Breadth of Gameplay in SC2 - Page 15
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Diamond
United States10796 Posts
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robih
Austria1084 Posts
not too sure what to make of it | ||
fraktoasters
United States617 Posts
On March 17 2012 07:01 RoboBob wrote: Interesting 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. I think you completely missed the mark here. On March 17 2012 07:01 RoboBob wrote: 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. I will take 20% extra army and 33% less area to defend over 33% more income any day of the week. So would most people, which is why 2 base play has been so strong in SC2 for so long. If you have 24 less workers than normal you're mining a lot less so this will have a humongous impact on deathball sizes (24 workers is a huge deal). We're not talking about having less workers but the same income. This change will make staying on 2/3 bases strictly worse because you're mining less. On March 17 2012 07:01 RoboBob wrote: 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. It didn't make sense to go up to 140 because the extra supply wouldn't help against a small defending force. But in SC2, the only thing that can stop a deathball is another deathball. This is especially true when dealing with Protoss, because with warpin there's no defenders advantage at all. Yes SC2 is poorly designed in other ways too. But this already happens in SC2 and people know how to deal with this scenario already. On March 17 2012 07:01 RoboBob wrote: 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. Your ability to remax is more difficult for both sides. There's no reason why it would make someone not want to be the aggressor. Who but bronze level players go into a fight with your mentality? The point of attacking is to try to trade resources in an advantageous manner. You're pulling this I don't want to lose my perfect army out of no where; people aren't OCD when they play SC2. On March 17 2012 07:01 RoboBob wrote: 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. Why is 2 port banshee a build worth defending? | ||
tetsuo9
Chile62 Posts
Thanks! | ||
hersenen
Belize176 Posts
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theqat
United States2856 Posts
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thekoven
United States128 Posts
On March 17 2012 07:29 Diamond wrote: Someone REALLY needs to translate this to Korean. Agreed, but wouldn't that take forever since the article is several pages long? | ||
Inf-badguy
Canada171 Posts
Nonetheless, you've done a great job establishing your arguments as well as a way for us to test and play this out. I hope people will take the time to explore this shift in thought. It could have a tremendous impact on the longevity and enjoyment of the game! | ||
monitor
United States2403 Posts
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Norzma
Sweden160 Posts
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xlumpy
United States43 Posts
But besides my question I would again like to say great post and I hope everybody tries these new maps and thank you for putting so much time and effort into this post | ||
Catocalipse
39 Posts
On March 17 2012 07:28 Xirroh wrote: 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. Well, with 6m2g it would be somewhat better for P in PvZ, but it still doesn't resolve the issue of being forced to expand much more aggressively to keep up economically. Protoss units are simply not built to be able to expand so easily. Unless you put say 3 bases behind 1 choke (like on Terminus RE). And the worst issue of all for PvZ would be mutas, which would wreck havoc. | ||
eviltomahawk
United States11133 Posts
On March 17 2012 06:47 Mr Showtime wrote: Ughhhh, I hate Blizzard stance that "Ladder Maps are not meant to be tournament maps." It's really just retarded. By using bad/unfair maps you are hurting the community of high level players. There is a huge negative. By using community/tournament tested maps exclusively, you hurt NOBODY. The casuals will have just as much fun on these maps. There's nothing boring about tournament maps in comparison to something Blizzard made. Honestly, casuals will probably have more fun as a whole. The X percentage of players who are casuals and don't follow the pro scene are happy. The Y percentage of high level/pro players are happy because they can practice for events with the ladder. And the Z percentage casuals who follow the pro scene are even happier because they can play on the same maps that their favorite pro just played on. No excuse for using maps other than those in tournaments. However, implementing these proposed changes will be REALLY hard. I support the movement to reinvent the SC2 map, but making the change will be mad tough. Well, it does seem that Blizzard as of late has been slowly changing their stance on ladder maps. Next season, we're going to see 3 TL Map Making Contest finalists in the map pool (Ohana, Korhal Compound, Cloud Kingdom) and 3 GSL maps (Daybreak, Metropolis, Tal'Darim) as well as the removal of 1 map based on community voting (most likely Shattered Temple). Things are looking better for Blizzard's tolerance of popular tournament maps in their map pool, and it also seems that their recent change of heart towards tournament maps might be fueled by their plans for the 2012 Battle.net Invitational. I don't expect this Less Resources per Base concept to take off immediately despite how brilliant it sounds, but I think if it turns out to be as beneficial as hypothesized, then perhaps we may see this concept slowly make its way into tournament maps. Perhaps if enough maps switch to this concept, we may see it leak into the Blizzard map pool several months after the community fully adopts the concept. edit: Oh, and I especially LOVE how this is proposing a change through mapmaking, not necessarily through balance tweaks or complete design overhauls. Mapmaking was a key pillar in how Brood War managed to survive, flourish, and evolve even into this modern era of gaming. Mapmaking helped balance Brood War and kept it interesting. Balance and design changes are out of our hands, but mapmaking is well within the power of the community. We already kinda rebelled against Blizzard's old casual map pool policy by widely adopting tons of tournament maps that weren't on the ladder map pool, so doing something similar with this Less Resources per Base concept is not entirely unprecedented, especially since a lot of existing tournament maps already do some strange things with their mineral counts that would otherwise not be seen on ladder (such as Daybreak's reduced mineral patch with high-yield gas middle expo or Crevasse's free reduced mineral patch backdoor expo). I feel especially excited about this concept because it is well within our power as a community to implement it. This isn't necessarily a concept that requires us to wait an indefinite amount of Blizzard time to wait for Blizzard to implement. We already have the tools and the precedence to mess with maps that still become widely popular through tournament map pools. I absolutely cannot wait to see what great things might come out of this concept should it be successful. | ||
VictorJones
United States235 Posts
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EternaLLegacy
United States410 Posts
Just... fantastic. I hope this is featured. | ||
Keiras
Czech Republic57 Posts
On March 17 2012 07:40 hersenen wrote: 6m1hyg would make gas steals too powerful. That can be prevented by placing a worker at a specific spot behing the gas, so this really shouldn't be an issue to consider. | ||
joeschmo
United States167 Posts
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ZeroWave
Israel49 Posts
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Yosho
585 Posts
http://www.justin.tv/rtsyosho | ||
eviltomahawk
United States11133 Posts
On March 17 2012 07:52 Keiras wrote: That can be prevented by placing a worker at a specific spot behing the gas, so this really shouldn't be an issue to consider. Yeah, that is definitely an easy way to prevent gas steals, and there are plenty of ways in BW to continue playing a game past a gas steal. Well, unless you are Idra. | ||
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