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Breadth of Gameplay in SC2 - Page 2

Forum Index > SC2 General
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Prev 1 2 3 4 5 111 112 113 Next
NEW IN-GAME CHANNEL: FRB
IGotPlayguuu
Profile Joined June 2011
Italy660 Posts
March 16 2012 18:26 GMT
#21
Wow, you put an awesome effort in this post! Very good post! :D
BW |JaeDong|Bisu|FBH|BeSt| SC2 |MC|DRG|MMA|TLO|HuK|July|ClouD| ||| Boxer best player ever! ||| "HuK never use penix" ||| I <3 SeleCT ||| GO Space! ||| Nerf Roach! |||
Zanno
Profile Blog Joined February 2007
United States1484 Posts
Last Edited: 2012-03-16 18:32:38
March 16 2012 18:30 GMT
#22
You're actually so close to the mark but whizzing right by the real crux of the problem.

The issue is the saturation curve.

In BW workers are dumb as hell and mining can be totally random at times once you get beyond one worker to per patch.

In SC2 workers are super efficient and you hit maximum saturation on a single base quickly. You can easily take a look at a worker count and make a gauge as to who is ahead or not, whereas in BW need to take a look at whether they control gas bases, mineral only.

BW's awful AI pathing gives you incentive to spread out, whereas SC2 returns seem almost but not quite totally linear. You'll never see zergs be like "whatever, i'll just put like 6 drones at this base because it will probably die anyway" in SC2 because there's no advantage compared to keeping an extra 6 drones in your nat, unless you're at max capacity there.

There isn't a significant enough advantage in SC2 to having equal workers but being up 3 bases to 2.
That's also why you rarely see insane situations where one players is up 5 bases to 2 in SC2 because there's no advantage to being up in bases beyond needing more CCs to grow your worker count faster.

Not to mention that in BW there are infinity ways to make an entire worker line immediately go up in smoke, so holding perfect saturation is not only bad because you put all your eggs in one basket, it means that in certain situations you can't hold perfect saturation for long to begin with.
aaaaa
Loire
Profile Blog Joined June 2011
Singapore1358 Posts
March 16 2012 18:31 GMT
#23
Veeeeeeeeryyyyyy long and interesting read! Very nice points too
Seiniyta
Profile Joined May 2010
Belgium1815 Posts
March 16 2012 18:31 GMT
#24
That's one long indepth piece. I thought it'd never end haha. But yeah, this deserves a spotlight.
Pokemon Master
archonOOid
Profile Blog Joined March 2011
1983 Posts
March 16 2012 18:32 GMT
#25
great effort but the idea isn't new. As OP stated it would be easier to implement resource reduction scheme at the start of HotS rather than squeezing it in in WoL.
I'm Quotable (IQ)
TG Manny
Profile Blog Joined September 2011
United States325 Posts
March 16 2012 18:33 GMT
#26
On March 17 2012 03:30 Zanno wrote:
You're actually so close to the mark but whizzing right by the real crux of the problem.

The issue is the saturation curve.

In BW workers are dumb as hell and mining can be totally random at times once you get beyond one worker to per patch.
In SC2 workers are super efficient and you hit maximum saturation on a single base quickly. You can easily take a look at a worker count and make a gauge as to who is ahead or not, whereas in BW need to take a look at whether they control gas bases, mineral only.

There isn't a significant enough advantage in SC2 to having equal workers but being up 3 bases to 2.
That's also why you rarely see insane situations where one players is up 5 bases to 2 in SC2 because there's no advantage to being up in bases beyond needing more CCs to grow your worker count faster.

Not to mention that in BW there are infinity ways to make an entire worker line immediately go up in smoke, so holding perfect saturation is not only bad because you put all your eggs in one basket, it means that in certain situations you can't hold perfect saturation for long to begin with.


In terms of SC2 base counts, you forget the power of having an extra two geysers of gas. Those alone can allow you to power upgrades as well as a scary looking army with tech units in it.

I do agree with worker AI and mineral lines, though.
Singularity is at hand...
Gosi
Profile Blog Joined June 2011
Sweden9072 Posts
March 16 2012 18:33 GMT
#27
Fantastic post and interesting read.

