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Multiple Building Selection - Page 6

Forum Index > SC2 General
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Klogon
Profile Blog Joined November 2002
MURICA15980 Posts
May 21 2007 15:40 GMT
#101
On May 21 2007 21:47 Hot_Bid wrote:
Show nested quote +
On May 21 2007 21:44 Masashige wrote:
Oh, I just realized the dropships now have to 'land' in order to drop units. I guess that means no more clutch drop moves.

yeah but why would you have instantaneous drop/reload, its not realistic and it'd only be in there for that "gosu micro move"

I think protoss still have it?
Klogon
Profile Blog Joined November 2002
MURICA15980 Posts
May 21 2007 15:49 GMT
#102
On May 21 2007 23:43 nagash wrote:
I'm pretty sure that this entire post is pointless, because PRODUCTION ISN'T BEING DONE THE SAME WAY.

EDIT: Someone make a new thread with this info. It's important. I can't make new posts for 8 more days.

Check this:

A single Gateway/Warp Gate is constantly producing a single generic unit (I'm assuming only 1).

When that single unit is ready, it is your job to select which type of unit you want it to be and to bring it onto the battlefield INSTANTLY (and paying for it). After you do this, the Gateway/Warp Gate starts producing another one *automatically*.

So, in effect, this will make it even more important to multitask. Since you cant just select your Gateway and spam 5 zealots because there is only 1 available, you will have to make sure you are releasing your units all the time as they are available otherwise you will fall behind.

So basically this makes everyones whinging about being able to select and build from multiple production buildings pointless.

Here's the proof:

For proof - check the video.
~ 5:20 when he warps the Stalkers in from a Warp Gate
There are 4 Warp Gates selected, and each mini icon on the right of the HUD shows there being 4 units available. That is, you can select to create 4 zealots, 4 stalkers, 4 immortals or any combination of the above INSTANTLY (if you have the resources). Once the available numbers reach 0 you can clearly see the cooldown/build timer on the icons!

Btw, a Stalker costs 125 minerals and 50 gas atm. (You can work it out when he warps the first one in, by the resources lost)

Same thing at ~7:10 when he warps the Zealots in from a Warp Gate


Hmmm that's a very interesting concept they put in there. If it is indeed like that, good job Blizzard. Will make each race's building completely unique, as the difference of a gateway and a barracks right now is basically nothing. But this makes each race completely unique. I like.
FakeSteve[TPR]
Profile Blog Joined July 2003
Valhalla18444 Posts
Last Edited: 2007-05-21 16:01:13
May 21 2007 16:00 GMT
#103
gateways on a cooldown is actually a really really cool concept

without build times to factor in i wonder how they'll balance the cost of each unit?

assuming that is the way it is of course
Moderatormy tatsu loops r fuckin nice
nagash
Profile Joined May 2007
Australia58 Posts
May 21 2007 16:03 GMT
#104
It may be that build times will still be different for each unit (ie. Zealot becomes available first, then Immortal 10 secs later or something, etc..)
mahnini
Profile Blog Joined October 2005
United States6862 Posts
Last Edited: 2007-05-21 16:07:49
May 21 2007 16:04 GMT
#105
On May 22 2007 01:00 FakeSteve[TPR] wrote:
gateways on a cooldown is actually a really really cool concept

without build times to factor in i wonder how they'll balance the cost of each unit?

assuming that is the way it is of course

Yeah, they'll really have to inflate the cost of more powerful units. This is actually a really cool idea and makes sense with the whole protoss warping in units thing.

Edit:
On May 22 2007 01:03 nagash wrote:
It may be that build times will still be different for each unit (ie. Zealot becomes available first, then Immortal 10 secs later or something, etc..)

That's also a great idea, something like the unit selection squares are grayed out until the time is sufficient. Awesome. Nice find btw. I'm downloading the high res gameplay trailer now so hopefully I can confirm it.
the world's a playground. you know that when you're a kid, but somewhere along the way everyone forgets it.
PoP
Profile Blog Joined October 2002
France15446 Posts
May 21 2007 16:18 GMT
#106
Didn't read the whole thread but I think what matters most, before even the the influence on the skill gap (even though this is an issue... but it sounds like the developers care about it), is the balance between micro and macro. I don't want to be able to go 6s7t8v every 20 or so seconds to macro well (I'm thinking about workers' rally points to minerals too). Macro needs to require time and needs to represent about 50% of the gameplay, like SC1. It might be mostly repetitive tasks, but production is not something extremely thrilling anyway.

In other words players should still have to make choices between controlling his/her army better or instead giving an edge to production while leaving units on their own for longer amounts of time.

