• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 08:31
CEST 14:31
KST 21:31
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
herO wins GSL Code S Season 1 (2025)5Code S RO4 & Finals Preview: herO, GuMiho, Classic, Cure6Code S RO8 Preview: Classic, Reynor, Maru, GuMiho3Code S RO8 Preview: ByuN, Rogue, herO, Cure5[ASL19] Ro4 Preview: Storied Rivals7
Community News
2025 GSL Season 2 (Qualifiers)7Code S Season 1 - Classic & GuMiho advance to RO4 (2025)4[BSL 2v2] ProLeague Season 3 - Friday 21:00 CET7herO & Cure GSL RO8 Interviews: "I also think that all the practice I put in when Protoss wasn’t doing as well is paying off"0Code S Season 1 - herO & Cure advance to RO4 (2025)0
StarCraft 2
General
herO wins GSL Code S Season 1 (2025) Code S RO8 Preview: Classic, Reynor, Maru, GuMiho Code S RO4 & Finals Preview: herO, GuMiho, Classic, Cure Is there a place to provide feedback for maps? Code S RO8 Preview: ByuN, Rogue, herO, Cure
Tourneys
2025 GSL Season 2 (Qualifiers) RSL: Revival, a new crowdfunded tournament series [GSL 2025] Code S Season 1 - RO4 and Grand Finals Sparkling Tuna Cup - Weekly Open Tournament SOOPer7s Showmatches 2025
Strategy
Simple Questions Simple Answers [G] PvT Cheese: 13 Gate Proxy Robo
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 473 Cold is the Void Mutation # 472 Dead Heat Mutation # 471 Delivery Guaranteed Mutation # 470 Certain Demise
Brood War
General
Pros React To: Emotional Finalist in Best vs Light ASL 19 Tickets for foreigners BGH auto balance -> http://bghmmr.eu/ BW General Discussion Recent recommended BW games
Tourneys
[ASL19] Semifinal A [USBL Spring 2025] Groups cast [ASL19] Semifinal B [BSL 2v2] ProLeague Season 3 - Friday 21:00 CET
Strategy
[G] How to get started on ladder as a new Z player Creating a full chart of Zerg builds [G] Mineral Boosting
Other Games
General Games
What do you want from future RTS games? Stormgate/Frost Giant Megathread Beyond All Reason Grand Theft Auto VI Nintendo Switch Thread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
LiquidLegends to reintegrate into TL.net
Heroes of the Storm
Simple Questions, Simple Answers
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia TL Mafia Community Thread TL Mafia Plays: Diplomacy TL Mafia: Generative Agents Showdown Survivor II: The Amazon
Community
General
Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine YouTube Thread UK Politics Mega-thread US Politics Mega-thread
Fan Clubs
Serral Fan Club
Media & Entertainment
[Manga] One Piece Movie Discussion! Anime Discussion Thread [Books] Wool by Hugh Howey
Sports
Formula 1 Discussion 2024 - 2025 Football Thread NHL Playoffs 2024 NBA General Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Cleaning My Mechanical Keyboard How to clean a TTe Thermaltake keyboard?
TL Community
The Automated Ban List TL.net Ten Commandments
Blogs
Why 5v5 Games Keep Us Hooked…
TrAiDoS
Info SLEgma_12
SLEgma_12
SECOND COMMING
XenOsky
WombaT’s Old BW Terran Theme …
WombaT
Heero Yuy & the Tax…
KrillinFromwales
BW PvZ Balance hypothetic…
Vasoline73
ASL S19 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 17308 users

Starbow - Page 162

Forum Index > SC2 General
Post a Reply
Prev 1 160 161 162 163 164 346 Next
MapleLeafSirup
Profile Joined July 2009
Germany950 Posts
February 06 2014 09:40 GMT
#3221
Among all the problems that SC2 has, one major problem to me was the following:

chrono boost/larva inject/mule calldown

First of all, this feature boosts too much in general. That is why your economy and your army are both pretty huge within such short time = > deathball promoting
Secondly, you can replenish your army in an instant, especially zerg
Terran can pull or lose SCVs and still live on


Etc etc.

