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Active: 946 users

No unit selection cap? - Page 3

Forum Index > SC2 General
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EscPlan9
Profile Blog Joined December 2006
United States2777 Posts
May 20 2007 06:49 GMT
#41
On May 20 2007 14:19 Jyvblamo wrote:
Show nested quote +
On May 20 2007 14:16 EscPlan9 wrote:
You should only be able to select three units at a time - not only because the unit profiles on the bottom would be more detailed and sexy due to the size, but also because it requires more SKILL to handle all your units when you can only control three at a time. Fuck all you noobs who want 12 or more!


No, we should return to our primordial roots in Dune 2 and allow only 1 unit selected at any time. Imagine how awesome players would be just by having his army move at the same time.


OMG
That's too hardcore for me!
Undefeated TL Tecmo Super Bowl League Champion
XCetron
Profile Joined November 2006
5226 Posts
May 20 2007 06:50 GMT
#42
On May 20 2007 15:49 EscPlan9 wrote:
Show nested quote +
On May 20 2007 14:19 Jyvblamo wrote:
On May 20 2007 14:16 EscPlan9 wrote:
You should only be able to select three units at a time - not only because the unit profiles on the bottom would be more detailed and sexy due to the size, but also because it requires more SKILL to handle all your units when you can only control three at a time. Fuck all you noobs who want 12 or more!


No, we should return to our primordial roots in Dune 2 and allow only 1 unit selected at any time. Imagine how awesome players would be just by having his army move at the same time.


OMG
That's too hardcore for me!


That would so screw over Zerg players.
EmS.Radagast
Profile Joined November 2004
Israel280 Posts
Last Edited: 2007-05-20 06:59:01
May 20 2007 06:57 GMT
#43
GI speaks the truth

*bandwagon*

I explained my opinion on the matter in several other threads. The unit/building selection caps need to go. rejecting it for imbalance reasons is nonsensical because there is always a way to rebalance the game through the usual means, just like any other imbalance. There is no need for the game's balance to hinge on the UI mechanics crippling the players. I think people who see this as pivotal to matchup balance haven't given it a serious thought or are just unimaginative.

It's like automatic shifting gear for race cars, even for racing, automatic is better, and no you cant beat schumacher at racing because you both have automatic transmission now, I'm sick of hearing this line of argument, people will always find ways to outmatch their opponents, there is no reason why it HAS to be their ability to 1z2z34z5zz3d4t faster than the opponent.
Look at the down side of putting a cap -- by making the interface harder you're deliberately worsening the quality of games for like 99% of the players* (I'm including only players who are interested in strategy, rather than bgh unit massing). What can I say -_-


I know its not THREE-DEE!!
Gokey
Profile Joined November 2006
United States2722 Posts
May 20 2007 07:02 GMT
#44
i'd say a 24-unit cap would be pretty good... unlimited just seems a little weird... i mean, how would the wireframe icons show up in the sidebar?
Zironic
Profile Joined May 2007
Sweden341 Posts
May 20 2007 07:23 GMT
#45
I agree that you should never use the UI as a balance tool. The game should be about who is a better player not who can do 1a2a3a4a the fastest. With unlimited selection skill will become even more apparent since you will probably need to micro smaller groups to do anything effectively, how often do you want your 10 siegetanks and 40 marines to do the same thing?

@Gokey, I think it will probably just show one unit portrait with a number next to it when there are more then 36 units (based on the gameplay video it seems like it supports 3 rows of 12).
KodoU-
Profile Joined November 2006
United States129 Posts
May 20 2007 07:31 GMT
#46
my opinion, i think they should have a settings menu, where you can select shit like that whether you want like 12 or 16 or 20 or 50 etc. to unlimited. but i think unlimited will be a good idea because you can mass all in one spot and have smaller groups inside the mass hotkeyed. basically just mixing old with new would be nice.
http://www.esnips.com/web/RobertC-Metal http://www.myspace.com/bdotnert http://www.bandspace.com/monarch
Zironic
Profile Joined May 2007
Sweden341 Posts
May 20 2007 07:39 GMT
#47
If you could choose that in the settings wouldn't everyone just choose unlimited? Or do you mean that's something the host should decide? Won't it still need a standard for ranked games?

I really like the idea of unlimited selection largely because it will make custom (UMS) maps alot easier to play, especially those where you have 200+ units (that's more then 10 control groups can control with a 12 selection cap).

EmS.Radagast
Profile Joined November 2004
Israel280 Posts
May 20 2007 07:41 GMT
#48
yes, you will have 1 hotkey for entire army, so you can always panic retreat if something goes wrong, or for P/Z, useful to make properly synchronized attacks against massed T. With P for instance you could use some other hotkeys for a mine cleaning group, 2 shuttles you want to ht drop with, gates at first main, gates at second main, robo.

I think Z will be plain awesome when the interface allows them to attack decently at late game.

