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Protoss - New method of Production? - Page 6

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DrainX
Profile Blog Joined December 2006
Sweden3187 Posts
Last Edited: 2007-05-22 08:59:51
May 22 2007 08:38 GMT
#101
Hmm if the cooldowns are in fact separate for each gate then we will all have to build a lot more gateways then we would optimaly need ^^ No one will be able to macro well enough to always summon a unit exactly when the cooldown is finnished. If you time all your gates to finnish at the same time it makes it easier and then you dont have to spam out zealots every other second to use the gates somewhat optimal but still :S Even with multiple buildingselection it will be hard which is good though =P

*edit* omg talking so much about zealots just turned me into one =D
Jyvblamo
Profile Blog Joined June 2006
Canada13788 Posts
May 22 2007 08:39 GMT
#102
Global cooldowns that vary with the number of Gates selected would cause helluva lot of problems, like Dariush said. I think that the simpler idea, individual Gate cooldowns, is the most likely. All speculation though, given Blizzard's tight-lipped policy.
fusionsdf
Profile Blog Joined June 2006
Canada15390 Posts
May 22 2007 08:41 GMT
#103
On May 22 2007 16:04 Raist wrote:
Show nested quote +
On May 22 2007 15:54 fusionsdf wrote:
On May 22 2007 15:22 DrainX wrote:
On May 22 2007 14:44 fusionsdf wrote:
On May 22 2007 12:25 Mynock wrote:
OK, I've analyzed the videos myself and I'd like to add a little correction as to how I see things.

It seems to me that the Warp Gates are indeed producing units automatically, just like as if it was a skill with a cooldown, and you can also warp the completed units anywhere in your pylon range (whether or not it has to be connected I dunno - in the demo, the prisms were in the range of the pylons atop of the platform, so that doesn't support either theory, nor disproves neither of them). However, I think the system goes a bit further than that, and this is my assumption:

The number of the Warp Gates a player has determines the amount of units "stacked" in queue and ready to be deployed, as well as the build time. Let's say you have 1 Warp Gate. The building time for a zealot would be 60 secs, for a stalk or an imma it would be 70 secs. Now, as soon as you build your Warp Gate (or upgrd from a Gateway rather) the counter goes down, and as 60 secs go by, you have a (1) next to your zealot picture, signifying you can now deploy a zealot. After 70 secs have passed, you get a (1) next to both the imma and the stalk so you can now deploy 1 of those (or choose to deploy the zealot having wasted 10 seconds of valuable building time).

Now, if you have 2 gateways, I imagine the build time (the spell cooldown time if you wish) would be halved. Building a zealot now would take only 30 secs, and if 30 secs have passed you get a (1) near your zealot picture, if 60 secs have passed you get a (2).

What I base this upon, is that in essence, it would still enable the player to produce the same amount of units in the same period of time, except being able to choose when to deploy them, which would be necessary with this system, since you can't queue any units anymore, just like the Zerg can't either. Another thing is, if you watch the cooldown rate for the zealots with 16 gateways, it seemed to be freaking fast, so my assumption would be that that is because the building time was essentially 1/16th of the original.

Of course these are all but guesses, but this is how I see the system ATM.

-Mynock

+ Show Spoiler +

From how I understand the gameplay demo, I have to disagree.

Know how zerg macro is done right now? The larvae pop out automatically, and its the job of the player to ensure a minimum of idle larvae.

Here is how I see it.

Toss builds a warpgate. I will use your 60 and 70 numbers. The building automatically begins building the unit as soon as it is built (no cost).

When the unit is finished, the player must select somewhere on the grid to place the new unit. When the unit is placed, the construction is restarted and the player is charged.

More warp gates just means more units can be placed at once: times will remain the same.

Macro comes in the same way (or roughly similar) as zerg macro currently does - not through directly producing units, but by making sure there are no idle gateways.

I would define an idle gateway as a gateway finished construction of a unit and waiting for that unit to be placed.

More gateways will require more attention - Think of them as buckets continually being filled with water. It is up to the player to empty the buckets as efficiently as possible - As the number of gateways increase, the player must put more effort in to reduce idle times.

Flow Chart:
[image loading]


If the units start building if you tell them to but for no cost instead of having a cooldown and then selecting units, then why is it in the video the player can select to spawn in either zeals or stalkers and both have the same number at their icon, both going down after each stalker is summoned until both reach zero where both automaticly start recharging. Your version just doesnt fit with what the movie is showing.


I've rewatched the video and I still think I am correct.