I was really sad to see this feature to exist in starbow. It is modified, sure, but it serves a similar purpose. I am 100% sure, that removing these features will lead to an even better starbow.
M.R. McThundercrotch
Profile Joined June 2012
United States265 Posts
February 06 2014 09:40 GMT
#3222
I posted this in the other thread a little while ago, but it is basically my evaluation of the Smartcasting/limited-unit selection/UI discussion and this is easier than retyping all the same ideas:

On January 16 2014 18:04 M.R. McThundercrotch wrote:
Limited control groups and single building selection are fundamentally different from Smart Casting. The former pair are artificial limitations imposed on the UI - you can box-select more than 12 units and more than 1 building, but the programming places a cap on it. Smart Casting is more of a feature, much closer to automatic formations from other RTS games.

When you select a group of units and issue a move command, does only one unit respond? Or do all of them? How about with an attack command? The common sense and consistent application of the basic UI functions would be no Smart Casting. Removing it would not be artificially handicapping the UI. Including it is adding a feature that is specifically designed to make micro easier, just like auto formations.

Does that mean Smart Casting is inherently worse for the game than no Smart Casting? No. Whether or not Smart Casting is good or bad for gameplay is an opinion entirely subjective to the person answering that question. For another look at the same issue, consider the feature as it related to multi building selection: all Protoss and Terran unit production is Smart Cast. Select 5 barracks, press M once and only one barracks responds. If MBS stays and Smart Casting spells goes, you have to discuss the function of Terran production buildings and decide which method is best for the type of gameplay you prefer.

In both instances, Smart Casting is a feature added onto the basic UI for sole purpose of reducing the mechanical difficulty of a specific action. However, mechanical difficulty for difficulty's sake is not a good thing, otherwise people would be arguing for single unit selection and no keyboard hotkeys and if you find someone who wants that, they are most likely just a robot from the future. So, when you discuss Smart Casting, discuss it on its own merits and consider all of its effect and implications. If you can't do that and you have to lump it in with other UI elements or ignore some of its less talked about effects in order to justify your reasoning for its inclusion or exclusion, then your reasoning is probably pretty fucking stupid.

On June 30 2012 01:42 iNcontroL wrote: Fuck a lot of you. Fuck you forever.
Big J
Profile Joined March 2011
Austria16289 Posts
February 06 2014 09:45 GMT
#3223
On February 06 2014 18:27 Gaius Baltar wrote:
Show nested quote +
On February 06 2014 17:24 Scorch wrote:
But what good would limited selection do?

Limited selection encourages you to break off little task forces and send them around the map pursuing objectives you might not have considered had you been in the habit of selecting your whole army at once. The anti-deathball consequences of limited selection, I think, should be considered a secondary benefit to this.



If it is a better way to play by splitting off more forces, good players would develop this regardless.
Imo, the main benefit from limiting selection is that forces spread out further and are a little more vulnerable on the move, since you cannot move/attack as perfectly.
And that units profit differently from such limits (e.g. zerglings/marines have a huge disadvantage from such a limit because 4zerglings/2marines == 1zealot, so you can command 4x/2x the power of those units with Protoss at once), though I don't really know whether this is an advantage, yet, it allows BW balance to shine through stronger.
TaShadan
Profile Joined February 2010
Germany1965 Posts
February 06 2014 09:49 GMT
#3224
On February 06 2014 18:40 MapleLeafSirup wrote:
Among all the problems that SC2 has, one major problem to me was the following:

chrono boost/larva inject/mule calldown

First of all, this feature boosts too much in general. That is why your economy and your army are both pretty huge within such short time = > deathball promoting
Secondly, you can replenish your army in an instant, especially zerg
Terran can pull or lose SCVs and still live on


Etc etc.

I was really sad to see this feature to exist in starbow. It is modified, sure, but it serves a similar purpose. I am 100% sure, that removing these features will lead to an even better starbow.


Yes same feelings here.
Total Annihilation Zero
Grumbels
Profile Blog Joined May 2009
Netherlands7028 Posts
February 06 2014 10:01 GMT
#3225
On February 06 2014 18:45 Big J wrote:
Show nested quote +
On February 06 2014 18:27 Gaius Baltar wrote:
On February 06 2014 17:24 Scorch wrote:
But what good would limited selection do?

