit interaction - the mutalisk and the thor. Why? Individual unit balance is ultimately arbitrary, the game could very well be balanced around mutas who cannot magic box, or mutas who can magic box. Or the game could be balanced around marines who auto spread with a command, or it could be balanced around marines who don't. What isn't arbitrary is that the three races should be in general balanced in the various matchups as a matter of game design principle, but the mutalisk/thor/magicbox situation by no means decide the balance of the game.
If you weigh things differently and think that "magic box" should be removed, or simply nerfed from having substantive effects on gameplay (mutas vs thors), so be it, but your judgements are as subjective as those of others. You're in no better position to call others out for bad supporting bad game design or bad balance, not even those who simply defer to blizzard's decisions (people who simply say "they probably have their reasons" without understanding those reasons themselves).
If Blizzard wanted to balance that one particular unit interaction they could - just as they introduced the hotfix for Thors vs Medivacs, they could very well increase the splash radius of Thors SLIGHTLY just to hit more than one mutas in a magic box, but make them fire a teenie bit slower to compensate. But why don't they? Well, because magic box can be justified precisely because it could help balance TvZ, and if it breaks TvZ other changes can be made, not necessarily to muta/thor/magicbox.
Your insistence at thinking that there are important similarities between magic box and formation buttons that make the inclusion of the former and exclusion of the latter in some sense inconsistent... to pull some philosophical jargon, I'd say your argument is too strong.
Here's a list of other game mechanics of unit control which could be construed as being similar to both magic box and formations, all of which have substantive effects which make them either better or worse depending on context: - Vikings patrolling two very close points. PROS: Allows the vikings to take out the first air unit in their large attack range without giving a chance to escape them, since vikings are slow. CONS: More vulnerable to splash - Workers made to all mine a single mineral patch. PROS: Makes them better fighters in some situations. CONS: More vulnerable to splash. - Ground units patrol moving. PROS: Spreads them out, making them less vulnerable to spread damage as they are moving. CONS: It's essentially an attack move, and the hotkey for patrol is quite far (unless you're on the grid formation). - Unburrowed ground units form a single line when they're asked to move (rather than patrol) to a location. PROS: They can hug cliffs better, allowing you to avoid the detection radius of the enemy, especially against sensor towers. CONS: They might end up being lambs to slaughter when they march one by one into enemy attack range.
Why is your argument too strong? Firstly, because almost any of the above game mechanics, and possibility others, can be considered to be similar to formations in that they also have substantive effects on the gameplay as a result of how they move and space out given particular commands. Secondly, because units have to move in some way or another in any case, and so they're always in some sort of formation anyway. If consistency were somehow valuable in itself, and the game design had to maximize consistency, then we would have to make it so that every unit moves in exactly the same way no matter what you ask them to do. No more difference between burrowed/unburrowed/air/worker units. Are you willing to bite the bullet on this? If it comes down to a matter of the Blizzard design team having to design a set of physics that inadvertently allows for Mutalisks to move the way they do and for players to manipulate Mutalisks in a way that allows them to spread the way that they do, I'm okay with that. I'll live with it. I do not have a problem with the current physics/pathing/artificial-intelligence system in Starcraft II. I guess what it ultimately comes down to is that looking from the outside-in on the Brood War community for a number of years, the community picks-and-chooses with no consistency which exploits and glitches should be part of competitive play. You may disagree with that, that's what I see. Players have to make a decision on mechanics, fine. But the use of these mechanics and whether they should be in the game are more often supported or opposed because they "increase the amount of skill required to play the game" or "it makes the game more balanced". Not "whether or not the use of those game mechanics is fun or not". I'm not of the opinion that more skill equals more fun. If the manipulation of the magic box is really that great of a mechanic and leads to interesting gameplay, it should be streamlined so everybody can use it. And that doesn't mean "dumb it down so a noob can use it easily". It means "presenting the mechanic in a way that everybody knows its there and it doesn't become insider knowledge for a group of hardcore players on TeamLiquid". I hope that answers your question, though I'm pretty tired right now. If you need me to elaborate, I'll try to get around to doing it. Show nested quote +On November 16 2010 04:55 Uncultured wrote: I am dumbfounded at how asinine some people in this thread are.
If you can't read both the original post, my post, and his singular response to my post and not immediately come to the conclusion that he's a troll, then I've really lost faith in this community. Despite the internet's best attempts to mold the definition elsewise, trolling is not "I disagree with you."
