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This should be implemented long ago already and shouldn't even be up to discussion. Even if it affects 0.001% games, this is still just a really dumb mechanic for a game where the win condition is to destroy all buildings of your opponent.
Of course it should be done in a way that it doesn't affect balance, so as many people suggested, the buildings should have enough fuel for at least few minutes, but eventually they should start losing HP, so that "can I force a draw by flying to the corner" is not even a question.
It's the most lame thing in this game and it should definitely be fixed if we are striving to create the best game ever.
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Bisutopia19033 Posts
Let's make it more fun. Have it cost 1 mineral per period of time that a building is a floating. If you run out of money the building loses hp instead. To offset the cost, buff building float speed. This would make proxy 2rax transition into normal game much more costly if you want to float your barracks back.
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Czech Republic12116 Posts
On March 19 2019 22:16 TrashEconomy wrote:Show nested quote +On March 18 2019 11:29 brickrd wrote:On March 18 2019 04:16 TrashEconomy wrote: Have any of you considered making a single air unit if you think Terran floating is just so terrible and unfair?
A single. Air unit.
Oh, you can't afford to make a single air unit?
In the match you 'won'?
Interesting. most people who care about this don't think it's imbalanced unless they're in gold league, it's just a stupid mechanic that adds nothing, is required for nothing, and directly leads to a lot of boring games and griefing on ladder Yeah, it's a stupid mechanic that also plays an important role in lategame/basetrade strategy. Lifting is how Terran punishes a Protoss/Zerg for abusing the dominance it otherwise has during basetrades/scrappy lategames. Yeah, you get teleportation and decentralized production: but if you screw it up, you can be put in a situation where all you can do is draw or lose. Being angry at Terran lifting is simply childish. OK, get rid of it- what are we going to replace it with? Want to give Terran a teleportation mechanic? I'll take that, thanks. I also think that Zerg getting endless sources of free units is a stupid mechanic, but it's obviously necessary to the current state of the game and removing it would have cascading effects. But what's the issue? If the person losing basetrade wants to grief you, you will find several extractors over the map and you will be running circles anyway. So Terran picks the buildings and flies into the corner. In the end it's a draw so you don't lose points, it just takes forever to get the draw information and message. This can be abused and this should be solved faster on the ladder - I'm all fine for updating the draw mechanic on the ladder.
We need to solve only the issue of draw in the pro matches as there is a time table and we usually cannot afford pro players running circles around 1 lifted CC with 1 marine and tickling it to death. Or flying into the corner and then arguing who won, because repeating the game is time-consuming
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It's not the buildings flying away that's the problem, it's the mass nuke stalemate IMO.
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On March 19 2019 22:16 TrashEconomy wrote:Show nested quote +On March 18 2019 11:29 brickrd wrote:On March 18 2019 04:16 TrashEconomy wrote: Have any of you considered making a single air unit if you think Terran floating is just so terrible and unfair?
A single. Air unit.
Oh, you can't afford to make a single air unit?
In the match you 'won'?
Interesting. most people who care about this don't think it's imbalanced unless they're in gold league, it's just a stupid mechanic that adds nothing, is required for nothing, and directly leads to a lot of boring games and griefing on ladder Yeah, it's a stupid mechanic that also plays an important role in lategame/basetrade strategy. Lifting is how Terran punishes a Protoss/Zerg for abusing the dominance it otherwise has during basetrades/scrappy lategames. Yeah, you get teleportation and decentralized production: but if you screw it up, you can be put in a situation where all you can do is draw or lose. Being angry at Terran lifting is simply childish. OK, get rid of it- what are we going to replace it with? Want to give Terran a teleportation mechanic? I'll take that, thanks. I also think that Zerg getting endless sources of free units is a stupid mechanic, but it's obviously necessary to the current state of the game and removing it would have cascading effects.
Man, are you even reading the thread? Nobody is saying to remove the lifting completely and nobody is angry at Terran lifting. It's a great mechanic on it's own. The problem is that it can be done indefinitely which in some situations gives Terran a choice to draw a game that would otherwise be lost.