Limited selection encourages you to break off little task forces and send them around the map pursuing objectives you might not have considered had you been in the habit of selecting your whole army at once. The anti-deathball consequences of limited selection, I think, should be considered a secondary benefit to this.



If it is a better way to play by splitting off more forces, good players would develop this regardless.
Imo, the main benefit from limiting selection is that forces spread out further and are a little more vulnerable on the move, since you cannot move/attack as perfectly.
And that units profit differently from such limits (e.g. zerglings/marines have a huge disadvantage from such a limit because 4zerglings/2marines == 1zealot, so you can command 4x/2x the power of those units with Protoss at once), though I don't really know whether this is an advantage, yet, it allows BW balance to shine through stronger.

Who cares about good players? The advantage of limited selection is that it forces bad players to split up. 99% of players are "bad", so that's kinda the most important demographic.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
NukeD
Profile Joined October 2010
Croatia1612 Posts
February 06 2014 10:53 GMT
#3226
On February 06 2014 19:01 Grumbels wrote:
Show nested quote +
On February 06 2014 18:45 Big J wrote:
On February 06 2014 18:27 Gaius Baltar wrote:
On February 06 2014 17:24 Scorch wrote:
But what good would limited selection do?

Limited selection encourages you to break off little task forces and send them around the map pursuing objectives you might not have considered had you been in the habit of selecting your whole army at once. The anti-deathball consequences of limited selection, I think, should be considered a secondary benefit to this.



If it is a better way to play by splitting off more forces, good players would develop this regardless.
Imo, the main benefit from limiting selection is that forces spread out further and are a little more vulnerable on the move, since you cannot move/attack as perfectly.
And that units profit differently from such limits (e.g. zerglings/marines have a huge disadvantage from such a limit because 4zerglings/2marines == 1zealot, so you can command 4x/2x the power of those units with Protoss at once), though I don't really know whether this is an advantage, yet, it allows BW balance to shine through stronger.

Who cares about good players? The advantage of limited selection is that it forces bad players to split up. 99% of players are "bad", so that's kinda the most important demographic.

Why would you want to force bad players to split? What is wrong with them deathballing their army if thats how they like to play?
sorry for dem one liners
Ramiz1989
Profile Joined July 2012
12124 Posts
February 06 2014 11:04 GMT
#3227
On February 06 2014 19:53 NukeD wrote:
Show nested quote +
On February 06 2014 19:01 Grumbels wrote:
On February 06 2014 18:45 Big J wrote:
On February 06 2014 18:27 Gaius Baltar wrote:
On February 06 2014 17:24 Scorch wrote:
But what good would limited selection do?

Limited selection encourages you to break off little task forces and send them around the map pursuing objectives you might not have considered had you been in the habit of selecting your whole army at once. The anti-deathball consequences of limited selection, I think, should be considered a secondary benefit to this.



If it is a better way to play by splitting off more forces, good players would develop this regardless.
Imo, the main benefit from limiting selection is that forces spread out further and are a little more vulnerable on the move, since you cannot move/attack as perfectly.
And that units profit differently from such limits (e.g. zerglings/marines have a huge disadvantage from such a limit because 4zerglings/2marines == 1zealot, so you can command 4x/2x the power of those units with Protoss at once), though I don't really know whether this is an advantage, yet, it allows BW balance to shine through stronger.

Who cares about good players? The advantage of limited selection is that it forces bad players to split up. 99% of players are "bad", so that's kinda the most important demographic.

Why would you want to force bad players to split? What is wrong with them deathballing their army if thats how they like to play?

Exactly, especially because there are so many counters to Deathballs in Starbow that you can't Deathball efficiently and you will always play the uphill battle.
"I've been to hell and back, and back to hell…and back. This time, I've brought Hell back with me."
Grumbels
Profile Blog Joined May 2009
Netherlands7028 Posts
Last Edited: 2014-02-06 11:18:33
February 06 2014 11:17 GMT
#3228
On February 06 2014 19:53 NukeD wrote:
Show nested quote +
On February 06 2014 19:01 Grumbels wrote:
On February 06 2014 18:45 Big J wrote:
On February 06 2014 18:27 Gaius Baltar wrote:
On February 06 2014 17:24 Scorch wrote:
But what good would limited selection do?