You're absolutely right that there's little consistency when it comes to what this community accepts in terms of glitches and exploits, but you have to realize that making the game harder or more balanced is not the only reason the community accepts them. Taking Brood War as the classic example, Mutalisk stacking may or may not have been an intended mechanic, but there's no doubt that it helped balance TvZ and at the same time turned out to be an interesting mechanic that made the game a lot more fun. Bugging workers through mineral patches is another glitch that the community came to accept not so much because it balanced anything, but because it made the game much more fun in that it allowed for new types of maps to be made and expanded the creativity possible on the part of the player.
I can definitely understand the argument for making these tricks more accessible, but the truth is that they're not some sort of big inside secret of the trade kept within TL.net or some other community. Magic boxing Mutalisks takes a certain degree of effort and skill, particularly to do it in time for a fight or in the middle of one and the reward of reducing AoE damage is what you get for investing the time to learn how to do it and practice it, just like not having your bio army absolutely owned by Banelings is the reward for time invested in practicing your Marine spreading skills. These are all things that are completely within the realm of possibility for any player if they just invest their time into learning how to do them. The trouble with arguing to make it accessible on demand simply because it's possible is that there's no end to that argument. It's theoretically posssible to never miss a Larva injection so should it be set so that you can toggle it to auto-cast? It's possible for good players to spread their creep almost perfectly, so should that be automatic so that Zerg games are more interesting? There's a whole lot of automation that could be thrown into the game to make things more accessible to the greater community, but at some point, it starts to take away from the gameplay and reduce the reward for hard work and practice.
This is the very reason a lot of people feared "noob-friendly" features such as MBS or infinite unit selection. Once you start going down that route, there's no end to it except by drawing some arbitrary line in the sand as to when you stop making things easier in the name of seeing better games. You're absolutely right about the arbitrary nature of what this community will accept and reject, but that's always going to be the case and even the community argues with itself as to where the line should actually be drawn as you'll see in just about every argument and debate about game features and unit balancing.
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On November 16 2010 05:18 MichaelJLowell wrote:If the manipulation of the magic box is really that great of a mechanic and leads to interesting gameplay, it should be streamlined so everybody can use it. And that doesn't mean "dumb it down so a noob can use it easily". It means "presenting the mechanic in a way that everybody knows its there and it doesn't become insider knowledge for a group of hardcore players on TeamLiquid".
Again, there are plenty of gameplay mechanics that are arbitrary, whichever way it goes. If the community gets to pick and choose, so be it - as long as the games are balanced around those decisions, the game is fine anyway.
I think the idea that the magic box needs to be presented in a way that is accessible to everyone is flawed, as there is really no end to where this will go, in that the people who really care are the ones who will find out anyways. The game is necessarily played online, and even if people don't learn from forums, they will learn by playing in game and having the tactic used against them, or by simply being smart enough to think of it.
Formations, especially elaborate formations, certainly seem against the spirit of the way Blizzard designs RTSes, (if you ignore the token formation button in WC3; Blizz probably realized it was a pointless addition anyways). In some sense, there's perfect consistency in the lack of formation, and the presence of odd, incidental but substantive gameplay mechanics in both SC1 and SC2.
As I see it, your complaints don't even get off the ground once you realize the arbitrariness of it all. You can chalk up the game mechanics and balance as being designed by beta players who have no idea how to design a game, and choose certain aspects of the gameplay to be more obscure where it doesn't need to be, but ultimately Blizzard made the final decisions.
I think everyone's just up in arms because they just fail to see the force of your criticism, as much as their own position lacks justification (i.e. if they have one, and are not agnostic like me and the poster above).
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On November 16 2010 05:25 MichaelJLowell wrote:Show nested quote +On November 16 2010 04:57 Risen wrote:On November 16 2010 04:50 MichaelJLowell wrote: Because all of the assumes being thrown my way assume the game couldn't have been designed in a way that would increase the amount of available routes and options for employing mechanical skill. I'm going to end up repeating myself to death on this, but "it wouldn't fit in the current state of the game" is not an option because people would be opposed to these mechanics if the game was years from release.
What does this mean? O_0 I never argued that it wouldn't fit. I'm telling you point blank... people do not want it because it lessens the amount of focus required from a player. That exists on the premise that "Starcraft II" plus "Formations" equals "less mechanical skill". That may be true. But it assumes a good developer or a good team of game designers would not say "Okay, what input will the user counter these formations with? And how can we design the game so playing off of that user input makes the game more entertaining?"
