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On July 02 2015 05:29 TMagpie wrote:Show nested quote +On July 02 2015 05:26 figq wrote:On July 02 2015 03:48 JieXian wrote:On July 02 2015 03:11 figq wrote:By the way, this is the analogue of stacked mutas in Hearthstone  : + Show Spoiler +Broken mechanic requiring high APM Clarification, if it's needed: + Show Spoiler +Nozdormu is the 8/8 on the board, it makes turns only last 15 seconds. Animations that stack at the end of opponent's turn have to end before you can act, so they can take time from your turn. By stacking Nozdormu and infinitely replacing bouncing pandas, you force animations to always take your whole opponent's turn time, so he never can do any action at all. This isn't stacked mutas this is hax! interesting nonetheless It's not intended by the dev - just like stacked mutas isn't. But it's not a hack; it's simply playing the game in a weird way and making use of the game's own broken engine. Exactly like stacked mutas. People like you is the reason we have weird game rules like traveling in basketball  "But what if we never dribble the ball sir? How can they get it? Just get one point ahead and hold on for dear life." i believe you're referring to the shot clock
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SC1 definitely requires more mechanics and than SC2 does, but I wouldn't put it in the way Artosis did. SC2 has not developed as solid of a game as BW has. Lots of SC2 mechanics and concepts are still being explored, patch after patch. The fact that SC2 HOTS still have new builds churning out of pros' gameplays is the proof. Although time is of the essence, overall sc2 will eventually develop into sc1, with the eventual end to the trilogy that is lotv.
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Below is an attempt to find common ground. Please correct and clarify as concisely as possible.
Proportionally speaking, strategy / macro (used here to mean the same thing) is more important to Starcraft 2 at most skill levels. Therefore, mechanics / micro (used here to mean the same thing) are proportionally more important in Brood War at most skill levels. Absolutely speaking, there are about the same amount of non-depth sapping or gameplay detrimental, important strategic / macro decisions to make in both games at most skill levels. Additionally, there are more non-depth sapping or gameplay detrimental, important micro decisions to make in Brood War at most skill levels. Therefore, Brood War requires more important and non-depth sapping decisions to be made per game time around its design at most skill levels. Insofar as Artosis meant proportionally, he is correct. Insofar as he meant absolutely relating to the amount of important and non-degenerate decisions to be made per game or per game time, he is incorrect.
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strategy / macro (used here to mean the same thing) mechanics / micro (used here to mean the same thing)
wrong.
mechanics definitely = macro + micro (according to convention) like being tall, able to run fast, jump high and shooting accurately in basketball.
strategy might mean any dam thing as he didn't define it and everyone is confused
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On July 02 2015 13:56 JieXian wrote:Show nested quote +strategy / macro (used here to mean the same thing) mechanics / micro (used here to mean the same thing)
wrong. mechanics definitely = macro + micro (according to convention) like being tall, able to run fast, jump high and shooting accurately in basketball. strategy might mean any dam thing as he didn't define it and everyone is confused Well then. That makes this thread nothing but flaming news, and Artosis' words inane.
I always thought macro AND strategy were the same thing as anything related to build order, workers and their management to an extent, and adjustments to be made depending on what information is gathered during and out of the game. 'Tis a good thing I made that clear, then, otherwise there'd be even more confusion.
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On July 02 2015 13:56 JieXian wrote:Show nested quote +strategy / macro (used here to mean the same thing) mechanics / micro (used here to mean the same thing)
wrong. mechanics definitely = macro + micro (according to convention) like being tall, able to run fast, jump high and shooting accurately in basketball. strategy might mean any dam thing as he didn't define it and everyone is confused
Strategy is the type of build order you use, where you decide to take fights, when you decide to attack, when you decide to defend, what type of units you decide to make. Strategy can almost completely be synonymous with decision making.
Micro involves very limited decision making. There is a perfect way to micro your units in basically every situation but rarely does micro perfection ever happen. However, your micro skill level is basically dependent on how close to that perfect engagement/unit movement/targeting that you can get consistently.