Another cool feature would be to deselect a dragbox, so if you recalled some of your units to an island, for instance, you could easily remove them from the "main army" group.
I know its not THREE-DEE!!
Drowsy
Profile Blog Joined November 2005
United States4876 Posts
Last Edited: 2007-05-20 07:57:03
May 20 2007 07:43 GMT
#49
Honestly, I don't like the interface limitations in starcraft for the most part. Like it was said, game balance shouldn't be determined by the limitations of the interface. This may take out some of the mechanical aspects of the game, but overall I think it's a good thing.

Any idea if you can rally peons to resources and have them auto-collect?
Our Protoss, Who art in Aiur HongUn be Thy name; Thy stalker come, Thy will be blunk, on ladder as it is in Micro Tourny. Give us this win in our daily ladder, and forgive us our cheeses, As we forgive those who play zerg against us.
mahnini
Profile Blog Joined October 2005
United States6862 Posts
May 20 2007 07:46 GMT
#50
On May 20 2007 16:41 EmS.Radagast wrote:
Another cool feature would be to deselect a dragbox, so if you recalled some of your units to an island, for instance, you could easily remove them from the "main army" group.


There have been many times when this would've come in handy, I'm all for it.
the world's a playground. you know that when you're a kid, but somewhere along the way everyone forgets it.
Eeeegor
Profile Joined April 2005
Australia809 Posts
May 20 2007 07:50 GMT
#51
I was initially against removing unit selection limits, now I'm not so sure. It would be good on both ends I think - it would let people either mass click their armies, or let you use the mass selection to jump through units for microing (selecting from all the selected units), or for people who still want to micro they can always use smaller groups and do so. And as people have mentioned, if you want to use your abilities you still need to select units individually.
Day9 Made Me Do It
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
Last Edited: 2007-05-20 07:54:50
May 20 2007 07:52 GMT
#52
Whaaaaaaatever, I'm not gonna repeat my arguments against unlimited unit select, because the main one is that it doesn't feel like starcraft (or even blizzard) at all to me.

However, I will say this:

To all you people saying 'oh imagine if you didn't need APM to build units, and could just click two keys to build, imagine all the potential badass micro the pros could do'.

Well, guess what?

The badass micro the pros do now is impressive because they can do it while macroing IMO. It's like this quote from a rekrul interview

Mynock: Thank you very much -_-. Want your opinion on this: many people (War3 posse mainly) say it's time for SC to type GG - no new strategies coming out, this way excitement about it is gone, etc...
Rekrul: Let�s put it this way: BroodWar is basketball, War3 is that new TV show where they play basketball but with trampolines. That show sucks, and so does the "sport." Sure, almost all the basketball plays have basically been discovered, but people still play it, because execution is the key. There are plenty of ways to execute strategies because of new maps / new discoveries / etc. War3 is just run, jump on trampoline, fly through air, slam dunk. Oh, and all of this in slow motion.

- http://www.teamliquid.net/forum/viewmessage.php?topic_id=7635

Also, for the people saying the public will demand multiple building select.. No?

CnC3 you can select many buildings but if you click build, only 1 of them will build (I'd be cool with this btw, cause setting rally points with 1 click is not something I mind seeing as how it's a pest setting them manually for unkeyed gates).

Also, maybe I'm the only person who enjoy doing 4z5z6z7z8z9z0z? Ever since I heard that's what reach did (looooooong ago) I practiced it -_- Then I practiced rally pointing my gates to the front pvz, reach style.

Meh, I find it fun and I don't see why we should remove a skillset from the game. Won't make anyone beat anyone else easier but it will make amazing micro much less impressive since everyone can multitask, everyone can keep a perfect production up while microing..

There'll be no boxers getting 2000 minerals while microing-_-
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
Klogon
Profile Blog Joined November 2002
MURICA15980 Posts
May 20 2007 07:54 GMT
#53
I've always thought that having a greater unit selection limit as an upgrade in the game (in the command center, nexus, or hive) makes a bit of sense as the efficiency of the chain of command from commander to grunts isn't always completely smooth... and thus the "upgrade" would theoritically allow the commanders to control more of their troops at once, increasing efficiency. It can even have things like Zerg already have the highest unit selection possible to start off unlike protoss and terran because the telepathic controls the celebrates have on their minions is much greater than that of generals.
Zironic
Profile Joined May 2007
Sweden341 Posts
May 20 2007 07:57 GMT
#54
I suppose I've made myself clear by now, personally I think SC2 should be about pure skill and not getting past UI limitations by having a high APM.

Skill should be more about effective use of the units then selecting different buildings fast in order to build them in the first place.
mahnini
Profile Blog Joined October 2005
United States6862 Posts
May 20 2007 07:59 GMT
#55
On May 20 2007 16:54 Klogon wrote:
I've always thought that having a greater unit selection limit as an upgrade in the game (in the command center, nexus, or hive) makes a bit of sense as the efficiency of the chain of command from commander to grunts isn't always completely smooth... and thus the "upgrade" would theoritically allow the commanders to control more of their troops at once, increasing efficiency. It can even have things like Zerg already have the highest unit selection possible to start off unlike protoss and terran because the telepathic controls the celebrates have on their minions is much greater than that of generals.