Mechanical skill again, defines Starcraft competitive play. I bring it down to preference; we could utilize features such as formations but would they really be necessary? Either they wouldn't be the better choice or they would be, and the game could remain unchanged. Starcraft doesn't rely on AI-controlled formations that are initiated by clicking a certain button. The AI does have to be accounted for when doing your manual formations, but that's all that it really boils down to. Having a button that keeps units from stacking may not be feasible in the engine, but then it could be, I don't know. Whose to say aside from those that understand the engine?
Honestly I kind of understand in a sense. There was no situation like the Thor vs. Muta in BW. The closest I can think of is against Corsairs or Irradiate, and there players had to manually split up their Mutas because stacking gave them the risk of taking more damage from splash. Magic Box (in the sense of SC2's Mutas) actually does dumb that down. Still, changing the need to press Stop or Hold to using a formation seems superfluous except that it could make it more intuitive to other players. But then you bring up formations and counters to them, and all that does is create more complexity and could introduce new balance issues and may require reworking the game.
I won't downright say it's bad, but it seems to be beyond the scope of a lot of people here because it would delve into more complex matters.
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when i finised reading the OP, i am confused: ' wtf?? whats the point of this thread at all??'. we can discuss/argue/flame with each other when it comes to some race/units balance, single player story is bad etc, but the now people start making thread on dissing the game structure? i mean, you can simply make another thread of :'SC2 is for noobs' (which will be removed by mod) rather pulling alot of words talking of 'magic box'.
and imo 'magic box pathing' was purely a game design rather than a 'balance' or 'fit into the game' or whatever.
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I'm not really sure what people consider formations and what people don't. Are you saying a little button that automatically spaces your units out a little and maybe even makes them all move the same speed as the slowest unit??
Cause I would be opposed to that simply because of how that wildly diminishes the power of all splash effects. Remember, the magic box only works in a specific instance. If there are marines with the thors, the magic box doesn't work very well at all. And the only reason it's used is because of the frankly absurd amount of damage that thors do to mutalisks otherwise.
With almost all other splash effects, there's something the opponent can do micro-wise. Such as storm, fungal, or tank placement. There's interesting positioning and effects. There's really nothing you can do with Mutalisk vs Thor other than the magic box and pray you don't get hit by the crazy 10 range.
I honestly think all splash radii would be raised if such automatic positioning was available. Then the positioning would no longer be that useful. Endless cycle.
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On November 16 2010 05:21 LegendaryZ wrote:If you start getting as specific as a formation that keeps Immortals in front of Stalkers, it would make the UI much more complicated than any player could handle in a fast-paced environment. The most basic functionality that would be widely useful is also very simple -- you just want a button press that makes everything move at the same speed when out of combat.
The same logic would keep your Roaches in front of your Hydralisks, and your Zealots in a protective arc around your Stalkers, or your Hellions with your Thors or whatever arrangement you like to keep your army in, but have to fight with the user interface to keep units with different movement rates from splitting into separate groups.
What if you suddenly needed to move the Immortals to the back because of a pincer attack? You'd have to manually control them anyway, making the intial formation command pointless. Two reasons why it wasn't pointless:
- At the beginning of the engagement, the Immortals were taking fire instead of Stalkers, just like I wanted
- I wasn't wasting my time babysitting my Immortal / Stalker in the time leading up to the engagement and during its first moments
And, of course, in the majority of battles I'm not walking into a pincer attack. 
Formations are only useful leading up to a battle. Once a battle begins, a player needs to manually control their units to fit the situation they find themselves in. That's fine, because they were useful leading up to the battle!
As for the point about removing mundane tasks to allow players to focus on the more "interesting" aspects of the game, what would these interesting aspects be? As an example, manually controlling units to scout the enemy position and making last minute positional adjustments is more interesting than click spam to make sure your Stalkers don't outrun your Immortals as you approach the battle site.
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The most basic functionality that would be widely useful is also very simple -- you just want a button press that makes everything move at the same speed when out of combat.
The same logic would keep your Roaches in front of your Hydralisks, and your Zealots in a protective arc around your Stalkers, or your Hellions with your Thors or whatever arrangement you like to keep your army in, but have to fight with the user interface to keep units with different movement rates from splitting into separate groups.
If this is what is meant by formations, then I honestly think they wouldn't be that useful. It would simply reduce the amount of clicks, but it would also become completely useless in high level play. That's the sort of bad army control that will get you flanked and killed in a lot of situations.
So by all means, implement it. I don't think it would be very useful and I think anyone using it would be at a significant disadvantage.
