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Breadth of Gameplay in SC2 - Page 9

Forum Index > SC2 General
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NEW IN-GAME CHANNEL: FRB
tiaz
Profile Joined December 2010
Sweden231 Posts
March 16 2012 20:27 GMT
#161
Read it all and loved every bit of it. Sadly I think we can forget Blizzard ever implementing it.
"When you play, you have to start off with a mind to turn the game into a rape." - Iloveoov
Seronei
Profile Joined January 2011
Sweden991 Posts
March 16 2012 20:28 GMT
#162
Reducing the minerals patches will make some 1 base allins stronger (20 workers 4 gate for example) as it will not get weaker from this but all standard builds will have less economy to defend it from, not sure if this is a actually an issue though. Lowering the amount of resources from each mineral patch seems like a smarter idea to encourage more expanding, not that I've put in much thought in this.
Telcontar
Profile Joined May 2010
United Kingdom16710 Posts
March 16 2012 20:28 GMT
#163
A long read, but totally worth it. I agree with pretty much everything you said. I hope Blizzard listens.
Et Eärello Endorenna utúlien. Sinome maruvan ar Hildinyar tenn' Ambar-metta.
Yngvi
Profile Joined April 2010
Netherlands70 Posts
March 16 2012 20:29 GMT
#164
Amazing read, im well impressed and i cant w8 for maps like these to 'hit the market'. Even though SC2 is the first RTS i picked up and player i couldnt help but miss something when i was watchig BW. This post might actually be that thing. With less power of supersaturation mech, harrament and powerunits would be so much better. Gj
Mr. Black
Profile Blog Joined May 2011
United States470 Posts
March 16 2012 20:31 GMT
#165
I typically get frustrated with these type of threads, but this one is great. It is great because it not only points out the problem, it contains a testable hypothesis of a solution.

The OP should be updated: In the "What can you do?" section, it should say, "Play the maps and post reps and vods," Rather than "talk about it." There is already enough talk about SC2 problems. Given that we may have a solution, let's try it.

There needs to be a 6m and 7m chat on Battlenet so people can meet to test these ideas. If it results in a harder, deeper game, then the results should speak for themselves.

I for one am ready to start trying it out.
Make more anything.
(Mist)
Profile Joined January 2011
Canada72 Posts
March 16 2012 20:32 GMT
#166
Yeah anyway start a chat room?
Phyrigian
Profile Blog Joined June 2010
New Zealand1332 Posts
March 16 2012 20:32 GMT
#167
--- Nuked ---
Names
Profile Blog Joined December 2010
Canada328 Posts
Last Edited: 2012-03-16 20:41:57
March 16 2012 20:34 GMT
#168
I just played 6m1hyg Devolution and the bottom left player started with a zergling on the map. Am I the only one? This affected the whole of my build as I started with 7 supply. Everything was delayed, I had too much minerals.
edit: just saw someone else had this issue!


Other than that It was pretty nice. I was oversatured quickly, habit I had of constantly making SCVs. I ended up having too much minerals way too often. I think MULEs have to be balanced if we're to play in 6m1hyg maps. It felt like I had an edge over my opponent. Also the bushes in front of the natural ended up being quite a bitch for him =p.

gg!

my replay: http://drop.sc/135081
TWIX_Heaven
Profile Joined June 2010
Denmark169 Posts
March 16 2012 20:36 GMT
#169
logged in simply to reply to this wonderful post.

just wanted to say, please make this happen, at least for customs, mapmakers, tourneys and e-sports.
best post read in a long time, and it pretty much explained my brain what i miss in SC2

