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Breadth of Gameplay in SC2 - Page 14

Forum Index > SC2 General
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sleepyjuice
Profile Joined March 2012
6 Posts
March 16 2012 22:04 GMT
#261
I would like to throw my support behind this as a normal casual player. I would also say, that for the sake of variety of gameplay and strats, that I don't have a problem with different maps having different min/gas set ups. I want these lower min maps in the ladder over time, but what if there was still one 8m/2g map still in the pool? I think that would be great! Strats would start being matched to certain maps. You couldn't get to the highest levels of play with just one build even. Obviously testing is needed, but I would love to see this in HotS. Keep up the good work!
SCnai
Profile Joined February 2010
322 Posts
March 16 2012 22:06 GMT
#262
On March 17 2012 03:55 DrN0 wrote:Personally I think the best option would be to throw the communities' weight behind an entirely different RTS game, one designed with competitive play in mind, however organising a mass exodus like this is damn near impossible. I hate to say it but we are entirely at Blizzard's mercy at least for a few more years.


The great thing is that there is one RTS that is beautiful beyond comprehension and would not require an exodus. More like coming back home.
The legend of the fall, which everyone thought was only a dream, is being revived! Carriers, the symbol of Protoss, the hope of a million Protoss fans, are reviving the legend!
HawaiianPig
Profile Blog Joined July 2008
Canada5155 Posts
March 16 2012 22:11 GMT
#263
Nothing to say that hasn't been said, imo. This is a great, well thought out analysis of a fundamental problem in SC2 with a well thought out solution.

I can only hope blizzard takes note, but I think in the interim, map-makers should try this out.
AdministratorNot actually Hawaiian.
Vansetsu
Profile Blog Joined October 2010
United States1454 Posts
Last Edited: 2012-03-16 22:18:07
March 16 2012 22:11 GMT
#264
Barrin for president, Holy Shit

Seriously, this goes so above and beyond.

If even only 1000 people on TL could come to this kind of conclusion, maybe 100 or so could or would take the time to write so intelligently about it, in a language everyone can understand, with strong context that it is written for the purpose of simply wanting a deep, long lasting game.

Even fewer have actually tried (if ever?) to create a solution and to encourage and create a proactive plan to deal with said concerns in OP..

As purist of conflict, a lover of Starcraft, and and a member of this community, I wholeheartedly support this. Even if your logic is flawed in some way (not suggesting it is at this point), we all know the concerns are extremely valid, and doing nothing and leaving things in Blizzards hands leaves ourselves and ourselves alone to blame if this game of ours goes to shit.

Dota, CS, ect, all have/had very active communities that attempted to balance the shit out of their games. We can try to balance maps, but since our game was created by a company (not an icefrog, or some programmers modding an open-source Halflife) we really have to push harder as a community to see change and protect the integrity of the game we "claim" to support, or we don't really support it. Even if we have to reverse design things until we either get it right, or Blizzard takes heed and realizes the value of their game is in the competitive aspect, and also take note that as far as a competitive SC2 platform goes, they need our advice.

Again, I fully support this. As a masters player who screwed around into platinum, I am going to try to play at least one custom of this a day if I can.

Anyone who wants to organize something for this type of effort, sign me up/pm me.

Great Job man.
Only by overcoming many obstacles does a river become - デイヴィ¯\_(ツ)_/¯ド
HeavenResign
Profile Joined April 2011
United States702 Posts
March 16 2012 22:12 GMT
#265
A few things~

Let's get out of the way that this post is nothing short of amazing and I think I'll try playing a few games this weekend with some friends on some of these Less Resources maps.

I guess the main thing I wanted to point out is it does seem Blizzard is
1) Listening to the Community more lately
2) Realizing that their base of casual players who want a dumbed down (I use that word with slight hyperbole) strategy game is not nearly as large as they thought. Partly because even Bronze's want to play and watch the most strategic game possible, they just might not be the best at it.
3) This leads to people who care about having the best SC2/RTS game possible having more power than they probably thought they had.

And those are all very good things for this idea and more ideas like this.
VictorJones
Profile Blog Joined December 2010
United States235 Posts
March 16 2012 22:12 GMT
#266
nteresting post. But I still believe 8m2g to be superior to 6m1hg in SC2. I think you failed to consider all the negative consequences of moving to 6m1hg.