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On November 16 2010 06:00 Hurkyl wrote:Show nested quote +On November 16 2010 05:21 LegendaryZ wrote:If you start getting as specific as a formation that keeps Immortals in front of Stalkers, it would make the UI much more complicated than any player could handle in a fast-paced environment. The most basic functionality that would be widely useful is also very simple -- you just want a button press that makes everything move at the same speed when out of combat. The same logic would keep your Roaches in front of your Hydralisks, and your Zealots in a protective arc around your Stalkers, or your Hellions with your Thors or whatever arrangement you like to keep your army in, but have to fight with the user interface to keep units with different movement rates from splitting into separate groups. Show nested quote +What if you suddenly needed to move the Immortals to the back because of a pincer attack? You'd have to manually control them anyway, making the intial formation command pointless. Two reasons why it wasn't pointless: - At the beginning of the engagement, the Immortals were taking fire instead of Stalkers, just like I wanted
- I wasn't wasting my time babysitting my Immortal / Stalker in the time leading up to the engagement and during its first moments
And, of course, in the majority of battles I'm not walking into a pincer attack.  Show nested quote +Formations are only useful leading up to a battle. Once a battle begins, a player needs to manually control their units to fit the situation they find themselves in. That's fine, because they were useful leading up to the battle! Show nested quote +As for the point about removing mundane tasks to allow players to focus on the more "interesting" aspects of the game, what would these interesting aspects be? As an example, manually controlling units to scout the enemy position and making last minute positional adjustments is more interesting than click spam to make sure your Stalkers don't outrun your Immortals as you approach the battle site.
And if someone said that designing the AI to ignore those Immortals and attack the Stalkers first by being able to assign priority to them rather than having to manually click on them would make the game more interesting because it would remove the redundant and mundane task of having to babysit your units and free time up to focus on harassment or their production because that's what they find more interesting, what would your argument be?
You could take that a step further and say that the AI should be designed to automatically focus fire units with just enough damage to kill them in order to make them more efficient and effective in combat and it could be designed to automatically assess the units in combat and focus them in whatever order would be best to reduce losses. Then you don't have to babysit the units during combat at all, freeing up time to instead focus on their positioning and all that other strategic stuff such as thinking about your next move.
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On November 16 2010 02:03 TzTz wrote:I don't even get why you call it magic box anyway. It's a term from Broodwar where it made sense. Now it's just not make your mutas clump up. Every airunit takes space and if you don't give commands they will spread out evenly. Now you just control your air units so that they don't clump up. If you directly attack a unit all your units will stop once in range, thus clumping up. So you fly up until every unit is in range to attack and THEN attack, leaving every unit where it is. I really don't understand why people call that magic box... THIS is a magic box + Show Spoiler +So what you do with mutas versus Thors has nothing to do with formations... When you order units to move it's just natural (for air units especially) that they stay roughly in place to each other as long as they have same speed and acceleration etc. When you give a move command to a group of units, you're telling them to all move to a specific zero-dimensional point in space. Therefore they would all always clump up onto that point if not for the magic box. It's natural for units to clump, except that the magic box mechanic maintains formations. It's the exact same mechanic from brood-war exactly. The only difference is that SC2 has this auto-spreading for clumped air units, which I think is what the OP is actually referring to. But you're right that when you attack command a thor, they clump because they all stop when just in range.
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On November 16 2010 06:10 LegendaryZ wrote: And if someone said that designing the AI to ignore those Immortals and attack the Stalkers first by being able to assign priority to them rather than having to manually click on them would make the game more interesting because it would remove the redundant and mundane task of having to babysit your units and free time up to focus on harassment or their production because that's what they find more interesting, what would your argument be? Then we have finally reached a nontrivial point on the "no automation" - "all automation" scale.
Do note that something similar is already in Starcraft 2-- when is the last time your Marine ball was torn apart by Zerglings because they were all stupidly attacking the Mutalisks instead?
EDIT: I guess you could say it even existed in Starcraft 1 -- priorities are the reason why Marines were attacking the Mutalisks and not the Zerglings.
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Actually a point is one dimensional...
The argument that formations should not be added because it would dumb down the game, i say precisely the inverse. Not having formations, automining, rally points, infinite unit selection is asking a human being to make dumb decisions that require no intelligence and decision making at all, it's nothing but brainlessly clicking, which i find as unimpressive as possible, and quite frankly boring to watch.
I'm totally in favor of adding formations, since i believe it follows the same reasoning why other parts of the game were put automated.
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