thanks a lot
Erik.TheRed
Profile Blog Joined May 2010
United States1655 Posts
March 16 2012 20:37 GMT
#170
Amazing post, even though the implications are huge and would shake up every player's game-sense dramatically. But in the long term, changes like these would be great for the game and since HOTS and LOTV are going to fundamentally change the game anyway-- we might as well start talking about this. I think if the entire community got behind these kinds of suggestions, it's not impossible that blizz will implement some of it for HOTS or LOTV.
"See you space cowboy"
SeaSwift
Profile Blog Joined February 2011
Scotland4486 Posts
March 16 2012 20:38 GMT
#171
Epic, epic post. I hope that this becomes a big enough issue in the community that important figures like Tastosis/Day[9]/SotG at least mention it, and hopefully discuss it.
Grampz
Profile Joined November 2010
United States2147 Posts
March 16 2012 20:38 GMT
#172
MOTHER OF GOD SO MUCH TEXT
Gfire
Profile Joined March 2011
United States1699 Posts
Last Edited: 2012-03-16 20:44:31
March 16 2012 20:38 GMT
#173
I'm actually wondering if this would actually make gold bases better, not worse. In theory, they increase income per base, which is the opposite of the point here, but they can also increase positional play or spreading out, because a gold base might be further away. In addition, their value becomes quite high to all the races if there's a 6m2g standard for all bases. While the player with the gold wouldn't need to expand as much, which is counter to everything in this thread, it might, if done properly, still allow for some interesting gameplay. It's something that's really hard to get right, though, especially since we didn't have it in BW as an example.

Anyway, this only increases the efficiency of your workers, and so you will still want to keep expanding if you are over-saturating anyway, so I'm not sure it's that bad of a thing, and if done right could be a positive feature for a map.

As far as balance goes, 6m2g should, in theory, based on what's written in the OP, reward the better player more than with 8m2g, and raise the tolerance for imbalance. I think it really should be more about raising the tolerance for imbalance instead of removing imbalance. At least, removing imbalance is pretty much impossible, but the important this is that the better player can win despite a little imbalance.

Edit: Entombed?! Yessss that map is great because it also features the open center that will allow for more micro, and probably with less deathball there would less of a Zerg advantage from such open space. I'd be a little worried about the ease of 6 gasses, though, and I think it might be better to remove one of the geysers at the third. The 1hyg version wouldn't have such an issue.

Also I love devolution with the third with 1 gas and the mineral-only expo. I've been wanting more of these for a while.
all's fair in love and melodies
Fyrewolf
Profile Joined January 2010
United States1533 Posts
March 16 2012 20:39 GMT
#174
Less mineral patches means you would also need less workers to saturate though. I know that the high collection rate seems to be an issue for you, but I think I would prefer the same number of mineral patches as now, but with less minerals in them.

I remember there were some BW maps that were like this, where your mineral patches only had 500 instead of 1500 and you had to expand or die because you ran out of money so fast. If you reduced the minerals without reducing the # of patches, then even though the collection rate would still be high, it would be easy to "burn out" your base very quickly, but still allow for powerful low base timings, whereas less patches could hurt early-game aggression builds.

Lowering the number of patches and workers needed to saturate feels like it might have some negative side effects. It may only speed up the game stages, and hamper and simplify the early game in favor of the long game. I personally would not find it exciting if the first 15 minutes of every game proceeded exactly the same because neither side could actually do enough to the other because they didn't have the resources to. Both the lower workers needed to expand and the less forces that you could have out early make expanding easier, as there are less enemy forces to worry about if they attack and less worker investment to saturate the expand. I don't want to see the early game sacrificed just so that people expand more often.

And tbh, while I would like to see alternate resource configuration maps, I feel that by the time Legacy of the Void is out, Blizzard will raise the supply cap above 200/200 and solve the issue that way. By the time it comes out, people's computers will generally be more powerful, but the graphics of the game likely won't improve drastically, meaning it shouldn't be too difficult to implement then.
"This is not Warcraft in space" "It's much more...... Sophisticated" "I KNOW IT'S NOT 3D!!!"
HwangjaeTerran
Profile Blog Joined October 2009
Finland5967 Posts
March 16 2012 20:40 GMT
#175
I've thought about this a lot too and while I agree I think this can't go through without a lot of balance patching.
A lot of smaller engagements throughout the game would IMHO favor the protoss race greatly atleast in the early to mid game, with the current shield recharge time and warp-in mechanic, and I also feel it would also force all races through the standard tech routes. The defenders advantage just isn't there in SC2.
https://steamcommunity.com/id/*tlusernamehere*/
TWIX_Heaven
Profile Joined June 2010
Denmark169 Posts
March 16 2012 20:40 GMT
#176
also can someone publish the maps on EU?
clever_us
Profile Blog Joined January 2011
United States329 Posts
March 16 2012 20:40 GMT
#177
I agree with this wholeheartedly. Absolutely 100% think this is exactly what this game needs. I hope to god Blizzard listens to this because I think it could be tremendous for the scene.
glhf <3
ShamTao
Profile Joined September 2010
United States419 Posts
March 16 2012 20:40 GMT
#178
Wow this was freaking sick!
In the game of drones, you win or you die!
Wegandi
Profile Joined March 2011
United States2455 Posts
March 16 2012 20:41 GMT
#179
On March 17 2012 05:00 theSAiNT wrote:
First off, well made arguments with good attempt to justify your position.