Macro involves very limited decision making. Your strategy determines when you will expand and whether you're going for a more high economy ("macro-style") or low economy style but regardless, whether you have 1 command center or 2 command centers, you have to make SCV's and keeping on top of that, along with your army production, infrastructure, etc. The pure ability to keep up with the necessary actions that your strategy requires like producing workers, units, buildings, etc. that is required in every game IS MACRO. The only real decision making involved in macro is deciding where you will spend your time when time is limited and your attention is divided onto multiple screens.
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On July 02 2015 14:32 G5 wrote:Show nested quote +On July 02 2015 13:56 JieXian wrote:strategy / macro (used here to mean the same thing) mechanics / micro (used here to mean the same thing)
wrong. mechanics definitely = macro + micro (according to convention) like being tall, able to run fast, jump high and shooting accurately in basketball. strategy might mean any dam thing as he didn't define it and everyone is confused Strategy is the type of build order you use, where you decide to take fights, when you decide to attack, when you decide to defend, what type of units you decide to make. Strategy can almost completely be synonymous with decision making. Micro involves very limited decision making. There is a perfect way to micro your units in basically every situation but rarely does micro perfection ever happen. However, your micro skill level is basically dependent on how close to that perfect engagement/unit movement/targeting that you can get consistently. Macro involves very limited decision making. Your strategy determines when you will expand and whether you're going for a more high economy ("macro-style") or low economy style but regardless, whether you have 1 command center or 2 command centers, you have to make SCV's and keeping on top of that, along with your army production, infrastructure, etc. The pure ability to keep up with the necessary actions that your strategy requires like producing workers, units, buildings, etc. that is required in every game IS MACRO. The only real decision making involved in macro is deciding where you will spend your time when time is limited and your attention is divided onto multiple screens.
I agree In short, mechanics = macro + micro ~ athleticism in sports
and imo Strategy = fast expanding or going allin or going for broodlords + queens because:
1 it works well in this map, or 2 because you know your opponent's playstyle in this map would make it advantageous for you to do so, etc (to quote a few examples)
On July 02 2015 14:09 Jaedrik wrote:Show nested quote +On July 02 2015 13:56 JieXian wrote:strategy / macro (used here to mean the same thing) mechanics / micro (used here to mean the same thing)
wrong. mechanics definitely = macro + micro (according to convention) like being tall, able to run fast, jump high and shooting accurately in basketball. strategy might mean any dam thing as he didn't define it and everyone is confused Well then. That makes this thread nothing but flaming news, and Artosis' words inane. I always thought macro AND strategy were the same thing as anything related to build order, workers and their management to an extent, and adjustments to be made depending on what information is gathered during and out of the game. 'Tis a good thing I made that clear, then, otherwise there'd be even more confusion.
haha
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Honest question, does anyone here really seriously truthfully think that BW is more strategic than SC2? I was not able to see the height of BW, I just saw most of it through YT based on what people say about BW players, but Artosis is 100000% correct here. In BW, it mostly mechanics and speed, while SC2 allows greater emphasis on strategy since mechanics is mainly autoed.
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How is this thread still alive?
(And how come I get banned if I type a twitch emote)?
Maybe I get a warning if I do half a one? Kap
User was temp banned for this post.
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On July 03 2015 20:37 OkMong wrote: Honest question, does anyone here really seriously truthfully think that BW is more strategic than SC2? I was not able to see the height of BW, I just saw most of it through YT based on what people say about BW players, but Artosis is 100000% correct here. In BW, it mostly mechanics and speed, while SC2 allows greater emphasis on strategy since mechanics is mainly autoed.
Please realise that you cannot make a proper judgement while having a lack of knowledge, and thank you for realising you don't know enough
For example:
I have never been to Germany or known any Germans. I just saw most of them through WW2 videos on YT. Based on what people say about Germans, they hate the jews, they scream when they talk and they are very efficient.
