Starbow - Page 274
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Deleted User 97295
1137 Posts
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Xiphias
Norway2223 Posts
http://wiki.teamliquid.net/starcraft2/Starbow | ||
frontliner2
Netherlands844 Posts
Thanks in advance. | ||
Deleted User 97295
1137 Posts
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Xiphias
Norway2223 Posts
On March 22 2014 05:33 frontliner2 wrote: Mt friends and I are totally new to this and in between games we now decide in half an hour we play some starbow.I want to ask,. if I go to custom games and fill in Starbow in the search field, how do I know it;s the official unit settings etc, and not some scrub uploading a shitty map called starbow? Thanks in advance. It's not in custom maps it's in the Arcade. Search "Starbow" in the arcade. | ||
S2Glow
Singapore1042 Posts
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BasetradeTV
Canada1307 Posts
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S2Glow
Singapore1042 Posts
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Xiphias
Norway2223 Posts
(Games are not spoilered, you have been warned.) + Show Spoiler + Game 1: Game 2: | ||
Archerofaiur
United States4101 Posts
On March 21 2014 21:09 Laertes wrote: Maybe this is because there aren't enough good players though in Starbow. Remember this is what people mean when they say in BW you "fight the UI" but in Starbow you merely fight your opponent. I don't know, maybe starbow should make it so that there is a lot more APM in the macro cycle. How does one do this while keeping macro from being stupid? I can think of two things. A) We can redesign all the macro mechanics B) We can decrease the payoff of the current macro mechanics. I can't see B working any further due to diminishing returns on usefulness, but I'd want to suggest something for the current macro mechanics. The problem lies however in how very dangerous it is to change macro mechanics. A lot of ideas just don't work and they are a very narrow concept as long as you have one Like Chronoboost which literally needs to be nerfed to the ground to be on par with more narrow and less dynamic macro mechanics. That said I do think Chronoboost does it's job in that it speeds up the game relative to BW and allows a difficult macro cycle. With that in mind, maybe we should be enhancing the macro mechanics so that you DO need to hit every inject, you do need to hit every Chronoboost to not fall behind. I would go to the point of saying that we can make the game faster and increase the efficiency of Terran and Zerg cheese by making all macro mechanics essentially the same(A Chronoboost and increase building production efficiency.) I'm not sure how this would play out if we extended Chronoboost and overcharge to speed up building production. It might just change the meta completely, and it would give each race a harder macro cycle without a player having to fight against the UI. In conclusion, we still have many options to make macro harder without imposing UI restrictions....we just have to be sure that's what we want. One more thing, a lot of people are diametrically opposed to imposing UI restrictions, that's fine because UI restrictions are not good. There are alternative ways to make games harder and get more action, so UI restrictions are not necessary. Even so don't confuse restrictive with harder. Though they coincide they are not the same animal and this goes both ways, don't complain that if macro is changed like this it would be bad cause it makes it necessary to have good macro. The worse player always loses in starbow anyway, so a change with this aim in mind would in fact only make the player have another dimension to get better and does so without requiring the player to need the UI. One peculiarity of this system of making Chronoboost and Overcharge affecting construction is that Zerg may turn out assymetrical to Terran and Protoss. I propose that we should increase assymetry further by making Terran's macromechanics require an external "Macro hub" so that it can be sniped. I think we should have done this a while ago. /discuss You add decision making to macro mechanics while keeping the emphasis on mechanical skill. This decision making should be economic advantage vs economic advantage. Ah that brings me back to my old macro days ![]() | ||
Grumbels
Netherlands7028 Posts
On March 24 2014 03:24 Archerofaiur wrote: You add decision making to macro mechanics while keeping the emphasis on mechanical skill. This decision making should be economic advantage vs economic advantage. Ah that brings me back to my old macro days ![]() Kabel said that the macro mechanics for Starbow weren't completely set in stone yet. I think there were some editor issues so that the chronoboost functionality for terran was a compromise for the earlier idea of having a "drop down reactor" (correct me if I'm wrong please), and it was mentioned that the queen might be slightly reworked. And obviously chronoboost and nurturing swarm and so on are still subject to balancing changes. The game is in Beta now and there are some tournaments already, so I think the intention was to create stability and reasonable expectations for balance before tackling the macro mechanics once more. I don't know if your rules for macro mechanics are necessary. A cursory look at Starcraft 2's tells you that mechanical skill is not rewarded for terran, and I'm sure there would be mutiny if terran would be changed to require even more apm. I think the canonical approach to macro mechanics is to design them as a replacement for the void left by automining, in which case they are meant to at least be mechanically difficult. And then to improve on the Brood War design by adding a strategical decision making element which is perceived as missing in Brood War. (I don't completely agree, but there is a point there) The problem obviously is that for possibly dubious reasons you've now set yourself hard limits on the form macro mechanics can take, which in a way is an anti-progressive attitude towards design, rather taking a more structural approach where you try to fit in elements in accordance to a greater plan. I honestly think this might be a good idea nevertheless, but there are obvious downsides. edit: 2009 was like yesterday, except I'm no longer young ![]() | ||
Xiphias
Norway2223 Posts
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Tuczniak
1561 Posts
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Xiphias
Norway2223 Posts
On March 24 2014 19:50 Tuczniak wrote: Nice video. I said it before, but this should be played in SB tournament downtime. Good idea! Noted. | ||
Xiphias
Norway2223 Posts
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Cascade
Australia5405 Posts
