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Breadth of Gameplay in SC2 - Page 20

Forum Index > SC2 General
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NEW IN-GAME CHANNEL: FRB
ReturnStroke
Profile Blog Joined July 2011
United States801 Posts
Last Edited: 2012-03-17 03:35:18
March 17 2012 03:33 GMT
#381
Nice job dude. Nice job.

EDIT: I want this to happen so bad.
ZeromuS
Profile Blog Joined October 2010
Canada13407 Posts
March 17 2012 03:34 GMT
#382
On March 17 2012 12:32 WickedBit wrote:
Great post and interesting idea. I even played the maps and have some concerns about this
1. We have less minerals per base but same amount of minerals per patch which reduces amount of minerals per map. This makes the base mine out really fast. I think the better approach might be having each mineral path have 2000 minerals and each gas (in 6m1hyg map) have 5000 gas.
2. Workers saturate the minerals and gas very fast per base. But I guess this will be offset by faster expanding by better players I guess. The ultimate fix anyways is for blizzard to fix worker mining.
3. It seems that with less mineral patches it might make the mule more imbalanced but this wont be known till people play it.

What to people think about this ?


The implication of this idea is that people would make new maps with a lot more expansions to be taken and not just having more minerals at the bases. 5 bases are the new 3 for income and sustainability. Thats the point I think.
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
megapants
Profile Blog Joined December 2009
United States1314 Posts
March 17 2012 03:36 GMT
#383
i hope to also see some mineral only bases considered in future map designs. so far i have only played one game on devolution but i like the way it feels a lot. keep up the good work i hope to see lots more in the future.
Schlendrian
Profile Joined February 2012
49 Posts
Last Edited: 2012-03-17 03:41:07
March 17 2012 03:39 GMT
#384
Very nice idea! I'm definately gonna try out the maps (are they available on EU yet?)

Just another thought:
What if we lowered the amount of minerals of each patch (and gas), but kept the numbers at 8m-2g.
This would also force you to expand faster in order to not be in an all-in-situation.

Would this turn every PvP into a certain 1-base play as aforementioned, since the current builds stay the same this way? Or would it make expanding more appealing even in PvP...
0neder
Profile Joined July 2009
United States3733 Posts
March 17 2012 03:41 GMT
#385
Great OP. His proposal needs to be seriously considered and tested, however the issue identified must be solved if SC2 is to improve and truly be a great e-sport, or even one that is more fun to play casually.
Resistentialism
Profile Blog Joined October 2010
Canada688 Posts
Last Edited: 2012-03-17 03:45:39
March 17 2012 03:42 GMT
#386
Earlier mine-outs with the same income speed would lead to more one base agression builds, especially from terrans who could lift to their natural while trading army supply.

Basically the one sentence Barrin gives about smaller armies leading to expansions being able to tank damage for a longer period of time is even more important than he emphasizes.
Petninja
Profile Joined June 2011
United States159 Posts
March 17 2012 03:46 GMT
#387
I just played a ZvP on Entombed with a friend. 24 minute game with lots of harassment and action. Neither one of us ever got close to maxing out. Very fun game ^_^.
ZeromuS
Profile Blog Joined October 2010
Canada13407 Posts
March 17 2012 03:49 GMT
#388
On March 17 2012 12:42 Resistentialism wrote:
Earlier mine-outs with the same income speed would lead to more one base agression builds, especially from terrans who could lift to their natural while trading army supply.


No, I don't think so. Imagine a 1-1-1, with 25% less gas available and with less minerals. Fewer scvs would be needed to hit max saturation, mules while more effective in providing minerals, the faster mineout would mean an overall weaker attack. Fast expands would be more efficient as well. Cutting probes at 36 to hold a 1-1-1 at 6 mineral 1 hyg would mean a much better economy vs the terrans compared to what 36 is now vs the terran one base.


StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
Resistentialism
Profile Blog Joined October 2010
Canada688 Posts
March 17 2012 03:53 GMT
#389
On March 17 2012 12:49 ZeromuS wrote:
Show nested quote +
On March 17 2012 12:42 Resistentialism wrote:
Earlier mine-outs with the same income speed would lead to more one base agression builds, especially from terrans who could lift to their natural while trading army supply.


No, I don't think so. Imagine a 1-1-1, with 25% less gas available and with less minerals. Fewer scvs would be needed to hit max saturation, mules while more effective in providing minerals, the faster mineout would mean an overall weaker attack. Fast expands would be more efficient as well. Cutting probes at 36 to hold a 1-1-1 at 6 mineral 1 hyg would mean a much better economy vs the terrans compared to what 36 is now vs the terran one base.




Was responding to the guy on this page advocating 8min2gys with lower mineral counts on each. Wherein a 1-1-1 would have the exact same amount of minerals and gas at the time it hit. Should have quoted him, sorry.

On March 17 2012 12:39 Schlendrian wrote:
Very nice idea! I'm definately gonna try out the maps (are they available on EU yet?)

Just another thought:
What if we lowered the amount of minerals of each patch (and gas), but kept the numbers at 8m-2g.
This would also force you to expand faster in order to not be in an all-in-situation.

Would this turn every PvP into a certain 1-base play as aforementioned, since the current builds stay the same this way? Or would it make expanding more appealing even in PvP...