See how wrong it can be?
Also, Dr Musicus has demonstrated how the bolded part being true doesn't equate to BW being less strategic:
On June 30 2015 16:15 Musicus wrote:So I had to bust out the paint skills here for one more point: ![[image loading]](http://i.imgur.com/oIzhv2o.png)
btw Honest reply: yes. I was excited during the release of SC2. Got my BW friend together, played sc2 for 6 months and got into high plat but I stopped and went back to BW because I personally felt that it was too shallow.
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On July 03 2015 20:37 OkMong wrote: Honest question, does anyone here really seriously truthfully think that BW is more strategic than SC2? I was not able to see the height of BW, I just saw most of it through YT based on what people say about BW players, but Artosis is 100000% correct here. In BW, it mostly mechanics and speed, while SC2 allows greater emphasis on strategy since mechanics is mainly autoed.
I've played BW for a long time. This is a very loaded question because of what is implied by "more strategic."
For example: Chess has way more mechanics than Go. And Go technically is more strategic than Chess. But what can be gleaned from that information? MMA has way more mechanics than Boxing. And Boxing is technically more positional than MMA. But what can be gleaned from the information?
BW is definitely more mechanics focused than SC2--but not by much. And SC2 is definitely more Strategy focused than BW--but not by much either.
A lot of SC2 haters complain that the game is too fast and you can't micro as well. The reason is because SC2 is all about decision making. You have less than a second to decide the correct move or you lose everything. In BW you were forgiven for mistakes, and because of this people "felt" that they had more control. But when emphasis is put on making correct choices moreso than how many choices you can execute, people whine that the game is too fast because they're used to not having to making those decisions right then and there. This is part of what is meant when people say that SC2 is more strategic. With an emphasis on decision making, players are not as afforded wrong strategic choices as they are in BW--albeit, not by very much, just enough to be noticeable. A lot of BW haters do the opposite with BW, thinking that 90% of the game is right-clicking mineral patches and getting units through ramps when there are just as many decisions to be made in BW. The game is slower paced, and it forgives your strategic mistakes more often than SC2 forgives your strategic mistakes, but it also punishes your mechanical mistakes more often than SC2 punishes your mechanical mistakes. But what can be gleaned from that information?
The games are very very similar to each other, and they put focus on different aspects of the RTS experience than each other. For example, a side effect of BW's mechanics focus is that people describe strategy by what units are made and how well they are used. "He made 1 wraith" or some other non-sense like that. While SC2 the opposite happens where strategy is discussed abstractly through compositions and map positioning. "He made this unit comp and engage here" is what is usually used to discuss strategy. Why? Because a more mechanics focused game leans more heavily on what you do with your units and more strategic focused game cares less about how your units perform, but that if your units fits the role needed in the overall strategy.
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Has any modder or theorycrafter ever explored the idea of either a) slowing SC2 down or b) increasing unit defenses/decreasing unit damage and/or speed. I ask simply because a common complaint is how quickly a match can be decided from one large fight where there was not enough time to properly micro. Is this not the situation that leads people to scream "build order loss!" Just thinking out loud, not necessarily my stance.
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On July 03 2015 22:43 Footler wrote: Has any modder or theorycrafter ever explored the idea of either a) slowing SC2 down or b) increasing unit defenses/decreasing unit damage and/or speed. I ask simply because a common complaint is how quickly a match can be decided from one large fight where there was not enough time to properly micro. Is this not the situation that leads people to scream "build order loss!" Just thinking out loud, not necessarily my stance.
There are 3 misconceptions with your post:
(1) It's a common misunderstanding that damage numbers is what leads to "quick battles". In reality though damage numbers in BW were much higher (relative to HP). Instead, the issue is lackluster ability-design.
(2) If its just one battle and GG, this is due an issue with the dynamic of the game (like lack of defenders advantage or escape mechanic).
