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Some issues with turtle playstyles in Starcraft 2 - Page 14

Forum Index > SC2 General
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Slardar
Profile Joined April 2010
Canada7596 Posts
February 12 2014 19:44 GMT
#261
Simple Idea: DRASTICALLY reduce the resources present in main, a bit less in natural, and a good/average size in the 3rd location.

What is a mineral patch now? 1500? Make it 500 in the main, 750/1000 in the natural, and Regular in the other bases. Force people to be aggressive and take bases.
Destructicon
Profile Blog Joined September 2011
4713 Posts
February 12 2014 19:49 GMT
#262
On February 13 2014 04:44 Slardar wrote:
Simple Idea: DRASTICALLY reduce the resources present in main, a bit less in natural, and a good/average size in the 3rd location.

What is a mineral patch now? 1500? Make it 500 in the main, 750/1000 in the natural, and Regular in the other bases. Force people to be aggressive and take bases.


No, that's a stupid solution as it leads to situation where you can easily kill a player if you due a very aggressive timing designed to contain on the enemy on 1 or 2 bases.

The best economic solution is to just reintroduce the BW model with even more diminishing returns on workers stacking, so say, if you have 60 workers vs 60 workers, but you have 6 bases compared to the enemy's 3 you'll have like roughly 40% more income, or something like that.
WriterNever give up, never surrender! https://www.youtube.com/user/DestructiconSC
HeavenResign
Profile Joined April 2011
United States702 Posts
February 12 2014 19:55 GMT
#263
On February 13 2014 04:49 Destructicon wrote:
Show nested quote +
On February 13 2014 04:44 Slardar wrote:
Simple Idea: DRASTICALLY reduce the resources present in main, a bit less in natural, and a good/average size in the 3rd location.

What is a mineral patch now? 1500? Make it 500 in the main, 750/1000 in the natural, and Regular in the other bases. Force people to be aggressive and take bases.


No, that's a stupid solution as it leads to situation where you can easily kill a player if you due a very aggressive timing designed to contain on the enemy on 1 or 2 bases.

The best economic solution is to just reintroduce the BW model with even more diminishing returns on workers stacking, so say, if you have 60 workers vs 60 workers, but you have 6 bases compared to the enemy's 3 you'll have like roughly 40% more income, or something like that.


Yeah I mentioned this earlier in the thread, does anyone know if there's a way to use starbow/sc2bw's economy on normal sc2 maps and see how it plays out, no balance changes aside? Or at the very least worker wandering, I know blizz has put their foot on the ground for no distinct economy changes, but they've 180'd on other issues, too ex: "we think competitive maps and ladder maps should be distinct" circa 2011 gdc
Destructicon
Profile Blog Joined September 2011
4713 Posts
February 12 2014 21:16 GMT
#264
On February 13 2014 04:55 HeavenResign wrote:
Show nested quote +
On February 13 2014 04:49 Destructicon wrote:
On February 13 2014 04:44 Slardar wrote:
Simple Idea: DRASTICALLY reduce the resources present in main, a bit less in natural, and a good/average size in the 3rd location.

What is a mineral patch now? 1500? Make it 500 in the main, 750/1000 in the natural, and Regular in the other bases. Force people to be aggressive and take bases.


No, that's a stupid solution as it leads to situation where you can easily kill a player if you due a very aggressive timing designed to contain on the enemy on 1 or 2 bases.

The best economic solution is to just reintroduce the BW model with even more diminishing returns on workers stacking, so say, if you have 60 workers vs 60 workers, but you have 6 bases compared to the enemy's 3 you'll have like roughly 40% more income, or something like that.


Yeah I mentioned this earlier in the thread, does anyone know if there's a way to use starbow/sc2bw's economy on normal sc2 maps and see how it plays out, no balance changes aside? Or at the very least worker wandering, I know blizz has put their foot on the ground for no distinct economy changes, but they've 180'd on other issues, too ex: "we think competitive maps and ladder maps should be distinct" circa 2011 gdc


Well the creators of Starbow said that they worked on the economy for ages to try and make it similar to BW, so I'm not sure how easy its going to be. In theory if you find the winning formula you could make an extension mod out of it.
WriterNever give up, never surrender! https://www.youtube.com/user/DestructiconSC
Eliezar
Profile Joined May 2004
United States481 Posts
February 13 2014 08:16 GMT
#265
On February 12 2014 10:41 Liquid`Jinro wrote:
I wouldnt say as many, and I do think bw is the better game, but people sometimes act like bw was only the modern era of good maps and a balanced state.

Bw had balance crying as well, some of it well documented on this site if you search I bet. Especially pvz.


I just remember a famous Broodwar player stating.

Why is it that as Terran I cannot build two barracks at an expansion and when they finish start mining from them? That's what zerg does...

lol
TaShadan
Profile Joined February 2010
Germany1981 Posts
February 13 2014 08:30 GMT
#266
On February 12 2014 16:17 MyrMindservant wrote:
Regarding all those ideas about increasing supply limits, this is certainly a possible approach but it is not the only one. The very same issue can be approached from the opposite angle. Instead of increasing supply limit to accommodate for SC2's economy and more rapid production, we can slow down the economy and production.
This can net us similar result with several benefits compared to the limit increase.

1. Hardware issue. With larger limits from both sides we would increase hardware requirements of the game. This is not always an issue but it certainly can be one in some cases. There's a reason pro players usually don't use high graphical settings. Plus, while 1vs1 is considered the main game mode, team games (2vs2, 3vs3, 4vs4) are still played by people and they usually put a much higher load on the user's PC because of the amount of units involved.
2. Micro and game pace issues. The more units you have the less time and attention you can spend on microing them.
In low counts many units can be microed individually or in small groups which may enhance their performance greatly. But when you have a lot of them, microing just becomes less and less efficient because it is physically impossible to spent the same amount of attention/time per unit/group. At some point you can't do anything better than to A move most of your troops and micro only a select few or spend your APM elsewhere instead. The game is played in real-time, so there's only that much you can do during a given time period.
You would have more time/opportunity to micro because critical amount of firepower, when the fights tend to end very quickly, will be harder and slower to reach for both sides. Which in its turn would reduce those cases when you are losing the whole game just because you weren't looking at the exactly right spot for ~3 seconds and lost something very important, like half of your army, before you could react.
Additionally, in large mass units start to hinder each other because of map constraints and even pathing issues.

I feel like I can elaborate on all this a lot more and make many examples, but it's probably not needed. I'm not the only one who thought about this and probably not the first one who mentioned something similar to this.
This approach is much better than simply increasing max limit, but it also requires more effort from developers. And, what's more important, it involves making changes to the very core game mechanics, like economy and production as well as rebalancing a lot of things.


I agree, but it will never happen.
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