Limited selection encourages you to break off little task forces and send them around the map pursuing objectives you might not have considered had you been in the habit of selecting your whole army at once. The anti-deathball consequences of limited selection, I think, should be considered a secondary benefit to this.



If it is a better way to play by splitting off more forces, good players would develop this regardless.
Imo, the main benefit from limiting selection is that forces spread out further and are a little more vulnerable on the move, since you cannot move/attack as perfectly.
And that units profit differently from such limits (e.g. zerglings/marines have a huge disadvantage from such a limit because 4zerglings/2marines == 1zealot, so you can command 4x/2x the power of those units with Protoss at once), though I don't really know whether this is an advantage, yet, it allows BW balance to shine through stronger.

Who cares about good players? The advantage of limited selection is that it forces bad players to split up. 99% of players are "bad", so that's kinda the most important demographic.

Why would you want to force bad players to split? What is wrong with them deathballing their army if thats how they like to play?

It's a strategy game. Sitting in your base, building up an army and attack-moving with your one giant army is what gameplay looks like for the majority of players. What's fun about that? It's just a simulation game at that point. You should want to encourage players to play strategically, with an emphasis on positioning and skirmishes all over the map. Limited selection doesn't stop you from deathballing anyway, but it does have various advantages that I suspect might improve gameplay overall. Improving gameplay aka making the game more fun to play for everyone, including casuals.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
labbe
Profile Joined October 2010
Sweden1456 Posts
February 06 2014 11:23 GMT
#3229
For those of you that are saying that removing smartcasting and adding limited unit selection will make this game too "difficult" and "too much like bw" I will just say this:

By far the most difficult aspects of brood war, is IMO the lack of MBS, and the lack of auto-mining. These things are also not very "fun" to deal with. With these two issues out of the way in Starbow - even if you add limited unit selection and remove smartcasting - it will still be a much easier game than brood war.

That said, I wouldn't implement limited unit selection. The game already punishes you for having all you army under one control group, and anyone trying to play well will very soon find out that just grouping all of your army together in one place will not have good results. Also, AFAIK the current state of the engine makes it impossible to implement limited unit selection correctly, no? So, at least for now, this is a mute discussion.

As for smartcasting, I'm all for removing it, for reasons others have stated far better than I can.
Rockmonsterdude
Profile Joined April 2010
Sweden169 Posts
February 06 2014 11:41 GMT
#3230
Can't wait for a ladder :D
DannyJ
Profile Joined March 2010
United States5110 Posts
Last Edited: 2014-02-06 13:12:47
February 06 2014 12:34 GMT
#3231
As much as I'm almost pathologically hardwired to want everything to be more like BW, I think adding a limited unit selection would just annoy players more than enhance the game due to it's somewhat arbitrary nature. Creating a "deathball", or at least making it viable, has as much to do with unit composition, unit spacing and AI as it does with unit selection, and for the most part I think Starbow is not very deathball friendly in those areas.

I can see the appeal of trying to add things that would raise the skillcap level the game, but I think if you are trying to make a nice balance between BW and SC2 a few of the admittedly somewhat tedious things from 1998 (no automine, limited unit selection, MBS) should be omitted. Perhaps that's the same thinking that tripped Blizzard up but I think SC2's economy, unit design and pathing are the biggest culprits in that game being a heaping turd.
M.R. McThundercrotch
Profile Joined June 2012
United States265 Posts
Last Edited: 2014-02-06 12:54:01
February 06 2014 12:53 GMT
#3232
On February 06 2014 20:17 Grumbels wrote:
Show nested quote +
On February 06 2014 19:53 NukeD wrote:
On February 06 2014 19:01 Grumbels wrote:
On February 06 2014 18:45 Big J wrote:
On February 06 2014 18:27 Gaius Baltar wrote:
On February 06 2014 17:24 Scorch wrote:
But what good would limited selection do?

Limited selection encourages you to break off little task forces and send them around the map pursuing objectives you might not have considered had you been in the habit of selecting your whole army at once. The anti-deathball consequences of limited selection, I think, should be considered a secondary benefit to this.