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On March 18 2019 03:24 yubo56 wrote: This has been discussed to death lol, this is probably the most commonly raised solution.
I don't mind the mechanic, every race has small advantages in base trades (terran buildings can float in corner, zerg doesn't have to lose overlords while P/T always lose their supply structures making rebuilding harder, protoss has recall). I think forcing players to respect these asymmetries and account for them in their winning strategy isn't unreasonable.
I wish draw offers were easier to make in SC2 though; pausing the game and waiting a few minutes for an organizer to come over is pretty annoying, as is waiting for the in-game stalemate timer (e.g. on ladder).
It's not an advantage or a winning strategy though, it's an asymmetry that allows for a draw mechanic unevenly. All three races have access to wins and losses through the asymmetry of their races, and whether any of those are unfair or imbalanced is a separate constant discussion on it's own, but this draw mechanic isn't a part of that because no other race has access to something similar. Having an advantage in winning or losing a base trade isn't the same as being able to not lose.
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I see no issue as Terrans usually forget about that feature when in need for it
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On March 19 2019 23:49 hg2g2 wrote:Show nested quote +On March 18 2019 03:24 yubo56 wrote: This has been discussed to death lol, this is probably the most commonly raised solution.
I don't mind the mechanic, every race has small advantages in base trades (terran buildings can float in corner, zerg doesn't have to lose overlords while P/T always lose their supply structures making rebuilding harder, protoss has recall). I think forcing players to respect these asymmetries and account for them in their winning strategy isn't unreasonable.
I wish draw offers were easier to make in SC2 though; pausing the game and waiting a few minutes for an organizer to come over is pretty annoying, as is waiting for the in-game stalemate timer (e.g. on ladder). It's not an advantage or a winning strategy though, it's an asymmetry that allows for a draw mechanic unevenly. All three races have access to wins and losses through the asymmetry of their races, and whether any of those are unfair or imbalanced is a separate constant discussion on it's own, but this draw mechanic isn't a part of that because no other race has access to something similar. Having an advantage in winning or losing a base trade isn't the same as being able to not lose.
Zerg can use spines and spores because these can move, so only protoss is really at a loss here. So if people really want to change this, which is imo not necessary, then you could just make it so flying buildings and unrooted spines/spores are not seen as buildings. Not sure how hard that would be to implement, but that's probably the most straight forward solution to these scenarious.
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On March 19 2019 23:59 The_Red_Viper wrote:Show nested quote +On March 19 2019 23:49 hg2g2 wrote:On March 18 2019 03:24 yubo56 wrote: This has been discussed to death lol, this is probably the most commonly raised solution.
I don't mind the mechanic, every race has small advantages in base trades (terran buildings can float in corner, zerg doesn't have to lose overlords while P/T always lose their supply structures making rebuilding harder, protoss has recall). I think forcing players to respect these asymmetries and account for them in their winning strategy isn't unreasonable.
I wish draw offers were easier to make in SC2 though; pausing the game and waiting a few minutes for an organizer to come over is pretty annoying, as is waiting for the in-game stalemate timer (e.g. on ladder). It's not an advantage or a winning strategy though, it's an asymmetry that allows for a draw mechanic unevenly. All three races have access to wins and losses through the asymmetry of their races, and whether any of those are unfair or imbalanced is a separate constant discussion on it's own, but this draw mechanic isn't a part of that because no other race has access to something similar. Having an advantage in winning or losing a base trade isn't the same as being able to not lose. Zerg can use spines and spores because these can move, so only protoss is really at a loss here. So if people really want to change this, which is imo not necessary, then you could just make it so flying buildings and unrooted spines/spores are not seen as buildings. Not sure how hard that would be to implement, but that's probably the most straight forward solution to these scenarious.
So, accidentally lifting the first CC instantly loses the game?
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On March 20 2019 00:09 opisska wrote:Show nested quote +On March 19 2019 23:59 The_Red_Viper wrote:On March 19 2019 23:49 hg2g2 wrote:On March 18 2019 03:24 yubo56 wrote: This has been discussed to death lol, this is probably the most commonly raised solution.