On March 21 2014 21:09 Laertes wrote: Maybe this is because there aren't enough good players though in Starbow. Remember this is what people mean when they say in BW you "fight the UI" but in Starbow you merely fight your opponent. I don't know, maybe starbow should make it so that there is a lot more APM in the macro cycle. How does one do this while keeping macro from being stupid? I can think of two things. A) We can redesign all the macro mechanics B) We can decrease the payoff of the current macro mechanics. I can't see B working any further due to diminishing returns on usefulness, but I'd want to suggest something for the current macro mechanics. The problem lies however in how very dangerous it is to change macro mechanics. A lot of ideas just don't work and they are a very narrow concept as long as you have one Like Chronoboost which literally needs to be nerfed to the ground to be on par with more narrow and less dynamic macro mechanics. That said I do think Chronoboost does it's job in that it speeds up the game relative to BW and allows a difficult macro cycle. With that in mind, maybe we should be enhancing the macro mechanics so that you DO need to hit every inject, you do need to hit every Chronoboost to not fall behind. I would go to the point of saying that we can make the game faster and increase the efficiency of Terran and Zerg cheese by making all macro mechanics essentially the same(A Chronoboost and increase building production efficiency.) I'm not sure how this would play out if we extended Chronoboost and overcharge to speed up building production. It might just change the meta completely, and it would give each race a harder macro cycle without a player having to fight against the UI. In conclusion, we still have many options to make macro harder without imposing UI restrictions....we just have to be sure that's what we want. One more thing, a lot of people are diametrically opposed to imposing UI restrictions, that's fine because UI restrictions are not good. There are alternative ways to make games harder and get more action, so UI restrictions are not necessary. Even so don't confuse restrictive with harder. Though they coincide they are not the same animal and this goes both ways, don't complain that if macro is changed like this it would be bad cause it makes it necessary to have good macro. The worse player always loses in starbow anyway, so a change with this aim in mind would in fact only make the player have another dimension to get better and does so without requiring the player to need the UI. One peculiarity of this system of making Chronoboost and Overcharge affecting construction is that Zerg may turn out assymetrical to Terran and Protoss. I propose that we should increase assymetry further by making Terran's macromechanics require an external "Macro hub" so that it can be sniped. I think we should have done this a while ago. /discuss Can I repost my post back from page 97, that no one replied to? TT Specially point 2 is very relevant to what you request, making perfect injects/chronos/whatever much more important if you get punished if you miss. So point 2) wouldn't introduce more choices (still need to hit those injects...), but would make the game harder, in the sense that the learning curve would be much steeper, and you would get beaten up more badly by a better player. It also wouldn't be a huge change, although it would have to be rebalanced I guess. Change 1b) Does introduce some new choices, but is a quite big redesign. On January 20 2014 12:16 Cascade wrote: Sorry for driveby posting (95 pages! :o ). I just had a thought about a couple of macro mechanic that potentially could be cool. Not sure if it's new, but I haven't seen it mentioned. Maybe I can just drop them here and you can pick them up if interested. ![]() 1) Almost all macro mechanics are related to how fast things build. Which is fine, but it is not the only thing in unit production. Specially, the price is very central, and isn't really being touched. So point is to allow one or several of the raced to get units cheaper. For example: a) Terran can "recycle". An action done by [insert unit or building] after a unit (and/or structure?) is built, and you get a partial refund. It can even be a piece of scrap being thrown out of the building (if it is upgraded to recycle maybe?) that another little wall-E guy (or scv...) can run around and collect. Maybe make them expire after a set time (which can be short or long I guess, depending on how where you want the skill-limit to be). b) The option of building things cheaper, but slower. Or equivalently building things faster but pay more. This can go for any of the three races I guess. Would create interesting dynamics potentially, allowing people to panic-build defense, or slowly build up units cheaply giving you plenty of leftover things to pump into eco or whatever. Allowing this for workers as well can be interesting I guess... 2) Having "macro-combos". That is, abilities that get more powerful when you chain them together one after the other. For example spawn larva could give one larva first inject, 2 larva second inject, if done on the same hatchery within a fix time after the previous one is done, then up to a maximum of maybe 4 larva per inject or something. This will separate the skill at the very top A LOT. "Anyone" can keep up decent injects with the occasional hickup, but only jaedong can line all of them up throughout a game. In current sc2, that will give jaedong 5 extra larva over 10 minutes, but if the chobo loses his charge regularly, and jaedong maintains it, the difference will be much larger. This also allows for more effective harass, where disturbing your opponent enough to lose his combo (or even kill the queen!) will do a lot of damage. Can be used for essentailly any skill for any race I guess (and maybe even bonus if you use two different skills together?). Cheers, that's all from me for now. ![]() | ||
SolidSMD
Belgium408 Posts
awesome! | ||
Zhadez10
Iceland39 Posts
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Grumbels
Netherlands7028 Posts
On March 25 2014 04:12 Zhadez10 wrote: Cascade those are some cool ideas Warcraft 3 had "faster, more expensive" for buildings, and some people speculated it would exist as a macro mechanic for terran in Starcraft II, but I recall there was some resistance against it. I think because it was a mechanic that was seen as originating from WC3 and the people at TL viewed that game much the same as they view LoL now. (seriously, say: "I've seen this mechanic in LoL and think it would be interesting for SC2" on reddit and wait for the downvotes) It wasn't very interesting in Warcraft 3 though, but it might work better in SC2. Note that zerg already has nurturing swarm which functions the same way, even if it would conceptually be more intuitive if it was a terran mechanic involving scv's. | ||
Grumbels
Netherlands7028 Posts
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