~ 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!

would fit in with my view


the most logical way they would work would be this:
lets say 60 seconds for zealot build time
1 gateway - 60 seconds later a 1 appears next to zealot icon
2 gateways - 60 seconds later a 2 appears next to zealot icon
16 gateways - 60 seconds later a 16 appears next to zealot icon

number next to zealot icon indicates how many you can warp in at once

the simplest explanation tends to be the correct one


exactly.
I am just trying to empasize that I think the game does the production for you, and then waits for you to place on the map so it can start a new cycle.

But with what I am thinking of, it would work exactly like that.
SKT_Best: "I actually chose Protoss because it was so hard for me to defeat Protoss as a Terran. When I first started Brood War, my main race was Terran."
Mynock
Profile Joined September 2002
4492 Posts
May 22 2007 08:48 GMT
#104
nagash. watched th video again and yeah, you're right - those cooldowns only stayed there for a fraction of a second, and were the same as those in the WGs. So I guess it's just the way it was graphically done, they might change it later, dunno.

Dariush: Yes, that's what I'm saying. If you had 3 gates tho, you could make a zealot every 20 seconds, yes, except that if you select any of those gates, you could deploy only 1. If you select 2 you could deploy 2, etc... Let's say you have 6 WGs, and 30 secs have passed - you can select 4 of your WGs, and they will show you 3 units available, and a cooldown counter going down still. If you select more WGs than you have units ready, it will just add another unit count to the available ones each time a cooldown finishes, and start another one, up to the point it reaches it's saturation limit (prolly the number of WGs you have).

That's partially why I think the cooldown is prolly global, since it would be a bitch to have to pay attention to 10+ WGs, and have to manually check for every gate's availability at exactly the right time in order not to waste any production time (since there's no queue). Imagine having to warp in units from 20 WGs - you can't just put them on queue like you did with usual gates - you can't just take time away from battle when and how long you wish to go back and make units, you will have to select all the WGs and start deploying the units just as the become available, else you're getting punished. So if that happenes during a lenghty battle you'll basically have to choose which punishment to take - micro or macro .As it is now, you can be microing and don't worry about unit production for a while, since you have a couple of them queued already.

-Mynock
Mynock
Profile Joined September 2002
4492 Posts
May 22 2007 08:50 GMT
#105
On May 22 2007 17:39 Jyvblamo wrote:
Global cooldowns that vary with the number of Gates selected would cause helluva lot of problems, like Dariush said. I think that the simpler idea, individual Gate cooldowns, is the most likely. All speculation though, given Blizzard's tight-lipped policy.


No, it cannot depend on the WGs selected, but nobody said that anyway

fusionsdf: yes, that would also be a possibility, but in that case, I'd have to suppose (judging from the video) that zeals are building pretty fucking fast in SC2

-Mynock
nagash
Profile Joined May 2007
Australia58 Posts
Last Edited: 2007-05-22 08:57:28
May 22 2007 08:54 GMT
#106
On May 22 2007 17:50 Mynock wrote:
Show nested quote +
On May 22 2007 17:39 Jyvblamo wrote:
Global cooldowns that vary with the number of Gates selected would cause helluva lot of problems, like Dariush said. I think that the simpler idea, individual Gate cooldowns, is the most likely. All speculation though, given Blizzard's tight-lipped policy.


No, it cannot depend on the WGs selected, but nobody said that anyway

fusionsdf: yes, that would also be a possibility, but in that case, I'd have to suppose (judging from the video) that zeals are building pretty fucking fast in SC2

-Mynock


It looks to be about 30 (Edit: 40 secs actually) seconds, judging from time elapsed deploying first zeal till he selects them all against the cooldown indicator.
Mynock
Profile Joined September 2002
4492 Posts
Last Edited: 2007-05-22 08:59:47
May 22 2007 08:57 GMT
#107
On May 22 2007 17:54 nagash wrote:
Show nested quote +
On May 22 2007 17:50 Mynock wrote:
On May 22 2007 17:39 Jyvblamo wrote:
Global cooldowns that vary with the number of Gates selected would cause helluva lot of problems, like Dariush said. I think that the simpler idea, individual Gate cooldowns, is the most likely. All speculation though, given Blizzard's tight-lipped policy.


No, it cannot depend on the WGs selected, but nobody said that anyway

fusionsdf: yes, that would also be a possibility, but in that case, I'd have to suppose (judging from the video) that zeals are building pretty fucking fast in SC2

-Mynock


It looks to be about 30 seconds, judging from time elapsed deploying first zeal till he selects them all against the cooldown indicator.