If macro is too easy, then that choice will disappear, and the game will become either too easy or too micro-oriented (or both), which I think no one wants.
Administrator
nagash
Profile Joined May 2007
Australia58 Posts
May 21 2007 16:23 GMT
#107
On May 22 2007 01:04 mahnini wrote:
Show nested quote +
On May 22 2007 01:00 FakeSteve[TPR] wrote:
gateways on a cooldown is actually a really really cool concept

without build times to factor in i wonder how they'll balance the cost of each unit?

assuming that is the way it is of course

Yeah, they'll really have to inflate the cost of more powerful units. This is actually a really cool idea and makes sense with the whole protoss warping in units thing.

Edit:
Show nested quote +
On May 22 2007 01:03 nagash wrote:
It may be that build times will still be different for each unit (ie. Zealot becomes available first, then Immortal 10 secs later or something, etc..)

That's also a great idea, something like the unit selection squares are grayed out until the time is sufficient. Awesome. Nice find btw. I'm downloading the high res gameplay trailer now so hopefully I can confirm it.


Yeh well, that's what I'm assuming the "available" numbers are. Either it's that there is 4 available time-wise (ie. first would be 4 zealots, 10 secs later or whatever, 4 stalkers come up, etc). if thats the way it is.

The other possibility is it's money wise (ie. you can afford 4 zealots, you can afford 4 stalkers, etc)

Or it could be a mixture of both.
mahnini
Profile Blog Joined October 2005
United States6862 Posts
May 21 2007 16:25 GMT
#108
Made a thread for it, but accidentally made it for the BW forum, can a mod move it please?
the world's a playground. you know that when you're a kid, but somewhere along the way everyone forgets it.
Zironic
Profile Joined May 2007
Sweden341 Posts
May 21 2007 16:25 GMT
#109
Right now atleast it's not a money limitation, in the gameplay video the player had thousands of minerals left but still couldn't build anymore Zealots. I think the gateways generate units over time up to a maximum cap, maybe 4 per gateway?
nagash
Profile Joined May 2007
Australia58 Posts
May 21 2007 16:26 GMT
#110
On May 22 2007 01:25 Zironic wrote:
Right now atleast it's not a money limitation, in the gameplay video the player had thousands of minerals left but still couldn't build anymore Zealots. I think the gateways generate units over time up to a maximum cap, maybe 4 per gateway?


There is really no way of knowing how many per gateway. The only safe assumption is 1 per gateway because when he had 4 gateways selected there were 4 available, and when he had 12 gateways selected there was 12 available.
TheFoReveRwaR
Profile Blog Joined May 2006
United States10657 Posts
May 21 2007 16:32 GMT
#111
On May 22 2007 01:18 PoP wrote:
Didn't read the whole thread but I think what matters most, before even the the influence on the skill gap (even though this is an issue... but it sounds like the developers care about it), is the balance between micro and macro. I don't want to be able to go 6s7t8v every 20 or so seconds to macro well (I'm thinking about workers' rally points to minerals too). Macro needs to require time and needs to represent about 50% of the gameplay, like SC1. It might be mostly repetitive tasks, but production is not something extremely thrilling anyway.

In other words players should still have to make choices between controlling his/her army better or instead giving an edge to production while leaving units on their own for longer amounts of time.

If macro is too easy, then that choice will disappear, and the game will become either too easy or too micro-oriented (or both), which I think no one wants.

Perfect. This balance is a huge reason why brood war is such an awesome game. Without this balance time is no longer an important resource.
Being healthy, it has been said, really consists of having the same disease as everybody else.
Klogon
Profile Blog Joined November 2002
MURICA15980 Posts
Last Edited: 2007-05-21 16:44:14
May 21 2007 16:41 GMT
#112
Okay, went into the HD trailer and looked at it... when he had 4 gateways selected, there was a small "4" next to the build unit icons and the number decreased as he warped in one unit. So that establishes that protoss will build differently than they do right now.

However, that doesn't answer if each unit will have differing "cool down" periods. Example: you can build zealot after 40 seconds, stalkers at 50 seconds, etc. After looking at the time when he had 12 gateways selected, we can conclude the gateways will have differing cool down rates for each unit.

Look at this picture:

[image loading]


Zealots are at 12 but other units are at 10.

EDIT: hold on, looking at the picture more closely... and all the numbers are the same, huh? damn. And seeing as he had 16 gateways selected, the number is probably 16. ;o
crap700
Profile Joined May 2007
Australia1 Post
May 21 2007 16:44 GMT
#113
It is really dependant on how they address the construction of units per race. It is one of those things where people are just going to have to wait and see, don;t lose hope yet. Personally, I like how SC plays as far as unit construction management goes, so anything that helps me build I will probably look negatively on.