(3) Build-order losses is a completely different topic.
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On July 03 2015 22:43 Footler wrote: Has any modder or theorycrafter ever explored the idea of either a) slowing SC2 down or b) increasing unit defenses/decreasing unit damage and/or speed. I ask simply because a common complaint is how quickly a match can be decided from one large fight where there was not enough time to properly micro. Is this not the situation that leads people to scream "build order loss!" Just thinking out loud, not necessarily my stance.
The complaint is not that there is only one fight in the end--this happens in all games. The complaint is that jockeying for positioning in SC2 looks boring.
BW as an example, jockeying for position equated to engagements. Small part of your army fought a small part of their army and you kind of took losses on both sides.
In SC2 the jockeying is more abstract with lots of "almost" engagements. So the army comps in SC2 threaten to take a space, and then move back and forth until both sides are happy with their position, and then they fight.
Let me go back to the Chess vs Go analogy.
In Chess, which is more mechanics focused than go, jockeying for position usually is done through trading of pieces. I take your piece, you take my piece, etc... There is action, there is drama, and someone wins at the end. In Go, nothing happens for about 100 moves as you just fill the board with these deathballs--and in one well placed piece the one side of the board literally disappears all at once. Neither game is wrong for putting more focus on mechanics over strategy. They are what they are *because* of their focus.
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On July 03 2015 22:46 Hider wrote:Show nested quote +On July 03 2015 22:43 Footler wrote: Has any modder or theorycrafter ever explored the idea of either a) slowing SC2 down or b) increasing unit defenses/decreasing unit damage and/or speed. I ask simply because a common complaint is how quickly a match can be decided from one large fight where there was not enough time to properly micro. Is this not the situation that leads people to scream "build order loss!" Just thinking out loud, not necessarily my stance. There are 3 misconceptions with your post: (1) It's a common misunderstanding that damage numbers is what leads to "quick battles". In reality though damage numbers in BW were much higher (relative to HP). Instead, the issue is lackluster ability-design. (2) If its just one battle and GG, this is due an issue with the dynamic of the game (like lack of defenders advantage or escape mechanic). (3) Build-order losses is a completely different topic.
I definitely agree that lackluster ability-design and really unit design in general is what needs to change but I just wanted to see what others thought in regards to some sort of universal change to the game. For the sake of discussion, isn't BW slower in gamespeed than SC2? Obviously, they are two completely different games running on different engines with different units but just in general BW played a bit slower than SC2. Sort of like going to WC3 from BW felt like trying to run in water (not hating WC3, but it was slow in comparison). This is sort of what I was getting at in terms of change to SC2 but just not as drastic.
For (2) and (3) I don't necessarily agree with the whole 'build order loss' BS, I was just bringing it up since it's a somewhat common complaint. If we took all of the modernizations of SC2 (unit selection, MBS, no defenders advantage, etc) and applied them to BW, would BW have the same issues? Or would the BW unit design and balance hold up and provide us with a similar level of strategy and micro?
On July 03 2015 22:54 Thieving Magpie wrote:Show nested quote +On July 03 2015 22:43 Footler wrote: Has any modder or theorycrafter ever explored the idea of either a) slowing SC2 down or b) increasing unit defenses/decreasing unit damage and/or speed. I ask simply because a common complaint is how quickly a match can be decided from one large fight where there was not enough time to properly micro. Is this not the situation that leads people to scream "build order loss!" Just thinking out loud, not necessarily my stance. The complaint is not that there is only one fight in the end--this happens in all games. The complaint is that jockeying for positioning in SC2 looks boring. BW as an example, jockeying for position equated to engagements. Small part of your army fought a small part of their army and you kind of took losses on both sides. In SC2 the jockeying is more abstract with lots of "almost" engagements. So the army comps in SC2 threaten to take a space, and then move back and forth until both sides are happy with their position, and then they fight. Let me go back to the Chess vs Go analogy. In Chess, which is more mechanics focused than go, jockeying for position usually is done through trading of pieces. I take your piece, you take my piece, etc... There is action, there is drama, and someone wins at the end. In Go, nothing happens for about 100 moves as you just fill the board with these deathballs--and in one well placed piece the one side of the board literally disappears all at once. Neither game is wrong for putting more focus on mechanics over strategy. They are what they are *because* of their focus.