ZeromuS
Profile Blog Joined October 2010
Canada13407 Posts
March 17 2012 03:57 GMT
#390
[QUOTE]On March 17 2012 12:53 Resistentialism wrote:
[QUOTE]On March 17 2012 12:49 ZeromuS wrote:
[QUOTE]On March 17 2012 12:42 Resistentialism wrote:
Earlier mine-outs with the same income speed would lead to more one base agression builds, especially from terrans who could lift to their natural while trading army supply.[/QUOTE]

No, I don't think so. Imagine a 1-1-1, with 25% less gas available and with less minerals. Fewer scvs would be needed to hit max saturation, mules while more effective in providing minerals, the faster mineout would mean an overall weaker attack. Fast expands would be more efficient as well. Cutting probes at 36 to hold a 1-1-1 at 6 mineral 1 hyg would mean a much better economy vs the terrans compared to what 36 is now vs the terran one base.


[/QUOTE]

Was responding to the guy on this page advocating 8min2gys with lower mineral counts on each. Wherein a 1-1-1 would have the exact same amount of minerals and gas at the time it hit. Should have quoted him, sorry.


Ah i See, in that case, yes I would agree 8m2g with less min count not very helpful in dealing with the primary issues that concern the op at all I look forward to trying a few games on these maps tomorrow, may try to obs a match tonight though if anyone is in the channel (im on my laptop and touchpad is not conducive to playing sc2)
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
DamenPulse
Profile Blog Joined February 2011
United States37 Posts
Last Edited: 2012-03-17 04:01:44
March 17 2012 03:59 GMT
#391
I wholeheartedly agree with everything that was said in this post. I thought that this has been off for a very long time.

Anyways, fantastic post. Hope this gets implemented in the future

A Toast to Brood War: Thank you for being the most influential game to have ever been made. We will miss you forever and ever.
ckunkel1
Profile Blog Joined December 2010
United States181 Posts
March 17 2012 03:59 GMT
#392
I wish they would implement this but I just cannot see Blizzard doing this. I think this would make the cheese plays more difficult to execute because the other player would have more time to scout it. It would also promoted mapmakers to create interesting maps due to the location of desirable expansions with 2 gas or more minerals. I think everyone can agree that sc2 is to easy to cheese and when people win with it, it is disappointing. I would like cheeses super hard to execute but with proper timing and micro they are really powerful. This would promote more creative strategies in both the late game and early game.
Sapp
Profile Joined March 2011
Poland173 Posts
March 17 2012 04:04 GMT
#393
On March 17 2012 12:36 megapants wrote:
i hope to also see some mineral only bases considered in future map designs.


This idea is stupid and unfair. Races has difirent mineral and gas needs, U cant just make bases that benefit one race more than other -.-'
Quote? O.o?
TyrantPotato
Profile Blog Joined August 2010
Australia1541 Posts
March 17 2012 04:05 GMT
#394
These are well thought out excellent ideas.

I only hope blizzard decide to take them on board and do some serious changes.

hopefully HotS beta will last many months while these changes come to fruition and balance changes are made to accommodate them.

Brilliant post is Brilliant
Forever ZeNEX.
ETisME
Profile Blog Joined April 2011
12715 Posts
March 17 2012 04:09 GMT
#395
I don't know how I feel about it as a zerg.
The maps will need to have good defendable third if we need our economy running
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
alexanderzero
Profile Joined June 2008
United States659 Posts
Last Edited: 2012-03-17 04:18:51
March 17 2012 04:12 GMT
#396
This is a really cool post and I think it would potentially improve the pro scene. However, I would personally rather see a supply cap increase. This will still allow casual players to experience the "terrible, terrible damage" phenomenon but it will give high level players a reason to take more bases. If the supply cap were 300 then players would need a lot more money and a lot of the turtle-to-max 2 or 3 base strategies would be plain risky or flat out not viable. Such a large amount of units would be too many to have in a single place on the map as well, so it would force players to start playing on 2, 3, or even 4 fronts at a time. I think the games we'd see would be absolutely epic.

With all of this said, I'm still not sure whether or not this game truly needs a fix. Players are still learning how to trade evenly with the very wide variety of unit compositions that can be made in Starcraft 2. I think the game needs to be more mapped out and stabilized before anyone can truly say whether or not with 100% certainty that the game should be re-tuned.

EDIT: On the subject of the 3 base cap, where it's believed that 3 mining bases is all that is needed in Starcraft 2: With a supply cap of 300 there would be a 50% increase in that number, and it would become more like 4.5 mining bases, not including the huge banks players would need to start amassing once maxed to prepare to tech switches and army rebuilding.
I am a tournament organizazer.
Deshkar
Profile Joined June 2011
Singapore1244 Posts
March 17 2012 04:13 GMT
#397
Excellent proposal, well thought out and concise. If only, Blizzard can address this.
Exempt.
Profile Joined May 2011
United States470 Posts
March 17 2012 04:14 GMT
#398
It's interesting cus a lot of the design philosophy SC2 went with is similar to League of Legends. But it's working way better for the second game.
Sapp
Profile Joined March 2011
Poland173 Posts
March 17 2012 04:14 GMT
#399
On March 17 2012 13:09 ETisME wrote:

The maps will need to have good defendable third if we need our economy running


this point of view is not important. u wouldn't run out of money FASTER because U cant mine faster than 3drones on one crystasl. (alittle in zvt coz of mules, but mules would HAVE TO be nerfed to work on 6m1g so...)
Quote? O.o?
Wildmoon
Profile Joined December 2011
Thailand4189 Posts
March 17 2012 04:14 GMT
#400
I always feel like both BW and SC2 have its pros and cons. I am all for anything that will make SC2 better.:D
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