Hey, that doesn't sound too bad at all, if they can implement it. If you want to be able to control more units you pay 200/200 or some other amount while players who are able to control units 12 at a time can stay like that and not take the economic blow.
the world's a playground. you know that when you're a kid, but somewhere along the way everyone forgets it.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
Last Edited: 2007-05-20 08:02:18
May 20 2007 08:01 GMT
#56
On May 20 2007 16:59 mahnini wrote:
Show nested quote +
On May 20 2007 16:54 Klogon wrote:
I've always thought that having a greater unit selection limit as an upgrade in the game (in the command center, nexus, or hive) makes a bit of sense as the efficiency of the chain of command from commander to grunts isn't always completely smooth... and thus the "upgrade" would theoritically allow the commanders to control more of their troops at once, increasing efficiency. It can even have things like Zerg already have the highest unit selection possible to start off unlike protoss and terran because the telepathic controls the celebrates have on their minions is much greater than that of generals.

Hey, that doesn't sound too bad at all, if they can implement it. If you want to be able to control more units you pay 200/200 or some other amount while players who are able to control units 12 at a time can stay like that and not take the economic blow.

I don't like it t.t Too 'clutterish', doesn't feel clean.

On May 20 2007 16:57 Zironic wrote:
I suppose I've made myself clear by now, personally I think SC2 should be about pure skill and not getting past UI limitations by having a high APM.

Skill should be more about effective use of the units then selecting different buildings fast in order to build them in the first place.

Producing units is a skill-_-

I'd be fine with something like, being able to tab your way through the gateways (like in war3 you can click tab to switch between subgroups of a select group) and producing that way, b ut I HATE the idea of being able to click 2 keys to produce from 50 gateways all across the map.

Where's the multitasking in that?
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
Jyvblamo
Profile Blog Joined June 2006
Canada13788 Posts
May 20 2007 08:02 GMT
#57
On May 20 2007 17:01 FrozenArbiter wrote:
Show nested quote +
On May 20 2007 16:59 mahnini wrote:
On May 20 2007 16:54 Klogon wrote:
I've always thought that having a greater unit selection limit as an upgrade in the game (in the command center, nexus, or hive) makes a bit of sense as the efficiency of the chain of command from commander to grunts isn't always completely smooth... and thus the "upgrade" would theoritically allow the commanders to control more of their troops at once, increasing efficiency. It can even have things like Zerg already have the highest unit selection possible to start off unlike protoss and terran because the telepathic controls the celebrates have on their minions is much greater than that of generals.

Hey, that doesn't sound too bad at all, if they can implement it. If you want to be able to control more units you pay 200/200 or some other amount while players who are able to control units 12 at a time can stay like that and not take the economic blow.

I don't like it t.t Too 'clutterish', doesn't feel clean.


I think that may be a form of OCD you've got there.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
May 20 2007 08:02 GMT
#58
Lol

It just reminds me of Dawn of War.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
Zironic
Profile Joined May 2007
Sweden341 Posts
May 20 2007 08:05 GMT
#59
On May 20 2007 17:01 FrozenArbiter wrote:
Show nested quote +
On May 20 2007 16:59 mahnini wrote:
On May 20 2007 16:54 Klogon wrote:
I've always thought that having a greater unit selection limit as an upgrade in the game (in the command center, nexus, or hive) makes a bit of sense as the efficiency of the chain of command from commander to grunts isn't always completely smooth... and thus the "upgrade" would theoritically allow the commanders to control more of their troops at once, increasing efficiency. It can even have things like Zerg already have the highest unit selection possible to start off unlike protoss and terran because the telepathic controls the celebrates have on their minions is much greater than that of generals.

Hey, that doesn't sound too bad at all, if they can implement it. If you want to be able to control more units you pay 200/200 or some other amount while players who are able to control units 12 at a time can stay like that and not take the economic blow.

I don't like it t.t Too 'clutterish', doesn't feel clean.

Show nested quote +
On May 20 2007 16:57 Zironic wrote:
I suppose I've made myself clear by now, personally I think SC2 should be about pure skill and not getting past UI limitations by having a high APM.

Skill should be more about effective use of the units then selecting different buildings fast in order to build them in the first place.

Producing units is a skill-_-

I'd be fine with something like, being able to tab your way through the gateways (like in war3 you can click tab to switch between subgroups of a select group) and producing that way, b ut I HATE the idea of being able to click 2 keys to produce from 50 gateways all across the map.

Where's the multitasking in that?


The idea is that you shouldn't be forced to micro mundane tasks. It's kinda like if you removed the auto attack from all units, arguably it would make the game more skillfull since you would have to micro every single unit for them to fight at all.

I think all basic things in the game should be made as streamlined and easy to use as possible so players can focus on proper skills like effective use of cliffs (seems to be one of the main gameplay elements of SC2) and ambushes.
XG3
Profile Joined December 2002
United States544 Posts
Last Edited: 2007-05-21 15:07:57
May 20 2007 08:06 GMT
#60
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