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Breadth of Gameplay in SC2 - Page 15

Forum Index > SC2 General
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NEW IN-GAME CHANNEL: FRB
Diamond
Profile Blog Joined May 2009
United States10796 Posts
March 16 2012 22:29 GMT
#281
Someone REALLY needs to translate this to Korean.
Ballistix Gaming Global Gaming/Esports Marketing Manager - twitter.com/esvdiamond
robih
Profile Joined September 2010
Austria1086 Posts
March 16 2012 22:31 GMT
#282
interesting read
not too sure what to make of it
fraktoasters
Profile Joined January 2011
United States617 Posts
March 16 2012 22:34 GMT
#283
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
Profile Joined April 2011
Chile62 Posts
Last Edited: 2012-03-16 22:38:04
March 16 2012 22:37 GMT
#284
Can anyone upload some VODS or stream some games played in those maps. I don't have SC2 installed in this laptop but I'm really interesed in watching.

Thanks!
hersenen
Profile Joined November 2011
Belize176 Posts
March 16 2012 22:40 GMT
#285
6m1hyg would make gas steals too powerful.
theqat
Profile Blog Joined March 2008
United States2856 Posts
March 16 2012 22:42 GMT
#286
This is a really amazing post. I can't believe the length and amount of thought that went into it, and it really seems like it might solve some issues with SC2. If nothing else, I hope this creates a productive discussion in the community
thekoven
Profile Joined July 2010
United States128 Posts
March 16 2012 22:42 GMT
#287
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?
twitch.tv/thekoven
Inf-badguy
Profile Joined July 2003
Canada171 Posts
March 16 2012 22:43 GMT
#288
I gave it a try. It's actually pretty cool! I definitely felt a bit of a drag on minerals which made me want to expand more immediately. As a protoss, it was pretty much as mentioned in the OP. I felt I was floating a lot of gas through the early game and couldn't really catch up with it (7m1hyg) until I had templar / colossus tech.

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
Profile Blog Joined June 2010
United States2404 Posts
March 16 2012 22:43 GMT
#289
Great idea Barrin, congrats on getting such a positive reaction so far Imo the thread deserves community spotlight... huge amount of work, high quality thread, and important to the sc2 community.
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
Norzma
Profile Joined November 2011
Sweden160 Posts
March 16 2012 22:44 GMT
#290
Really good post, I would certainly be interested in seeing what could happen to the overall game with 6m2g maps.
xlumpy
Profile Joined April 2011
United States43 Posts
Last Edited: 2012-03-16 22:48:15
March 16 2012 22:45 GMT
#291
This post is amazing and should be shared and read by all. I hope this has some large effects necause I think implimenting these ideas would improve sc2. But I have one question.... you completely disregarded the 8m main and 6m nat, it doesn't make 1 base any stronger, the person expanding never really is optimally mining all 8 patches at the natural, but it does psychologically encourage 1 base.

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
Sleep is for those people who are broke. I don't sleep. I got an opportunity to make a dream become a reality.
Catocalipse
Profile Joined December 2010
39 Posts
March 16 2012 22:47 GMT
#292
On March 17 2012 07:28 Xirroh wrote:
Show nested quote +
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.


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
Profile Blog Joined August 2010
United States11135 Posts
Last Edited: 2012-03-16 23:00:05
March 16 2012 22:48 GMT
#293
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.
ㅇㅅㅌㅅ
VictorJones
Profile Blog Joined December 2010
United States235 Posts
March 16 2012 22:48 GMT
#294
Just played another game where i offraced as t against z. Lemme just say, it was more fun than offracing as t against z has ever been! Scouting so much more important and more room to maneuver and denying bases a bigger deal for both sides! Mules were pretty damn strong tho but gameplay-wise it was on another league compared to normal sc2
EternaLLegacy
Profile Blog Joined December 2011
United States410 Posts
March 16 2012 22:50 GMT
#295
Excellent article and I'm glad you wrote this, since it captured many points I was going to cover in Part 3 and part 4 of my Philosophy of Design articles. There are still some other aspects I can hit on, but you've done such a damn good job I'll probably just have to combined the two and hit on points you didn't cover, if it's worth doing at all now.

Just... fantastic. I hope this is featured.
Statists gonna State.
Keiras
Profile Joined January 2009
Czech Republic57 Posts
March 16 2012 22:52 GMT
#296
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
Profile Joined January 2011
United States167 Posts
March 16 2012 23:02 GMT
#297
You've made it this far with a well thought out post, how about taking it an extra mile now? Get some pros to play on maps that you've suggested & have Tastosis cast them (with bias), post on b.net general forums, & watch the screen turn blue with revolution
ZeroWave
Profile Joined December 2011
Israel49 Posts
March 16 2012 23:02 GMT
#298
Have read it all, now need to digest it all. Having math as one of my hobbies, I can say this makes a lot of sense up so far - but I'll try to sleep it over (1 am here lol) and try to attack any weakness in your theory. Wish these maps were on EU
Never give up, Never surrender.
Yosho
Profile Joined June 2010
585 Posts
March 16 2012 23:03 GMT
#299
Streaming some practice games on the 6m 1hyg
http://www.justin.tv/rtsyosho
For master league random race videos and replays go to www.youtube.com/sc2yosho
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
March 16 2012 23:06 GMT
#300
On March 17 2012 07:52 Keiras wrote:
Show nested quote +
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.

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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