Support for this is already in a number of other games and would at least prevent having to do complete regames when someone gets dropped from Bnet for one reason or another.
[Bcon] Questions For Dustin Browder - Page 6
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Asha
United Kingdom38056 Posts
Support for this is already in a number of other games and would at least prevent having to do complete regames when someone gets dropped from Bnet for one reason or another. | ||
feebas
Finland268 Posts
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Roxy
Canada753 Posts
Have you considered reducing the rate at which multiple SCVs can repair buildings. Planetary fortresses are neigh impenetrable without your entire army there to attack it (leaving you ripe for a counter attack, or a flank between the PF and their army) | ||
Gamegene
United States8308 Posts
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Pietro
Poland103 Posts
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Soulriser
United States192 Posts
also, when are you going to fix hellions? | ||
Roxy
Canada753 Posts
An example would be allowing MLG to make an account and embed a stream that other players can watch though their SC2 client. Perhaps adding a spotlight and quick viewing link from the main SC2 page? Surely the increased awareness and convenience would be good for all parties involved. | ||
Diavlo
Belgium2915 Posts
And if you think there is indeed a problem, what do you intend to do about it? | ||
windsupernova
Mexico5280 Posts
On October 20 2011 23:47 saynomore wrote: Now I am a little disappointed. I thought it said Bacon Anyway: I really loved your presentation in GDC, about making an e-sport game. What are your plans\hopes\ideas that you would do to improve the viewing quality for the spectator in the upcoming expansions or patches, and drive SC2 further as an spectator sport? I second this question. | ||
Kinshuk
India116 Posts
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feardragon
United States969 Posts
Are you considering the implementation and change of units that give more positional advantages based on risk-reward? Right now it feels like only the seige tank has the balanced trade off for risk reward in terms of positioning. If you feel that's not the case, what units do you think are being utilized for positional advantages with a risk reward formula? | ||
blae000
Norway1640 Posts
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Roxy
Canada753 Posts
Examples would be thigns like allowing the player to specify that they want the resources counter above the minimap instead of top right Another example of an addition to the UI would be additional hotkeys to help players do things faster (such as a button that lets you drop one unit from your control unit each time you press the button) or have a separate worker and army counter on your screen? | ||
phodacbiet
United States1734 Posts
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Novalisk
Israel1818 Posts
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Mash2
United States132 Posts
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Vuistgevecht
Netherlands77 Posts
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Yoshi Kirishima
United States10151 Posts
In SC2, we see that Terrans are encouraged to get a more mixed army composition than in BW -- that is, as the game progresses, the need for support units from different kinds of buildings increases. For example, against Protoss, a Mech army can add Vikings or Ghosts; against Zerg, a Bio army can add Medivacs and Tanks and even later in the game, Thors; against Terran, an Air army could use Hellions. Bio armies now need to use Starport-unit-Medivac in order to heal, which are available at the Barracks in the form of Medics in BW. Mech armies now need to use Starports in order to create Vikings, which replace the anti-armor role of the Goliath from Brood War since Thors only do extra damage to Light units. Air compositions are now more complete since Banshees fulfill the role of Air to Ground attack units. Strategies using pure Bio or pure Mech still exist of course, but in a more limiting fashion. Against Zerg, you can make pure Marines, but as the game gets longer and armies get bigger, eventually you cannot depend on your micro and so will need to add other units like Tanks. Were these changes intentional to improve Terran's ability to transition between the tech trees without making their armies weaker, as well as to make Air-based strategies viable? Note: Only include the italicized part if it's too long, thanks in advance! | ||
hugman
Sweden4644 Posts
How would you analyze the design success or failure of the Colossus as a replacement for the Reaver? Does it create more or less interesting gameplay, tactics and viewer excitement? Do you think that the new SC2 macro mechanics should come into play more in the later stages of the game as opposed to being there from the start? MULEs, Chronoboost and Larvae Inject all contribute heavily to the early game volatility. | ||
Resistentialism
Canada688 Posts
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