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Protoss - New method of Production? - Page 8

Forum Index > SC2 General
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MyLostTemple *
Profile Blog Joined November 2004
United States2921 Posts
May 31 2007 02:36 GMT
#141
this makes it so it was more like you were supposed to play the game to begin with. not double queing....
Follow me on twitter: CallMeTasteless
DrainX
Profile Blog Joined December 2006
Sweden3187 Posts
May 31 2007 02:43 GMT
#142
On May 31 2007 10:39 FatRine wrote:
imo this production system is lame, i HATED it in red alert!

What are you talking about? This is NOTHING like in red alert.
caution.slip
Profile Blog Joined June 2007
United States775 Posts
Last Edited: 2007-06-11 23:27:31
June 11 2007 23:25 GMT
#143
Same happens after the zeals have been warped in. I deduce from this that as soon as you have a free "slot" from the maximum of what you have allotted (say, 16 in case you have 16 WGs), the WGs start building up the cooldown immediately. And here's the main point: it wouldn't make sense (not to me at least) to just show one of the WG's cooldown when having 16 of them selected, now would it?


It does make sense. Thats how it works for spellcasters in WC3. If you select 12 mortar teams and you cast flare. You click flare and then click on the map, The game selects one of the mortar teams (out of your 12) and uses that mortar team to cast flare. Now the flare icon doesn't go into CD because you have 11 other mortar teams that can still cast flare. When you use all 12 polymorphs, the skill that is closest to cooling down is the one that is displayed.

In this same style, when the player selects 16 gateways and clicks to deploy a zealot, it selects one of the gateways and deploys the unit, this continues until all 16 are deployed, and then you are shown the cooldown for the most cooldowned gateway.


Don't think of warpgates as "always producing a unit." Instead think that its a building that can instantly produce any unit, and that unit produced affects how long the cooldown on the warpgate is before it can produce another unit (this idea was already mentioned)


the 20%




I agree. This sounds most reasonable. If you select 2 gates one with zealot recharged but not stalker and the other gate with both recharged I wonder what happend if you warp in a zeal. Do you think it automaticly will use the gate that cant make a stalker or just take a random gate able to summon it?



it would choose the warpgate that cant build a stalker. The game will have internalized priority. Its not hard to program.


On May 31 2007 11:43 DrainX wrote:
Show nested quote +
On May 31 2007 10:39 FatRine wrote:
imo this production system is lame, i HATED it in red alert!

What are you talking about? This is NOTHING like in red alert.


hes talking about how building more factories reduces the production time of tanks, instead of having more factories lets you produce tanks individually from each factory
Live, laugh, love
Chill
Profile Blog Joined January 2005
Calgary26003 Posts
Last Edited: 2007-06-12 11:57:06
June 12 2007 11:55 GMT
#144
This isn't really new? This is how Zerg has been producing for 10 years
Edit: oOo just got through the thread. I take it back!
Moderator
sdpgposd
Profile Joined October 2005
United Kingdom1464 Posts
June 12 2007 16:52 GMT
#145
imba
DrainX
Profile Blog Joined December 2006
Sweden3187 Posts
June 12 2007 18:32 GMT
#146
On June 12 2007 08:25 caution.slip wrote:
Show nested quote +
On May 31 2007 11:43 DrainX wrote:
On May 31 2007 10:39 FatRine wrote:
imo this production system is lame, i HATED it in red alert!

What are you talking about? This is NOTHING like in red alert.


hes talking about how building more factories reduces the production time of tanks, instead of having more factories lets you produce tanks individually from each factory


Well its not even sure it works that way and even if it does then thats one of the smallest implications of the new system. Saying something like that only shows you dont understand a thing about the new system.
Luhh
Profile Joined October 2003
Sweden2974 Posts
Last Edited: 2007-06-13 01:38:46
June 13 2007 01:37 GMT
#147
I have an idea for terran unit production:

You have to micro a rine and medic really hard for 2 minutes minimum, then keep the medic alive for at least 9 months in your base, then build a daycare center, school etc, and finally you'll be able to recruit one 18 years later in a barrack!


















THANK GOD Molyneux doesn't produce this game!
I wouldn´t call him stupid, but let´s just say he´s unlucky when thinking...
Morzas
Profile Joined August 2005
United States387 Posts
June 14 2007 11:19 GMT
#148
Looks like this is confirmed:

Warp In

Picture This: You're playing as the Protoss, and one of your resource bases on the other side of the map comes under attack. Your gateway, the Protoss barracks, at the besieged base is destroyed. For old-school Protoss players, the battle would already be over. But that's becuase they didn't have warp-in tech, a new upgrade for your barracks that will allow them to build a unit anywhere on the map within the range of a power pylon or phase prism. [There'll be a limit of one unit per gateway at a time and a cooldown period before you can use warp-in again.] It's a handy ability that will instantly set strategists' minds running wild with possibilities, but it will have its drawbacks -the unit will gradually materialize jus like a Protoss building and be completely defenseless unit finished. And, if your power pylon is destroyed midway through warp-in, your unfinished unit will be lost.


From this post on b.net forums
What has four wheels and flies? Stephen Hawking on LSD!
NaDazpwnz3r
Profile Joined April 2007
United States111 Posts
June 14 2007 11:23 GMT
#149
Teleportation seems soo imba -.-
Saber is el pwnz0r in FSN
Morzas
Profile Joined August 2005
United States387 Posts
June 14 2007 11:24 GMT
#150
On June 14 2007 20:23 NaDazpwnz3r wrote:
Teleportation seems soo imba -.-


It's a handy ability that will instantly set strategists' minds running wild with possibilities, but it will have its drawbacks -the unit will gradually materialize jus like a Protoss building and be completely defenseless unit finished. And, if your power pylon is destroyed midway through warp-in, your unfinished unit will be lost.
What has four wheels and flies? Stephen Hawking on LSD!
vicml21
Profile Joined May 2007
Canada165 Posts
June 14 2007 21:34 GMT
#151
yea not imba, especially since its an upgrade, so I think it would be a fair tradeoff, since there are still chances of losing that unit, like killing a zerg egg. MASS SCOURGES AT THE PHASE PRISM! *POOF* there goes all those units... haha cant wait for zerg!
"Meow" - Probe
lololol
Profile Joined February 2006
5198 Posts
June 14 2007 23:02 GMT
#152
And I was right about the warp in, too. Funny that so many people were thinking up bullshit reasons it won't be like this.
I'll call Nada.
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