So the main problem you identify is: there is weak incentive to expand because mining bases are so efficient. This leads to very strong one or two base strategies and maxing out armies on three bases.

Your suggestion is: to lower mining efficiency of individual bases by reducing mineral patches.

I mostly agree with you. I think that would work. However, it would have a very serious impact on balance due to the relative value of units, as you have already admitted and it would be hard to convince either Blizzard or a large chunk of the community to adopt it. Nevertheless, the problem is real.

Luckily, I think there is a simpler solution: raise the supply cap to 300 or even 400.

Now workers become relatively cheap in terms of supply and there is headroom to have a much bigger army. This obviously removes the three base ceiling. It also weakens one or two base strategies because they make them very all-in: if you fail, there is no followup, your opponent takess 4 or 5 bases and has an insurmountable economic lead. At the moment, a failed two base push can still transition into a later game because expanding to 3 bases puts you on par with your opponent even if he can secure 4 or 5 bases.

I actually think there is a good chance Blizzard might do this for HotS. The major factor is the ability of the average SC2 PC to handle more units on screen. Hopefully, they manage to cater for the lower end crowd and still manage to implement this.


With the way current AoE units are raising the supply cap would simply break the game. Take the Colossus for instance. In a 200 cap game, you can only afford ~7-8 Colossus in your army because you need supporting units to buffer them. Colossus scale extremely well. Having 7 or 8 Colossus is about 20 times more effective than having 3. Imagine doubling the supply cap. Having 15 Colossus with all those buffer units.... makes them much more effective than they are now. It would be nearly impossible for Terran or Zerg to ever win a game that gets drawn past 200 supply. You can't kill 15 Colossus fast enough before they melt your entire army in a few seconds. That's just one example of many.

Not to mention it is not easier to implement a higher supply cap than reducing mineral patches because only Blizzard can increase the supply cap, while we can change the mineral patch counts. Let's not even fathom how blobby the game would get with 400 supply cap. It almost completely eliminates any micro potential to make your units have any multiplier. The same effect can be seen in reality, where you have combat multipliers such as terrain, equipment, training, etc. A game where the only advantage you can get upon your opponent in positioning beforehand and waiting for them to attack into you (like say in PvP) is horrible both for the spectator and for the players. How many of us absolutely despise watching PvP late game?

In any event, I welcome this change with open arms. I think the current high-ground mechanic as it is, is on the extreme side. Either you do no damage, or you do full damage. It either makes high ground exceptionally powerful to the point it can be OP, or it makes it completely worthless. This means less tactical terrain and less choices. Less choices means a less dynamic and fluid game.

-- Change the high-ground mechanic
-- Change bases to 6M2G

Just those two simple changes would make the game a lot better. Since we can't change the high-ground, our only option to better the game for the spectator and player is changing either to 6M2G or 6M1HYG. The only way to have influence is for a tournament to adopt one of these new maps. The entire point IS to change the Metagame for the better. This will do so.
Thank you bureaucrats for all your hard work, your commitment to public service and public good is essential to the lives of so many. Also, for Pete's sake can we please get some gun control already, no need for hand guns and assault rifles for the public
CyDe
Profile Blog Joined November 2011
United States1010 Posts
March 16 2012 20:44 GMT
#180
This is fucking brilliant. I've always gotten so sad whenever people talk about SC2 not living up to expectations and BW being so much better because I really like SC2. If they did all of this, I think that the lifespan of this game could really be improved, and it would be interesting for fucks' sake.

If Blizzard took this to heart, I hope I would refer to them as Jizzard from then on.
youtube.com/GamingCyDe-- My totally abandoned youtube channel that I might revisit at some point
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