1. Fewer resources per base will increase the size of deathballs. Right now 1 base requires approximately 26 supply in workers. As you correctly pointed out, the cap in SC2 stands around 3 mining bases max, which translates into 80 supply of workers. However, by moving to 6m1hg we shed 8 workers per base. Which frees up 24 extra supply to increase the size of deathballs from 120 to 144 supply. More than a 20% increase in military strength.

2. Fewer resources per base will make it more difficult to defend third and fourth mining bases. This wasn't a problem in BW because defender's advantage was strong. In BW, it was possible to repel 120 food deathballs with just 30-40 supply of defending units, as long as they were properly positioned. But in SC2, the only thing that can stop a deathball is another deathball. By choosing an "economy" strategy in 6m1hg SC2, you will already be down 20% on military supply. By taking a fourth mining base, you will also need to defend 33% more area.

3. Fewer resources per base will make the process of remaxing more difficult. This will discourage agression, as everyone would become more fearful of losing their perfect 200/200 army. This will force players to bank more money and build more production facilities before thy feel safe to engage. Deathball games are boring enough to watch as it is, this change will simply add an extra boring SimCity game on top of it.

4. Fewer resources per base discourages fast tech builds. Its already very difficult (if not impossible) to successfully execute 1 base high tech builds such as 1 base BC/Collosus/Muta. Reducing resources by 20% will also delay any tech advantage you gain by 20% as well. Moving to 6m1hg would remove even more early attack options from the game, such as 1 base Banshee/Void Ray, while not affecting Zerg very much. Not only would that unbalance the game, it would also make early game play far more predictable and much more stale.


I will respond to this!
1. Nono. In order to have the infrastructure to even make a deathball you still need the same number of workers, you just need them spread out over 4-5 bases instead of 3. Military strength is left unchanged for the most part.
2. Static defenses are made stronger by the virtue of there being less units attacking into them. A photon cannon is extremely strong compared to most any ground units in sc2. They just don't seem like it because they are attacked by pushes that have an unreasonable amount of supply. Also, that largely boils down to map construction. You can make maps with more easily defendable expos (if it became a large enough issue but I actually don't think it would)
3. You won't need to remax as often as deathball fights won't happen as often either way (at least, they didn't when i played on 6m1hg devolution). Many expansions with less mining means more scouting potential and more skirmishes. I would argue that that is more fun to play and to watch than bashing deathballs into one another and remaxing. Also, remaxing could very well happen it would just be more rare AS A DIRECT RESULT of there being less deathballs!
4. Oh yeah, 1 base tech builds are exactly what we as a community want sc2 to boil down to. There are too many early attack options (read: unscoutable ((double read: coinflippy!))) as it stands. A reduction in the strength of these is a plus in my book.

The whole point of this post is to make expanding and economy control a bigger part of Sc2. If you prefer 1base tech plays and allins, thats your cup of tea but I highly doubt any of these consequences were not considered. I think they are being embraced
ShardFenix
Profile Joined August 2010
United States1 Post
March 16 2012 22:14 GMT
#267
I rarely post here, but since this was so well written and thought out, I thought I would give some support. I agree with almost everything you said here, and the only things I disagree with are theory items that don't affect the game, so it doesn't matter. Blizzard really should take these ideas and do something with it.

Compared to BW, it's way too easy to win with a single base, especially as a certain race who can ignore the saturation limit. Expanding and denying expansions was something I was really good at in BW, when I moved to SC2, I found it really hard to capitalize on that skill. It seems to be all about army building in SC2 rather than all the other subtle things that made BW great.
Xirroh
Profile Joined May 2010
Canada146 Posts
March 16 2012 22:17 GMT
#268
Been following SC2 from pre-Beta, and BW from 07/08.

SC2 as an eSport does have a problem. When you can max economy and tech so early in the game it takes away all of that strategic depth. It's like playing a slightly slower version of BGH.

Waiting 10-15 minutes for 3 basing to end is boring. The game is often decided by the eventual death ball winner. Early game is boring as well with limited expand options, just 2 base and defend. (although we have seen fast 3rd being used more).
The game does get stale at the 60-70 worker mark (full 3 base saturation). 5k plus bankrolls are very common.

I have NO idea how 6m1g would play out.
I do know the current game model is getting stale. Casters may not want to say this but I think something needs to be done. SC2 in its current state certainly wont last 10 years. I think it's worth a try.

I would love to see what 6m1g looked like. I think 7m is not enough. We need a group of people to start playing these maps. Not necessarily pro's, people of all leagues.