If it is a better way to play by splitting off more forces, good players would develop this regardless.
Imo, the main benefit from limiting selection is that forces spread out further and are a little more vulnerable on the move, since you cannot move/attack as perfectly.
And that units profit differently from such limits (e.g. zerglings/marines have a huge disadvantage from such a limit because 4zerglings/2marines == 1zealot, so you can command 4x/2x the power of those units with Protoss at once), though I don't really know whether this is an advantage, yet, it allows BW balance to shine through stronger.

Who cares about good players? The advantage of limited selection is that it forces bad players to split up. 99% of players are "bad", so that's kinda the most important demographic.

Why would you want to force bad players to split? What is wrong with them deathballing their army if thats how they like to play?

You should want to encourage players to play strategically, with an emphasis on positioning and skirmishes all over the map.


If the game does not do that inherently, through unit/game/map design, then you've got much larger design flaws that a patch-work, UI based, band-aid solution is not going to fix.
On June 30 2012 01:42 iNcontroL wrote: Fuck a lot of you. Fuck you forever.
Big J
Profile Joined March 2011
Austria16289 Posts
February 06 2014 12:59 GMT
#3233
On February 06 2014 20:17 Grumbels wrote:
Show nested quote +
On February 06 2014 19:53 NukeD wrote:
On February 06 2014 19:01 Grumbels wrote:
On February 06 2014 18:45 Big J wrote:
On February 06 2014 18:27 Gaius Baltar wrote:
On February 06 2014 17:24 Scorch wrote:
But what good would limited selection do?

Limited selection encourages you to break off little task forces and send them around the map pursuing objectives you might not have considered had you been in the habit of selecting your whole army at once. The anti-deathball consequences of limited selection, I think, should be considered a secondary benefit to this.



If it is a better way to play by splitting off more forces, good players would develop this regardless.
Imo, the main benefit from limiting selection is that forces spread out further and are a little more vulnerable on the move, since you cannot move/attack as perfectly.
And that units profit differently from such limits (e.g. zerglings/marines have a huge disadvantage from such a limit because 4zerglings/2marines == 1zealot, so you can command 4x/2x the power of those units with Protoss at once), though I don't really know whether this is an advantage, yet, it allows BW balance to shine through stronger.

Who cares about good players? The advantage of limited selection is that it forces bad players to split up. 99% of players are "bad", so that's kinda the most important demographic.

Why would you want to force bad players to split? What is wrong with them deathballing their army if thats how they like to play?

It's a strategy game. Sitting in your base, building up an army and attack-moving with your one giant army is what gameplay looks like for the majority of players. What's fun about that? It's just a simulation game at that point. You should want to encourage players to play strategically, with an emphasis on positioning and skirmishes all over the map. Limited selection doesn't stop you from deathballing anyway, but it does have various advantages that I suspect might improve gameplay overall. Improving gameplay aka making the game more fun to play for everyone, including casuals.


Then don't play like that if you don't like it and punish your opponent for playing so, because it is clearly not a very strong style in Sbow.
I don't like to go back to BW because it's too hard to do what I want to do. Imo the goal of an RTS game shouldn't be to make everything superhard, it should make everything (apart from combat control) supereasy and then overwhelm you with possibilities and choices that make strategy and tactics possible. Starcraft 2 is already relying too heavily on making stuff overly unachievable instead of trying to fix the inherent boredom of thousand-click-repetetive macro that RTS games need to overcome if they ever want to set a foot back in the door of relevance again
Grumbels
Profile Blog Joined May 2009
Netherlands7028 Posts
February 06 2014 13:45 GMT
#3234
No offense, but if you want the game to be easier why not campaign for a slower gamespeed? Or for autobuild on scv's and autocast on injects? I think to draw the line at limited unit selection and randomly decide that this bit of mechanical difficulty is too much and only for "BW elitists" is quite silly. In any case, I'm not suggesting it because I want the game to have a higher skill ceiling, but because I want strategical play to be emphasized and limiting unit selection is a seasoned method for this. If Blizzard gives the capability to the editor to change the selection limit I want to at least try it out, preferably without cries from players that don't have any experience with selection limits still somehow prophecizing that this will be the end of Starbow because "you might as well play BW".
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2014-02-06 14:50:42
February 06 2014 14:03 GMT
#3235
On February 06 2014 22:45 Grumbels wrote:
No offense, but if you want the game to be easier why not campaign for a slower gamespeed? Or for autobuild on scv's and autocast on injects? I think to draw the line at limited unit selection and randomly decide that this bit of mechanical difficulty is too much and only for "BW elitists" is quite silly. In any case, I'm not suggesting it because I want the game to have a higher skill ceiling, but because I want strategical play to be emphasized and limiting unit selection is a seasoned method for this. If Blizzard gives the capability to the editor to change the selection limit I want to at least try it out, preferably without cries from players that don't have any experience with selection limits still somehow prophecizing that this will be the end of Starbow because "you might as well play BW".