Looks a bit too fast for me if that game was indeed on slow settings, but who knows - it's nothing way too extraordinary... Could work that way :/

Edit: But humm, think about it... If you have 30 WGs, whenever you want to build from all of them, you will have to select them, and empty all of them at the precise time over and over again, else you'll be losing valuable time... But I guess you could counter that by making extra WGs to compensate for that inability. I dunno, sounds a bit meeeh tho. I'm really curious as to what the actual concept is

-Mynock
DrainX
Profile Blog Joined December 2006
Sweden3187 Posts
May 22 2007 09:00 GMT
#108
I wonder if you have to select where zealots made in normal gateways spawn or if they just spawn outside the gate when you hit the zealot hotkey. If they do then it would get easier. Then just group all your gates to 0 and just press 0 and spam z if the icon isnt on cooldown. That could easily be done in combat. Warpgates would be harder to use fast since you have to go back to a pylon you controll to make the units spawn.
Dariush
Profile Joined April 2007
Romania330 Posts
May 22 2007 09:00 GMT
#109
On May 22 2007 17:48 Mynock wrote:
Dariush: Yes, that's what I'm saying. If you had 3 gates tho, you could make a zealot every 20 seconds, yes, except that if you select any of those gates, you could deploy only 1. If you select 2 you could deploy 2, etc... Let's say you have 6 WGs, and 30 secs have passed - you can select 4 of your WGs, and they will show you 3 units available, and a cooldown counter going down still. If you select more WGs than you have units ready, it will just add another unit count to the available ones each time a cooldown finishes, and start another one, up to the point it reaches it's saturation limit (prolly the number of WGs you have).
-Mynock


What you described there , imo , can be a separate cooldown system that when you select all gates it shows how many of them are ready to make a unit , and add them to the counter, but if you select only 1 , it shows if its ready to make a unit , or is it still in cooldown.

Thats why the cooldown , on multiple buildings is shown only after the counter reaches 0.
at least thats what i saw in the video

I still guess its a 3 zealots every 60 secs rather than 1 every 20.
Jyvblamo
Profile Blog Joined June 2006
Canada13788 Posts
May 22 2007 09:01 GMT
#110
On May 22 2007 17:50 Mynock wrote:
Show nested quote +
On May 22 2007 17:39 Jyvblamo wrote:
Global cooldowns that vary with the number of Gates selected would cause helluva lot of problems, like Dariush said. I think that the simpler idea, individual Gate cooldowns, is the most likely. All speculation though, given Blizzard's tight-lipped policy.


No, it cannot depend on the WGs selected, but nobody said that anyway

fusionsdf: yes, that would also be a possibility, but in that case, I'd have to suppose (judging from the video) that zeals are building pretty fucking fast in SC2

-Mynock


Okay sorry, I went back and reread of the posts and I guess I misunderstood some of what was said. However, I still believe that the cooldown will be different for each gate. This may be extremely demanding macro-wise, but isn't Starcraft already like that? It rewards players who can multitask. There are already many things in Starcraft which 'punish' players for not using them regularly, such as scanners which can only store up to 4 scans, HT which can only store up to 3 storms, etc. Perhaps there will be an upgrade to allow W.G.s to queue up additonal 'warps', just like there are upgrades which allow for spellcasters to store more energy.
Just a thought.
nagash
Profile Joined May 2007
Australia58 Posts
May 22 2007 09:11 GMT
#111
Also I thought I'd mention that I don't think Warp Gates are going to be used like in the demo. I doubt you would have 16 warp gates and warp in 16 zeals or whatever at the enemy's mineral line.

More likely is a mid-game scenario where you have 3-4 warp gates and you use them in a drop on the mineral lines. Send Phase Prism in, drop 4 zeals, blink 4 stalkers up the cliff, convert Prism to Pylon mode, warp in 3-4 more zeals from your gates.

fusionsdf
Profile Blog Joined June 2006
Canada15390 Posts
May 22 2007 09:13 GMT
#112
I agree.
Keep in mind that this is going to require teching to even pull that off.
You will have to tech up to phase prism, and then upgrate all 4 gateways to warpgates.

So it will likely be a rather large investment.
SKT_Best: "I actually chose Protoss because it was so hard for me to defeat Protoss as a Terran. When I first started Brood War, my main race was Terran."
Klogon
Profile Blog Joined November 2002
MURICA15980 Posts
May 22 2007 09:16 GMT
#113
Oh, I guess this will make map balancing interesting as semi-islands for protoss will be able to deploy onto main land. Still not as mobile as zerg nydus, but still.
fusionsdf
Profile Blog Joined June 2006
Canada15390 Posts
May 22 2007 09:24 GMT
#114
On May 22 2007 17:57 Mynock wrote:
Show nested quote +
On May 22 2007 17:54 nagash wrote:
On May 22 2007 17:50 Mynock wrote:
On May 22 2007 17:39 Jyvblamo wrote:
Global cooldowns that vary with the number of Gates selected would cause helluva lot of problems, like Dariush said. I think that the simpler idea, individual Gate cooldowns, is the most likely. All speculation though, given Blizzard's tight-lipped policy.