On Balance?....Um Marine might be too good. things would be different, but....it could work. should be just a slower version of the game. The question is how will the 4th base play out? Can you spread out to defend all the terrain? or will the 3base deathball just crush you?
Could be a total failure, but I would love to give it a try.

It would be interesting which means people would watch it, which means viewership, which means money.

Chargelot
Profile Blog Joined December 2010
2275 Posts
March 16 2012 22:18 GMT
#269
Something to add:

MULEs will essentially increase in risk. The risk is always there, that a base will run dry before you're physically capable of securing another one. Sometimes your opponent may just be in the lead. Such a reduction in minerals per base may make a Terran wish to use his energy for other purposes, or even store up his energy, until a time when he can MULE with it. This could have dramatic changes on how TvX works.
if (post == "stupid") { document.getElementById('post').style.display = 'none'; }
atwar
Profile Joined May 2011
57 Posts
March 16 2012 22:18 GMT
#270
i like all-in battles and timings , whoever micro better wins ,but you want to disappear that why the game should be like you want??
CowboyFunk
Profile Joined May 2011
Canada2 Posts
March 16 2012 22:20 GMT
#271
Great Post. I think this is a great idea.
WolfBro
Profile Joined December 2011
United States59 Posts
Last Edited: 2012-03-16 22:22:24
March 16 2012 22:21 GMT
#272
I went into this thinking about how I wish SC2 was a game where there were fewer units and each one "mattered" more. I'm pleasantly surprised that this post speaks directly to it.

I yearn to play a game where it makes sense to have your army spread out across the map. To have a "squad" guarding the far left and a "squad" guarding the far right while your main force commands the center. But in SC2, having a small amount of units in one area doesn't do anything. It's too small of a force to defend an opponent attacking with his full army, and even if it could "hold them off" long enough for the main army to get there, then you'll be at a disadvantage as your "squad" will be dead without inflicting a comparable loss to the opponent and then your main army is weakened and will fall to the opponent's army. Or if they attack your main army, your main army is at a disadvantage as you have squads out guarding other places.

I never considered that the problem/solution could be an income caused or solved. This has given me a lot to think about. I would be very interested in seeing if such a change would play out as your predict.

Here's to hoping this article finds its way to Blizzard's eyes and they see the wisdom of this change. I know you say it can be done without Blizzard, but I really want the game to be unified, meaning that ladder and tournament play are comparable. I would much rather this affect all of SC2 and not just be a select group of custom game players.
HighLach
Profile Joined December 2011
United States132 Posts
March 16 2012 22:21 GMT
#273
Bump This!
TheTurk
Profile Joined January 2011
United States732 Posts
March 16 2012 22:22 GMT
#274
This is an incredible writeup.
Thank you so much Barrin for all of the work that has gone into this analysis.
This is the most wonderful post I think I have ever read on TL and I agree with you completely on all fronts.
I really hope this gains attention from the professional community as well as from Blizzard.
You have my full support for a mapmaking revolution.
Starcraft is a lifestyle.
clik
Profile Joined May 2010
United States319 Posts
Last Edited: 2012-03-16 22:24:58
March 16 2012 22:22 GMT
#275
I've been talking about this for a while now with a friend. This along with reduced damage of some units. It's maddening that Blizzard would probably brush this type of stuff off and ignore it. Starcraft 2 is getting rather boring with the whole lets build some army balls and have a fight that lasts a total of 5 seconds and the loser taps out.

This leads me to believe that if the competitive community truly wants things to change it will have to go DIY in the custom maps with tournaments using them and not the blizzard maps.
edzet
Profile Joined January 2012
24 Posts
Last Edited: 2012-03-16 22:25:51
March 16 2012 22:24 GMT
#276
i think reducing resources per base is a great idea... starcraft simply isnt as good as it could be due to constant "huge fights" make the game more exciting for players same as for viewers by making micro matter as much as macro
Hershey
Profile Joined June 2011
United States12 Posts
March 16 2012 22:25 GMT
#277
I really like the devolution map layout, it looks very broodwar-esque with the unusual terrain layout. Seems like it would be a fun map to play on.

A few things I would like to question about the overall idea of spreading out more in sc2. It seems like protoss are strongest when they have their whole army together and you can't really split the expensive units into smaller chunks (especially early game) they just arent effective that way. Thoughts?