I agree that BW was more interesting in this regard but I wouldn't necessarily say SC2 is 'almost' engagements. SC2 is usually more ability based jockeying (EMPs, fungals, force fields, etc) whereas BW had a lot more emphasis on position and taking those smaller engagements as you said.
Regardless, the only reason I bring any of this is up is because many people are preoccupied trying to get Blizzard to fix the economy when in reality that's just going to leave SC2 with the same unit design and interaction problems. Or am I missing something on how the economy fix will make these interactions more interesting?
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On July 03 2015 23:22 Footler wrote:Show nested quote +On July 03 2015 22:46 Hider wrote:On July 03 2015 22:43 Footler wrote: Has any modder or theorycrafter ever explored the idea of either a) slowing SC2 down or b) increasing unit defenses/decreasing unit damage and/or speed. I ask simply because a common complaint is how quickly a match can be decided from one large fight where there was not enough time to properly micro. Is this not the situation that leads people to scream "build order loss!" Just thinking out loud, not necessarily my stance. There are 3 misconceptions with your post: (1) It's a common misunderstanding that damage numbers is what leads to "quick battles". In reality though damage numbers in BW were much higher (relative to HP). Instead, the issue is lackluster ability-design. (2) If its just one battle and GG, this is due an issue with the dynamic of the game (like lack of defenders advantage or escape mechanic). (3) Build-order losses is a completely different topic. I definitely agree that lackluster ability-design and really unit design in general is what needs to change but I just wanted to see what others thought in regards to some sort of universal change to the game. For the sake of discussion, isn't BW slower in gamespeed than SC2? Obviously, they are two completely different games running on different engines with different units but just in general BW played a bit slower than SC2. Sort of like going to WC3 from BW felt like trying to run in water (not hating WC3, but it was slow in comparison). This is sort of what I was getting at in terms of change to SC2 but just not as drastic. For (2) and (3) I don't necessarily agree with the whole 'build order loss' BS, I was just bringing it up since it's a somewhat common complaint. If we took all of the modernizations of SC2 (unit selection, MBS, no defenders advantage, etc) and applied them to BW, would BW have the same issues? Or would the BW unit design and balance hold up and provide us with a similar level of strategy and micro? Show nested quote +On July 03 2015 22:54 Thieving Magpie wrote:On July 03 2015 22:43 Footler wrote: Has any modder or theorycrafter ever explored the idea of either a) slowing SC2 down or b) increasing unit defenses/decreasing unit damage and/or speed. I ask simply because a common complaint is how quickly a match can be decided from one large fight where there was not enough time to properly micro. Is this not the situation that leads people to scream "build order loss!" Just thinking out loud, not necessarily my stance. The complaint is not that there is only one fight in the end--this happens in all games. The complaint is that jockeying for positioning in SC2 looks boring. BW as an example, jockeying for position equated to engagements. Small part of your army fought a small part of their army and you kind of took losses on both sides. In SC2 the jockeying is more abstract with lots of "almost" engagements. So the army comps in SC2 threaten to take a space, and then move back and forth until both sides are happy with their position, and then they fight. Let me go back to the Chess vs Go analogy. In Chess, which is more mechanics focused than go, jockeying for position usually is done through trading of pieces. I take your piece, you take my piece, etc... There is action, there is drama, and someone wins at the end. In Go, nothing happens for about 100 moves as you just fill the board with these deathballs--and in one well placed piece the one side of the board literally disappears all at once. Neither game is wrong for putting more focus on mechanics over strategy. They are what they are *because* of their focus. I agree that BW was more interesting in this regard but I wouldn't necessarily say SC2 is 'almost' engagements. SC2 is usually more ability based jockeying (EMPs, fungals, force fields, etc) whereas BW had a lot more emphasis on position and taking those smaller engagements as you said. Regardless, the only reason I bring any of this is up is because many people are preoccupied trying to get Blizzard to fix the economy when in reality that's just going to leave SC2 with the same unit design and interaction problems. Or am I missing something on how the economy fix will make these interactions more interesting?