I hope some progamers/high profilers in the community take their time to read this and comment on this. Would be fun to read.
[13:40] <Qbek> gosi i dreanmt about you
Zanno
Profile Blog Joined February 2007
United States1484 Posts
Last Edited: 2012-03-16 18:38:43
March 16 2012 18:36 GMT
#28
On March 17 2012 03:33 TG Manny wrote:
Show nested quote +
On March 17 2012 03:30 Zanno wrote:
You're actually so close to the mark but whizzing right by the real crux of the problem.

The issue is the saturation curve.

In BW workers are dumb as hell and mining can be totally random at times once you get beyond one worker to per patch.
In SC2 workers are super efficient and you hit maximum saturation on a single base quickly. You can easily take a look at a worker count and make a gauge as to who is ahead or not, whereas in BW need to take a look at whether they control gas bases, mineral only.

There isn't a significant enough advantage in SC2 to having equal workers but being up 3 bases to 2.
That's also why you rarely see insane situations where one players is up 5 bases to 2 in SC2 because there's no advantage to being up in bases beyond needing more CCs to grow your worker count faster.

Not to mention that in BW there are infinity ways to make an entire worker line immediately go up in smoke, so holding perfect saturation is not only bad because you put all your eggs in one basket, it means that in certain situations you can't hold perfect saturation for long to begin with.


In terms of SC2 base counts, you forget the power of having an extra two geysers of gas. Those alone can allow you to power upgrades as well as a scary looking army with tech units in it.

I do agree with worker AI and mineral lines, though.
I actually think the double gas is one of the few things in SC2 that is cool and adds depth to the game. I'm really wondering when terrans are going to realize they don't need to automatically take every single gas they control because they can't spend their gas bank anymore once they hit 3/3 outside of TvT.

Anyway the point I was trying to make (which I realized I barely made) is that changing the resource counts per base won't do anything. The OP does skim by the saturation curve issue a bit but seems to think it's only one factor, instead of the entire cause of the problem like I think it is.

Lowering the patches does cause you to spread out, but it doesn't give an advantage towards a player who is spread out against a player who is turtling unless the OP is suggesting that bases should literally dry up so fast that you shouldn't constantly produce workers anymore.
aaaaa
caradoc
Profile Blog Joined January 2011
Canada3022 Posts
Last Edited: 2012-03-16 18:41:34
March 16 2012 18:37 GMT
#29
Wow, what a post. This should be spotlighted.

I've thought along these lines for a long time. I hope this gets discussed a lot. Of course this idea won't get implemented into the ladder pool right away, but talking about it is conducive to people experimenting with it, which is conducive to tournaments adopting it, which could eventually lead to a change in ladder map pool policy.

Of course the big issue is the entire metagame, because it currently sits on a foundation of 8m2g as a static starting point. I see that as a big potential barrier to tournaments adopting these types of maps.
Salvation a la mode and a cup of tea...
kevinthemighty
Profile Blog Joined February 2011
United States134 Posts
March 16 2012 18:43 GMT
#30
Amazing post. So much to digest and think about.

Well done man.
Names
Profile Blog Joined December 2010
Canada328 Posts
March 16 2012 18:43 GMT
#31
Good job. I don't know what else to say. I read half of it and it's getting better and better. By the way, are there any 7m2g or 6m1hyg maps out there?
TG Manny
Profile Blog Joined September 2011
United States325 Posts
March 16 2012 18:44 GMT
#32
On March 17 2012 03:36 Zanno wrote:
Show nested quote +
On March 17 2012 03:33 TG Manny wrote:
On March 17 2012 03:30 Zanno wrote:
You're actually so close to the mark but whizzing right by the real crux of the problem.

The issue is the saturation curve.

In BW workers are dumb as hell and mining can be totally random at times once you get beyond one worker to per patch.
In SC2 workers are super efficient and you hit maximum saturation on a single base quickly. You can easily take a look at a worker count and make a gauge as to who is ahead or not, whereas in BW need to take a look at whether they control gas bases, mineral only.

There isn't a significant enough advantage in SC2 to having equal workers but being up 3 bases to 2.
That's also why you rarely see insane situations where one players is up 5 bases to 2 in SC2 because there's no advantage to being up in bases beyond needing more CCs to grow your worker count faster.

Not to mention that in BW there are infinity ways to make an entire worker line immediately go up in smoke, so holding perfect saturation is not only bad because you put all your eggs in one basket, it means that in certain situations you can't hold perfect saturation for long to begin with.


In terms of SC2 base counts, you forget the power of having an extra two geysers of gas. Those alone can allow you to power upgrades as well as a scary looking army with tech units in it.