Also I think a few things would need tweaking, take for example a 7 pool would not be affected by lower minerals per base, but the defender (lets assume protoss) would normally be on 14~16 probes, so the mineral/minute would be a lot different and toss timigns would be all off.
murphs
Profile Joined April 2011
Ireland417 Posts
March 16 2012 22:26 GMT
#278
What I love about this is that as community we can possibly do it ourselves. It's worth investigating.
Xirroh
Profile Joined May 2010
Canada146 Posts
March 16 2012 22:28 GMT
#279
On March 17 2012 07:00 Catocalipse wrote:
Barrin, I understand where you're coming from in saying that this would make the game more dynamic. However, there are some glaring racial balance problems this would cause, or so I believe, anyhow.

The biggest problem would be that it would favor Zerg considerably because they generally have a much easier time expanding than T or P. Or rather, they have a much easier time defending expansions than T or P for two reasons: Firstly, because they are less positionally reliant (for example on building walls, running back up ramp to main to choke, etc...), and because their early and mid-game units are extremely mobile in comparison to T or P. This has a lesser effect on T due to reactor hellion openings in TvZ essentially being able to contain Z and deny map control for some time at least. Nonetheless, having to defend more bases as T vs Mutas in the mid-game could still give Z a considerable edge.

In the case of PvZ, the situation is considerably more dire. Firstly, FFE is effectively nerfed because the investment in forge+cannon (or 2) becomes considerably more expensive relative to the amount of minerals and mining rate gained. Secondly, because a fast third from Z becomes even more powerful because instead of 2 base saturation being 52-56 harvesters it would drop to ~40. This obviously makes Zerg considerably less unhindered in their ability to expand their economy. FFE would probably die out I believe. This basically takes protoss back to gateway expands again, because they do not suffer from the now much more relatively expensive forge and cannon(s). However, I do not believe there is any reasonable gateway expansion timing for P currently that would be both safe and able to keep up with Z in a world where 1 base saturation was 18-22 probes. Again, this is because due to the fast 2nd base, Z is considerably less hindered economically by oversaturation. Even a 1 gate expand from P, (which frankly is reasonably unsafe on most maps) would suffer from a considerable amount of lost mining time due to oversaturation (while Z would suffer of it much less due to their faster expansion timing).

And this doesn't even take into account the nightmare that mutas would be in PvZ. It's hard enough to defend 3 bases vs muta builds. Defending a potentially required 4 or 5 would be insanity. The problem isn't just limited to having to defend more points of attack, but also due to the fact that 6m1hyg mineral-shifts your income. What I mean by that is that mineral gathering rate is reduced by 25% while gas gathering drops by 33%. So relative to 8m2g, you have ~12% less gas income. It might seem like it's a small difference, but it's very significant and could result in P being unable to eek out those all-important templars vs mutas.

Essentially I believe PvZ would be completely unplayable (unless you put a natural in the main or something), but that would defeat the purpose of this change. TvZ would also suffer some vs muta play, but T units and turrets are much more effective at defending muta harass than P units and cannons. I'm sure most people will see this, but in case it needs proving, T is consistently able to move out vs mutas in TvZ but the moment P does so in PvZ he enters an all-in baserace. This is due to the fact that a much more significant investment in units or static defences is necessary to fend off mutas for P.

PvT would also be affected because drops would become more effective (again, due to more attack points due to more bases). However, I believe this could be potentially balanced because P can also take advantage of this.

Another final point worthy of note would be the MULE. Currently T is already able to mine at a faster rate per base than P or Z due to MULEs. This is because MULEs ignore base saturation. However, the proportion by which they can 'oversaturate' a mineral line with MULEs increases if the number of mineral patches is dropped. This would probably have a minor effect, but is still worthy of consideration.

Ultimately, this change aims to make SC2 a much more aggressive expansion and harassment focused game. However, Protoss does not have the tools to keep pace with Z in such a game -- neither in terms of expanding nor in terms of harassment or defending harass. And T may also suffer, to a lesser extent. Thus, I believe that unless very radically extreme changes are made to map design, or changes to units and buildings, that this would really break the game.


Yes maybe, but with 6m2g protoss would have comparably extra early gas which could be a big boost. Also Zerg units are less economically efficient. They might struggles more then you think with less resources...Although I could of course be wrong.
Yosho
Profile Joined June 2010
585 Posts
March 16 2012 22:28 GMT
#280
Been playing his maps ever since he made this post ^^ i agree with everything. However I wish for different maps with this setup
For master league random race videos and replays go to www.youtube.com/sc2yosho
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