You have not. Skim through those econ threads and you'll see me being the dick telling everyone that the economy doesn't matter since its an arbitrary stopgap whose only goal is to put a linear pacing to army growth.
What I also meant by "almost engagements" is that you normally stay out of range of each other, but try to position yourself to have the better concave. You see the same thing in Street Fighter games where players walk back and forth throwing "random" punches to gauge position, range, and to try to punish sudden dash-forwards. And usually spells does the pokes--but Vikings and muta snipes poke the deathball just as often as well. But yeah, I think we're in agreement.
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If we took all of the modernizations of SC2 (unit selection, MBS, no defenders advantage, etc) and applied them to BW, would BW have the same issues? Or would the BW unit design and balance hold up and provide us with a similar level of strategy and micro?
Defenders advantage? If you are talking about holding position with a minimum of units, that's certainly something that is very important to the gamedynamic of BW.
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On July 03 2015 23:47 Hider wrote:Show nested quote + If we took all of the modernizations of SC2 (unit selection, MBS, no defenders advantage, etc) and applied them to BW, would BW have the same issues? Or would the BW unit design and balance hold up and provide us with a similar level of strategy and micro? Defenders advantage? If you are talking about holding position with a minimum of units, that's certainly something that is very important to the gamedynamic of BW.
BW doesn't have "defenders advantage" it has an uphill mechanic. Something used just as much for making strong attacks (until maps were designed against it) as it was for defending. There's a reason Lost Temple and its mirrors eventually stopped being a design with its near unstoppable cliff sieges.
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On July 03 2015 23:52 Thieving Magpie wrote:Show nested quote +On July 03 2015 23:47 Hider wrote: If we took all of the modernizations of SC2 (unit selection, MBS, no defenders advantage, etc) and applied them to BW, would BW have the same issues? Or would the BW unit design and balance hold up and provide us with a similar level of strategy and micro? Defenders advantage? If you are talking about holding position with a minimum of units, that's certainly something that is very important to the gamedynamic of BW. BW doesn't have "defenders advantage" it has an uphill mechanic. Something used just as much for making strong attacks (until maps were designed against it) as it was for defending. There's a reason Lost Temple and its mirrors eventually stopped being a design with its near unstoppable cliff sieges.
I am not only talking about hills. I am talking about how Dark Swarm, Lurkers and Siege Tanks functioned --> Allowed you to defend a certain location extremely cost efficient w/ a minimum of units. Personally, I think high ground is an unneceasry and overly complicated way of creating a defenders advantage. I think its must better to tweak abilities and macromechanics to get the desired effect.