No, it cannot depend on the WGs selected, but nobody said that anyway

fusionsdf: yes, that would also be a possibility, but in that case, I'd have to suppose (judging from the video) that zeals are building pretty fucking fast in SC2

-Mynock


It looks to be about 30 seconds, judging from time elapsed deploying first zeal till he selects them all against the cooldown indicator.


Looks a bit too fast for me if that game was indeed on slow settings, but who knows - it's nothing way too extraordinary... Could work that way :/

Edit: But humm, think about it... If you have 30 WGs, whenever you want to build from all of them, you will have to select them, and empty all of them at the precise time over and over again, else you'll be losing valuable time... But I guess you could counter that by making extra WGs to compensate for that inability. I dunno, sounds a bit meeeh tho. I'm really curious as to what the actual concept is

-Mynock


I think this is a very novel way to preserve the importance of macro.

Note though that you dont actually have to select each individual one. You can just do a mous sweep and then start clicking on the map.
SKT_Best: "I actually chose Protoss because it was so hard for me to defeat Protoss as a Terran. When I first started Brood War, my main race was Terran."
Tiku
Profile Joined May 2007
18 Posts
May 22 2007 12:35 GMT
#115
I also noticed this and just had to register to give my thought on the subject.

Let's assume that all protoss buildings follow the same cooldown warp in system that we see with the warp gates, this would essentially make macroing just different in Sc2 compared to Sc. Being able to select multiple buildings doesn't have to make production overly simple like some people have feared.

Maybe even a similar system is being used for terran? Think about it. It could easily be transfered and adjusted accordingly. Let's say you have 4 barracks selected. The different units that you can produce will show up as icons with the number 0 in the corner. Then let's say you click twice on the Marine and twice on the Reaper. The icons will now both show the number 2 in the corner showing that two of both units are being trained, and have a visible clock timer indicating when the first unit will be available.

I know this is highly theorycrafting, but with such a queueless system you can always keep track of how many units you are making of the different types with ease, but will also have to keep at it to continue to produce the units you want.
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
May 22 2007 18:33 GMT
#116
Ahhh, this is probably one of the ways at which they were going to make each race more distinct..
i always thought protoss and terran were too similar
Administrator~ Spirit will set you free ~
.kaz
Profile Blog Joined January 2007
1963 Posts
May 22 2007 19:47 GMT
#117
Can the Nydus Worms "crawl" up wherever they want? Can they also go back into the ground or do they have to be killed?
Pressure - "rock is the defender of justice" 이병민 / 박영민 Hwaiting~
shadowenergy
Profile Joined May 2007
Australia78 Posts
Last Edited: 2007-05-22 21:33:11
May 22 2007 21:26 GMT
#118
Nice analysis. Hopefully its a correct analysis making the protoss a bit more unique than I originally thought.

I wonder if Terran economy/production was also modified/revamped to be more unique in comparison to their sc counterparts and to the other 2 races.

On May 22 2007 21:35 Tiku wrote:
Maybe even a similar system is being used for terran? Think about it. It could easily be transfered and adjusted accordingly. Let's say you have 4 barracks selected. .


I actually hope that each race is as unique/distinct from the others as possible (without balancing issues) and hope terrans get their own inginous production system, but I guess we have to wait and see.
programmers programs beating progamers.
Klogon
Profile Blog Joined November 2002
MURICA15980 Posts
Last Edited: 2007-05-23 06:14:18
May 23 2007 06:14 GMT
#119
I wouldn't mind terran building the same way as they do now.
DrainX
Profile Blog Joined December 2006
Sweden3187 Posts
Last Edited: 2007-05-23 09:50:15
May 23 2007 09:45 GMT
#120
Problem as I see it right now is how normal gateways work and how terrans production works.

Lets say that normal gateways dont require you to click on the ground for the unit to spawn. So you can just click you "gateway" hotkey in the middle of combat and click it "Z" a few times to spawn a few more zealots in your base. I think that macro would be hard enough since there are no queues. To make use of your warpgates and spawn units where ever you want would be harder since you would have to click the ground where you want them to spawn and so cant do it in combat as easily. I hope this is how blizzard has designed the gateway/warpgate. It would make the basic gateway not as versatile but easier to use and the warpgate a bit harder to use but a lot more versatile.

Now lets look at terrans. Do you think they work in the same way as in starcraft with unit queues? But they also are able to select any number of buildings? Then the attention needed for terran production would be much lower than it is for protoss production. Maybe as a terran you need to tab through the gates to produce from them if you have many selected. I hope so atleast.
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