I do agree with worker AI and mineral lines, though.
I actually think the double gas is one of the few things in SC2 that is cool and adds depth to the game. I'm really wondering when terrans are going to realize they don't need to automatically take every single gas they control because they can't spend their gas bank anymore once they hit 3/3 outside of TvT.

Anyway the point I was trying to make (which I realized I barely made) is that changing the resource counts per base won't do anything. The OP does skim by the saturation curve issue a bit but seems to think it's only one factor, instead of the entire cause of the problem like I think it is.

Lowering the patches does cause you to spread out, but it doesn't give an advantage towards a player who is spread out against a player who is turtling unless the OP is suggesting that bases should literally dry up so fast that you shouldn't constantly produce workers anymore.


To answer for Terran gas aquisition/spending--It is incredible how much gas we need in late-game vP and vZ to be able to defend from brood/infestor and HT/collosus. Viking masses large enough to fight corruptors and still kill broods are expensive, and same to get to 1 shotting collosus and still powering ghost production underneath it. Our midgame vP can be very gas light (3 gas) and vT can also be relatively light if you're powering your infrastructure/army numbers rather than ups/tank count. Protoss doesn't have the same dynamic since they are so gas starved they want the gas ASAP, and Zerg's dynamic depends on the greed of them. Do I get a 3rd before 4 gas or not? I think Zerg gas collection is the most interesting IMO.

Singularity is at hand...
Mieszko
Profile Joined November 2010
Sweden25 Posts
March 16 2012 18:45 GMT
#33
Great read, i do believe less resources or less amount of nodes is the future for SC2. I myself have been working on a 6min 1hyg expansion layout for some time. I tried to get a hold of DeMuslim in hope of getting a response to the idea from an active professional, however without sucess. The idea was then put on ice.

It makes me so happy that someone with influence in the mapping scene brought this to light. I hope that the mapping teams can push for this idea to be implemented into their tournament maps.
MHT
Profile Joined August 2010
Sweden1026 Posts
March 16 2012 18:47 GMT
#34
I think you put more thought into this than blizzard's entire team, they should hire you.
akisa
Profile Joined February 2010
Jamaica98 Posts
Last Edited: 2012-03-16 18:52:02
March 16 2012 18:47 GMT
#35
Really good, I'd love to see this implemented, or at least some support behind it. ^^ (I prefer 6m1hyg over 6m2g btw, just my two cents.)
;-;
ArrozConLeche
Profile Joined December 2010
Peru41 Posts
March 16 2012 18:49 GMT
#36
This was not boring at all, i kept on reading without thinking to myself"oh when is this going to end". good job man, everything makes perfect sense. i would like to see this change implemented into sc2 asap. i wish i knew how to make maps.
Adebisi
Profile Blog Joined June 2010
Canada1637 Posts
March 16 2012 18:52 GMT
#37
I really want to see some maps like this in play.
ProxyKnoxy
Profile Joined April 2011
United Kingdom2576 Posts
March 16 2012 18:53 GMT
#38
I seriously can't believe I have never thought of it before. This is such a great idea. The only problem is that it would change the metagame dramatically, but that doesn't matter if it is introduced with HotS? The only hurdle is Blizzard. Suprise, suprise.

Ignoring that, all mapmakers should try to implement this idea into their maps
"Zealot try give mariners high five. Mariners not like high five and try hide and shoot zealot"
DrN0
Profile Joined September 2010
United Kingdom184 Posts
March 16 2012 18:55 GMT
#39
This is extremely intelligent, knowledgable and well written argument. I find it very hard to disagree with you being a BW player myself. And whilst I agree whole heartedly with what you are saying, I would also like to add that the current core units of any army lack the exciting micro that was so entertaining to BW. However, comparing BW to SC2 right now is not fair, and here is why: Brood war was the greatest game of all time in my opinion, but it was an expansion. The game only truly became great after the second version was released, so I say reserve criticism until HOTS is released, the general style of units being released look like they are trying to make the game more complex and harder to micro I say wait until HOTS has had at least 3 months of competitive play before proposing any game changes.

Having said that it really is ridiculous the amount of time Blizzard leave between games. We have been left with an unfinished product for way too long it is only too right for the community to start getting annoyed.

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.
Wildmoon
Profile Joined December 2011
Thailand4189 Posts
March 16 2012 18:55 GMT
#40
I would love to see pros try out this style of map.
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