If you slow down the game speed simply less happens. It's not like you can theoretically micro so much harder if the game is much slower. Sure, you can go over to perfect targetfire and stuff like that, but the game doesn't really reward tiny micro that much that everything would become more awesome.
I wouldn't have a problem with autobuild SCVs and autocast on injects, though I believe the game does simply not support that kind of stuff, since sometimes it is optimal to "not build an SCV right now even if you could queue it up" and instead build something else. And then go back to building SCVs.

Anyways, this is not a "campaign for what you want thread", this is Kabel's vision of Starcraft and not my game. And I'm not gonna demand that he shouldn't make starcraft the way he likes, just because I'm design guessing around that Starcraft (like most other RTS games) has inherent flaws - macro tools are boring and make up too much of your time, units don't offer enough gameplay potential. But that doesn't mean that I'm not gonna voice my opinion about specific changes for Starbow if asked. Even more I haven't even said I'm against unit selection limits in Starbow (though you are right, I'm not a friend of them. Still, if it comes to trying them out and gathering feedback, I will give them a try). I was merely pointing out that I don't believe it will lead to more multitasking with small groups of units amongst weaker players.


*obviously there are also other great people working on Starbow with Kabel.


Edit: btw I don't think that the game should be easier. I think that macro should be less attention intense (because it is boring and how many times have we lost because we were "looking away" - and that simply isn't fun. Noone can tell me that he ever thought "yeah, I want to attack but let me just switch my screen to my base because I want to build 3supply depots and a barracks. Man that barracks building is some intense shit!" or "yeah, gotta micro my shit like crazy, but you know, how about throwing in 40clicks to build more zerglings, that's the real stuff I love to do! Holding down that Z key like a god, oh yeah! Screw that my banelings aren't targetfired, I'm holding Z!" But as a trade off I'd really like to have units micro a ton more, not like in Starcraft where units essentially have two abilities: run and shoot.
.swz.
Profile Joined May 2012
73 Posts
February 06 2014 18:41 GMT
#3236
could we get some sneak preview of how the new site/ladder will look like..just to keep the hype alive ^^
Grumbels
Profile Blog Joined May 2009
Netherlands7028 Posts
February 06 2014 21:14 GMT
#3237
I think it's a bit unfair to single out unit selection. Starcraft has a lot of different mechanics that limit the player, each with advantages its own advantages to being in the game.

For example, managing supply is mechanically taxing and sometimes limits your ability to produce from your production facility. It's a resource that's not very fun. However, if you are replenishing units after losing them it's less expensive than creating new units because of the supply tax. This promotes comebacks. The supply limit puts a cap on army sizes, but it's obviously necessary to have in the game not only to protect your graphics card, but also to prevent situations where you have a thousand supply of ravens.

You can have a similar analysis for other mechanics, I gave one for the unit selection limit before. There are less obvious ones such as map size and unit mobility. The key point is that you can evaluate how much a certain limitation can contribute to the game and weigh this with the fact that it is a limitation on the game, which in a sense is not desirable. It's about finding the right balance which is the most fun to play. I mean, chess is a game with a restricted board size, restricted mobility, restricted moves per turn, restricted time controls, yet nobody complains that these are artificial limitations on the game, it's simply part of the design. If you start to single out limited unit selection and problematize it as an artificial limitation then I would question your perspective. The only test is whether the mechanic ends up being fun to play, and I have my suspicions that all those prophecizing doom might end up reconsidering if they would give it an honest chance. Or not, but we could at least test it.