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On July 03 2015 23:43 Thieving Magpie wrote:Show nested quote +On July 03 2015 23:22 Footler wrote:On July 03 2015 22:46 Hider wrote:On July 03 2015 22:43 Footler wrote: Has any modder or theorycrafter ever explored the idea of either a) slowing SC2 down or b) increasing unit defenses/decreasing unit damage and/or speed. I ask simply because a common complaint is how quickly a match can be decided from one large fight where there was not enough time to properly micro. Is this not the situation that leads people to scream "build order loss!" Just thinking out loud, not necessarily my stance. There are 3 misconceptions with your post: (1) It's a common misunderstanding that damage numbers is what leads to "quick battles". In reality though damage numbers in BW were much higher (relative to HP). Instead, the issue is lackluster ability-design. (2) If its just one battle and GG, this is due an issue with the dynamic of the game (like lack of defenders advantage or escape mechanic). (3) Build-order losses is a completely different topic. I definitely agree that lackluster ability-design and really unit design in general is what needs to change but I just wanted to see what others thought in regards to some sort of universal change to the game. For the sake of discussion, isn't BW slower in gamespeed than SC2? Obviously, they are two completely different games running on different engines with different units but just in general BW played a bit slower than SC2. Sort of like going to WC3 from BW felt like trying to run in water (not hating WC3, but it was slow in comparison). This is sort of what I was getting at in terms of change to SC2 but just not as drastic. For (2) and (3) I don't necessarily agree with the whole 'build order loss' BS, I was just bringing it up since it's a somewhat common complaint. If we took all of the modernizations of SC2 (unit selection, MBS, no defenders advantage, etc) and applied them to BW, would BW have the same issues? Or would the BW unit design and balance hold up and provide us with a similar level of strategy and micro? On July 03 2015 22:54 Thieving Magpie wrote:On July 03 2015 22:43 Footler wrote: Has any modder or theorycrafter ever explored the idea of either a) slowing SC2 down or b) increasing unit defenses/decreasing unit damage and/or speed. I ask simply because a common complaint is how quickly a match can be decided from one large fight where there was not enough time to properly micro. Is this not the situation that leads people to scream "build order loss!" Just thinking out loud, not necessarily my stance. The complaint is not that there is only one fight in the end--this happens in all games. The complaint is that jockeying for positioning in SC2 looks boring. BW as an example, jockeying for position equated to engagements. Small part of your army fought a small part of their army and you kind of took losses on both sides. In SC2 the jockeying is more abstract with lots of "almost" engagements. So the army comps in SC2 threaten to take a space, and then move back and forth until both sides are happy with their position, and then they fight. Let me go back to the Chess vs Go analogy. In Chess, which is more mechanics focused than go, jockeying for position usually is done through trading of pieces. I take your piece, you take my piece, etc... There is action, there is drama, and someone wins at the end. In Go, nothing happens for about 100 moves as you just fill the board with these deathballs--and in one well placed piece the one side of the board literally disappears all at once. Neither game is wrong for putting more focus on mechanics over strategy. They are what they are *because* of their focus. I agree that BW was more interesting in this regard but I wouldn't necessarily say SC2 is 'almost' engagements. SC2 is usually more ability based jockeying (EMPs, fungals, force fields, etc) whereas BW had a lot more emphasis on position and taking those smaller engagements as you said. Regardless, the only reason I bring any of this is up is because many people are preoccupied trying to get Blizzard to fix the economy when in reality that's just going to leave SC2 with the same unit design and interaction problems. Or am I missing something on how the economy fix will make these interactions more interesting? You have not. Skim through those econ threads and you'll see me being the dick telling everyone that the economy doesn't matter since its an arbitrary stopgap whose only goal is to put a linear pacing to army growth. What I also meant by "almost engagements" is that you normally stay out of range of each other, but try to position yourself to have the better concave. You see the same thing in Street Fighter games where players walk back and forth throwing "random" punches to gauge position, range, and to try to punish sudden dash-forwards. And usually spells does the pokes--but Vikings and muta snipes poke the deathball just as often as well. But yeah, I think we're in agreement.
So then the question that remains is can interesting unit design alone create the interesting interactions that everyone desires (if that is what people actually desire)?
On July 03 2015 23:47 Hider wrote:Show nested quote + If we took all of the modernizations of SC2 (unit selection, MBS, no defenders advantage, etc) and applied them to BW, would BW have the same issues? Or would the BW unit design and balance hold up and provide us with a similar level of strategy and micro? Defenders advantage? If you are talking about holding position with a minimum of units, that's certainly something that is very important to the gamedynamic of BW.
That is why I asked the question. Obviously it would change the way BW is played but would the game still be interesting with these changes?
EDIT: Read your other post and realized we were talking about different things. The question still stands I suppose, though.
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