|
On July 28 2017 07:47 LSN wrote: Because I sense that you lack general idea, and I wanna hear content from you before I continue to talk with you. You probably are just big at criticizing stuff others bring up.
Really, I added some thoughts (content, if you may) to the "macro hatchery" idea and didn't blindly criticize it.
On July 28 2017 07:47 LSN wrote: And I answered all your questions in detail.
You did not. How will the larva merge work in the game? Like an archon merge? What if you have multiple hatcheries and the last 3 larva are far apart? What happens then? Should the same supply-increase-nerf apply to tanks/ravens and carriers?
On July 28 2017 07:47 LSN wrote: With get along with it I mean that you should accept outside the box thinking
There's nothing wrong with outside the box thinking, but it requires more reasoning and justification.
|
The larva can work the exact same way it works now. The only thing in this concept that would have to change for sure is the amount that each additional swarmhost takes. Ofc the larva had to be at the same hatchery, just as it is now.
But to repeat myself, you can do adjustments of larva costs of units if you ever want so with this concept. The reason I came up with it is not to so but in order to allow soft capping of hosts. Everything else are side effects that can be used but dont have to be used.
|
I really like the idea of SH spawning either locust or scourge, for a cost. I don't understand this "free unit" fetish, no one seem to have problems with "free" storms or "free" seeker mines.
anyways, I would really like to see some of the extremes toned down, like increased marine collision radius, weaker banes (revert hp buff?), weaker adepts (revert vision nerf but loose shield when they shade?), much slower phoenixes, reduced/removed muta hp regen, overall slightly stronger anti-air ground, but weaker aoe (widow mine, seeker mines, archon, parasitic bomb, fungal).
(IM not so H noob O ofc)
|
On July 28 2017 07:57 LSN wrote: The larva can work the exact same way it works now. The only thing in this concept that would have to change for sure is the amount that each additional swarmhost takes. Ofc the larva had to be at the same hatchery, just as it is now.
So how will a unit cost more than 1 larva? How do you pay for it?
|
On July 28 2017 08:03 WaesumNinja wrote:Show nested quote +On July 28 2017 07:57 LSN wrote: The larva can work the exact same way it works now. The only thing in this concept that would have to change for sure is the amount that each additional swarmhost takes. Ofc the larva had to be at the same hatchery, just as it is now.
So how will a unit cost more than 1 larva? How do you pay for it?
I explained above that hatcheries can be made spawn two larva at a time with the exact same cycle time as is, if you want to have it the very same. Injects would create 6 instead of 3 larva. All units use double larva. Swarmhosts are the only differentiation. It is a theoretical concept not meant for direct implementation but to show how the named goals can be achieved. I dont enjoy to talk further about it at this point.
|
On July 28 2017 08:05 LSN wrote: I explained above that hatcheries can be made spawn two larva at a time with the exact same cycle time as it is now, if you want to have it the very same. Injects would create 6 instead of 3 larva. All units use double larva. Swarmhosts are the only differentiation.
What is the point of doubling larva while doubling how many larva every unit needs at the same time?
In what way are swarmhost the only differentation? And why is it unique in this regard?
|
The point is that in the current system with current larva spawns an increase of +1 for each host would not make much sense. Can you finally get along with it plz? lol
And as I explained now like 5+ times, it allows more finetuning for other units if you ever want so. This could give benefit for future balance patches, if they figure out one or the other unit needs a slight nerf or buff, you can then use larva mechanic in addition to other mechanics for balance adjustments. E.g. if you decide that roach 2 supply is too high but 1 is too low, you could then make it 1.5. Finally got it?
|
On July 28 2017 08:11 LSN wrote: The point is that in the current system with current larva spawns an increase of +1 for each host would not make much sense. Can you finally get along with it plz? lol
No I can't "get along with it", because it doesn't make sense.
On July 28 2017 08:11 LSN wrote: ... you can then use larva mechanic in addition to other mechanics for balance. E.g. if you decide that roach 2 supply is too high but one is too low, you can then make it 1.5. Finally got it?
How are "larva" cost and "supply" cost related to each other in this sense?
|
I didnt mean finetuning of supply but of larva costs ofc. Use common sense plz.
|
What exactly is 1.5 larva? Can I end up with half a larva? How does that compute with common sense?
|
You could e.g. half the hatch larva cycle and let it spawn larva one by one. Explained everything above.
|
So what we are discussing is more of a 'flowing' larva economy, where certain units make larva spawn slower?
|
This is to show different ways of how to handle the SH issue in theory with introducing soft caps.
As it feels esthetically weird if you need 2 larva for one unit, I do not support this myself. But technically it does the job.
Ofc you could have larva merge in front of the hatchery as you mentioned. But it is not my cup of tea as I am a systematist and this question is for artists. I neither care nor can give you an answer.
|
|
|
|