Mind you that many of these mechanics are intentionally in the game, they are not there by chance but because Blizzard (in designing Brood War) felt that they improved the game. Do you think that they had technical limitations that prevented them from implementing automine, mbs, smartcast and unlimited selection? I can understand the argument for the pathfinding, but the other things I mentioned are trivial to implement, (and in fact would often already exist in other games that had come out at the time), yet Blizzard still neglected to add them. It is on record that the unit selection limit was added in Warcraft 2 to make army movement more strategical.
And for other mechanics, even ones such as supply, they might exist in other games before and maybe Blizzard didn't specifically predict the effects they would have, but it doesn't matter. We can still imitate aspects of games that worked out well, even if they weren't designed for the purpose they ended up serving.

Also, I want Starbow to obey the rules of time&space, which is to say that everything that exists in the game should take up space and every action you take in the game should require some amount of your attention, but it should be relative to space. I don't want manual-rally in the game, but for argument's sake: if you have more bases you need to spend more attention to further increasing your income. For limited selection there is a similar argument: more units equals more attention to controlling them.

I think this is a neat theory and creates a natural balance for the game where the person that is behind is always boosted a little bit by virtue of having less "space" and therefore the ability to be more luxurious with "time", furthermore it also adds natural limitations to everything that keep the game in proper scale. Just like how chess functions best on a specific board size, Starcraft functions best within certain supply limits, map sizes and game lengths.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
Last Edited: 2014-02-06 21:27:29
February 06 2014 21:26 GMT
#3238
On February 07 2014 03:41 .swz. wrote:
could we get some sneak preview of how the new site/ladder will look like..just to keep the hype alive ^^


Not much to show, but I can tell a bit.

Basic website stuff is pretty much done (just some UI brush up). The ladder is taking a tad more time.

I am really hoping it can be up by next week, but it might be the week after. Also, we have not tested it yet (not 100% ready for testing yet) and if we test and find huge flaws then it might be pushed back even further. But, I am positive, it should not be long now.

Also, more good news are about to come :D

Important to remember that I am personally not doing much on this as I am completely incompetent, just trying to organize everyone who are kindly and freely giving of their time. A lot of people want to see this happen :D
aka KanBan85. Working on Starbow.
Pursuit_
Profile Blog Joined June 2012
United States1330 Posts
February 06 2014 21:38 GMT
#3239
On February 06 2014 21:53 M.R. McThundercrotch wrote:
Show nested quote +
On February 06 2014 20:17 Grumbels wrote:
On February 06 2014 19:53 NukeD wrote:
On February 06 2014 19:01 Grumbels wrote:
On February 06 2014 18:45 Big J wrote:
On February 06 2014 18:27 Gaius Baltar wrote:
On February 06 2014 17:24 Scorch wrote:
But what good would limited selection do?

Limited selection encourages you to break off little task forces and send them around the map pursuing objectives you might not have considered had you been in the habit of selecting your whole army at once. The anti-deathball consequences of limited selection, I think, should be considered a secondary benefit to this.



If it is a better way to play by splitting off more forces, good players would develop this regardless.
Imo, the main benefit from limiting selection is that forces spread out further and are a little more vulnerable on the move, since you cannot move/attack as perfectly.
And that units profit differently from such limits (e.g. zerglings/marines have a huge disadvantage from such a limit because 4zerglings/2marines == 1zealot, so you can command 4x/2x the power of those units with Protoss at once), though I don't really know whether this is an advantage, yet, it allows BW balance to shine through stronger.

Who cares about good players? The advantage of limited selection is that it forces bad players to split up. 99% of players are "bad", so that's kinda the most important demographic.

Why would you want to force bad players to split? What is wrong with them deathballing their army if thats how they like to play?

You should want to encourage players to play strategically, with an emphasis on positioning and skirmishes all over the map.


If the game does not do that inherently, through unit/game/map design, then you've got much larger design flaws that a patch-work, UI based, band-aid solution is not going to fix.