I’m surprised there isn’t much talk about the unlimited unit selection. This makes managing “groups” of units much harder, it makes selecting individual units to micro as they take damage much harder, and overall decreases how much micro you can do for your units. But I will just have to wait and see.

BTW, hello all Aussies I remember, and some USAers ^_^
Zironic
Profile Joined May 2007
Sweden341 Posts
May 21 2007 16:44 GMT
#114
It is reasonable to believe that the cooldowns will be in proportion to the power of the unit, quite like build time in most other cases.
V_DrOp)Dietman
Profile Joined April 2006
Canada24 Posts
May 21 2007 17:02 GMT
#115
Starcraft is more about micro and macro. It started as a macro/strategy game way back when. As it released popular in north america it was, much more popular in korea yet. As koreans spent hours upon hours battling eachother, north americans were playing bgh. Eventually koreans became so much faster with the keyboard and mouse, and smarter at planning their next move, that the skill gap increased. There will always be a big skill gap between the top foreigners and the top koreans until sc1 is replaced by sc2. For those that say mass selecting is a bad thing, think of how many times it would have been convenient for you while you were playing. You can now actually send those 80 units into battle at the same time without worrying that you missed a click. You can focus your units abilities without having to constantly 1 a left click 2 a left click to rally your units to the heart of the battle. You can build from those 8 gateways seemlessly even though they may be screens apart and carry out a battle or a raid in the meantime. In starcraft 1 which was released back in the obsolute year of 1998, the only reason people chose to hotkey each building and select 12 at a time isn't because it was particularly fun or logical, its just because that was the only choice and it was good enough at the time. I want to be able to compete at high level starcraft 2 when it comes out without having to play 8 hours day in and day out to compete with koreans, or focus all my daily brain power into the game. I'd like to carve a bigger slice of strategy and less micro and macro. Starcraft is a "Real Time *Strategy" not a "Real Time Macro and Micro". And there is no real time macro or micro games being released today. Don't think top level koreans just have micro and macro going on for them, their level of strategy is higher then foreigners despite common consencus, after battle it out so many more hours after hours after hours then us. I'd like to be able to enjoy starcraft and compete without a 300apm korean mauling me game after game. Besides, manually selecting each building/group of 12 units is like working in a sweatshop when theres a McDonald's across the street.
hey
TheFoReveRwaR
Profile Blog Joined May 2006
United States10657 Posts
Last Edited: 2007-05-21 17:10:33
May 21 2007 17:08 GMT
#116
All I can say is...I sincerely hope english is not your first language. Besides why work in a sweatshop; when theres a mcdonalds across the street? Maybe the mcdonalds isn't hiring? Seeing as there's a freakin' sweat shop across the street. They probably have a large source of labor. K.
Being healthy, it has been said, really consists of having the same disease as everybody else.
Zironic
Profile Joined May 2007
Sweden341 Posts
May 21 2007 17:10 GMT
#117
On May 22 2007 02:08 TheFoReveRwaR wrote:
All I can say is...I sincerely hope english is not your first language.


There's nothing wrong with the language in that post, formatting however could be better. However formatting is universal for all languages so what language is his first is rather irrelevant. I think I agree with most of the post.
TheFoReveRwaR
Profile Blog Joined May 2006
United States10657 Posts
Last Edited: 2007-05-21 17:18:25
May 21 2007 17:16 GMT
#118
All he is saying, basically, is he want's the game to be easier, because he wasn't good enough to compete at the highest level before. Brood war is extremely strategically complex. I'm sorry you didnt progress enough to realize this. And my comment about the language was regarding the analogy. Why work harder than you have to? Because...that's what makes the game fun and challenging.
Being healthy, it has been said, really consists of having the same disease as everybody else.
Zironic
Profile Joined May 2007
Sweden341 Posts
May 21 2007 17:21 GMT
#119
Brood wars was indeed strategically complex, and I think SC2 will be even more complex and deep.

However I don't think having to have 300 APM should be a requirement to just build your army :O

However it seems that Blizzard is revamping the whole unit production system to make factions even more unique then they were so I think multiple building selection will be moot.
TheFoReveRwaR
Profile Blog Joined May 2006
United States10657 Posts
May 21 2007 17:27 GMT
#120
Zironic, it isnt Not at all. There have been fantastic brood war players with only 150 apm. 300 apm is only required to compete at the absoulute highest levels of gameplay on a game that has been out for over 5 years. That does not mean that brood war is too hard and should automatically be made easier And yes I agree. I'm really looking forward to it too.
Being healthy, it has been said, really consists of having the same disease as everybody else.
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