You mean adjusting the core mechanics of the game to encourage players to play strategically is a band-aid fix? I would argue that trying to adjust units / maps to create strategically diverse AND balanced gameplay is a worse fix because it limits map makers design and forces unit balance to be on a knife's edge. I think It's better to have the core mechanics encourage strategically diverse gameplay regardless of units/maps, then make the units/maps interesting in and of themselves.
In Somnis Veritas
WombaT
Profile Blog Joined May 2010
Northern Ireland24451 Posts
February 06 2014 21:54 GMT
#3240
I find what the mechanical side of things do is add to the feeling of 'intensity' that I quite enjoy. Even if you get a pretty sizeable advantage in Sbow, I haven't yet got the experience I have in SC2 which is 'oh well I can coast for the next 10 minutes, I've pretty much won'. You still have to macro properly and control well, it doesn't seem to snowball as much as SC2 does.

As it stands I find Sbow is actually doing a pretty good job without implementing selection limits, namely that you benefit from having multiple control units over those who 1A their whole armies.

I'm not against a cap though, but it wouldn't be top of the list of priorities for me.
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
Prev 1 160 161 162 163 164 346 Next
Please log in or register to reply.
Live Events Refresh
WardiTV Invitational
11:00
WardiTV May Playoffs
Percival vs TriGGeR
ByuN vs Solar
Clem vs Spirit
MaxPax vs Jumy
WardiTV975
IndyStarCraft 195
LiquipediaDiscussion
Sparkling Tuna Cup
10:00
Weekly #92
Shameless vs IbaLIVE!
TBD vs YoungYakov
CranKy Ducklings123
LiquipediaDiscussion
GSL Qualifier
08:30
2025 Season 2 Qualifiers
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
IndyStarCraft 195
StarCraft: Brood War
Britney 48994
Rain 10453
Calm 8672
Bisu 5166
Horang2 1632
Hyuk 1245
Pusan 736
Mini 437
Last 278
PianO 245
[ Show more ]
Leta 178
Soulkey 131
ZerO 115
Dewaltoss 82
Hyun 67
ToSsGirL 61
Sacsri 59
ggaemo 58
Mong 55
Aegong 37
Killer 33
sorry 30
soO 29
Icarus 22
Barracks 22
JYJ19
Free 19
Yoon 14
Movie 12
HiyA 11
ivOry 4
Dota 2
Gorgc3367
qojqva1791
XaKoH 799
Fuzer 252
Counter-Strike
x6flipin557
Super Smash Bros
Mew2King326
Heroes of the Storm
Khaldor328
Other Games
B2W.Neo1726
DeMusliM512
Happy418
ArmadaUGS132
BRAT_OK 61
MindelVK14
ZerO(Twitch)13
Organizations
Counter-Strike
PGL70479
StarCraft 2
ComeBackTV 1048
ESL.tv143
StarCraft: Brood War
lovetv 13
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 12 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• RaNgeD 7
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV934
Upcoming Events
Anonymous
1h 29m
BSL Season 20
2h 29m
TerrOr vs HBO
Tarson vs Spine
RSL Revival
4h 29m
BSL Season 20
5h 29m
MadiNho vs dxtr13
Gypsy vs Dark
Wardi Open
22h 29m
Monday Night Weeklies
1d 3h
Replay Cast
2 days
The PondCast
2 days
Replay Cast
3 days
Replay Cast
3 days
[ Show More ]
Road to EWC
5 days
SC Evo League
5 days
Road to EWC
6 days
Afreeca Starleague
6 days
BeSt vs Soulkey
Liquipedia Results

Completed

Proleague 2025-05-14
2025 GSL S1
Calamity Stars S2

Ongoing

JPL Season 2
ASL Season 19
YSL S1
BSL 2v2 Season 3
BSL Season 20
China & Korea Top Challenge
KCM Race Survival 2025 Season 2
NPSL S3
Heroes 10 EU
PGL Astana 2025
Asian Champions League '25
ECL Season 49: Europe
BLAST Rivals Spring 2025
MESA Nomadic Masters
CCT Season 2 Global Finals
IEM Melbourne 2025
YaLLa Compass Qatar 2025
PGL Bucharest 2025
BLAST Open Spring 2025
ESL Pro League S21

Upcoming

Rose Open S1
CSLPRO Last Chance 2025
CSLAN 2025
K-Championship
Esports World Cup 2025
HSC XXVII
Championship of Russia 2025
Bellum Gens Elite Stara Zagora 2025
2025 GSL S2
DreamHack Dallas 2025
IEM Cologne 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.