I don't mind the mechanic, every race has small advantages in base trades (terran buildings can float in corner, zerg doesn't have to lose overlords while P/T always lose their supply structures making rebuilding harder, protoss has recall). I think forcing players to respect these asymmetries and account for them in their winning strategy isn't unreasonable.
I wish draw offers were easier to make in SC2 though; pausing the game and waiting a few minutes for an organizer to come over is pretty annoying, as is waiting for the in-game stalemate timer (e.g. on ladder). It's not an advantage or a winning strategy though, it's an asymmetry that allows for a draw mechanic unevenly. All three races have access to wins and losses through the asymmetry of their races, and whether any of those are unfair or imbalanced is a separate constant discussion on it's own, but this draw mechanic isn't a part of that because no other race has access to something similar. Having an advantage in winning or losing a base trade isn't the same as being able to not lose. Zerg can use spines and spores because these can move, so only protoss is really at a loss here. So if people really want to change this, which is imo not necessary, then you could just make it so flying buildings and unrooted spines/spores are not seen as buildings. Not sure how hard that would be to implement, but that's probably the most straight forward solution to these scenarious. So, accidentally lifting the first CC instantly loses the game? Sure :D
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On March 20 2019 00:09 opisska wrote:Show nested quote +On March 19 2019 23:59 The_Red_Viper wrote:On March 19 2019 23:49 hg2g2 wrote:On March 18 2019 03:24 yubo56 wrote: This has been discussed to death lol, this is probably the most commonly raised solution.
I don't mind the mechanic, every race has small advantages in base trades (terran buildings can float in corner, zerg doesn't have to lose overlords while P/T always lose their supply structures making rebuilding harder, protoss has recall). I think forcing players to respect these asymmetries and account for them in their winning strategy isn't unreasonable.
I wish draw offers were easier to make in SC2 though; pausing the game and waiting a few minutes for an organizer to come over is pretty annoying, as is waiting for the in-game stalemate timer (e.g. on ladder). It's not an advantage or a winning strategy though, it's an asymmetry that allows for a draw mechanic unevenly. All three races have access to wins and losses through the asymmetry of their races, and whether any of those are unfair or imbalanced is a separate constant discussion on it's own, but this draw mechanic isn't a part of that because no other race has access to something similar. Having an advantage in winning or losing a base trade isn't the same as being able to not lose. Zerg can use spines and spores because these can move, so only protoss is really at a loss here. So if people really want to change this, which is imo not necessary, then you could just make it so flying buildings and unrooted spines/spores are not seen as buildings. Not sure how hard that would be to implement, but that's probably the most straight forward solution to these scenarious. So, accidentally lifting the first CC instantly loses the game?
Next level match fixing strategy :D
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Czech Republic12116 Posts
On March 20 2019 00:09 opisska wrote:Show nested quote +On March 19 2019 23:59 The_Red_Viper wrote:On March 19 2019 23:49 hg2g2 wrote:On March 18 2019 03:24 yubo56 wrote: This has been discussed to death lol, this is probably the most commonly raised solution.
I don't mind the mechanic, every race has small advantages in base trades (terran buildings can float in corner, zerg doesn't have to lose overlords while P/T always lose their supply structures making rebuilding harder, protoss has recall). I think forcing players to respect these asymmetries and account for them in their winning strategy isn't unreasonable.
I wish draw offers were easier to make in SC2 though; pausing the game and waiting a few minutes for an organizer to come over is pretty annoying, as is waiting for the in-game stalemate timer (e.g. on ladder). It's not an advantage or a winning strategy though, it's an asymmetry that allows for a draw mechanic unevenly. All three races have access to wins and losses through the asymmetry of their races, and whether any of those are unfair or imbalanced is a separate constant discussion on it's own, but this draw mechanic isn't a part of that because no other race has access to something similar. Having an advantage in winning or losing a base trade isn't the same as being able to not lose. Zerg can use spines and spores because these can move, so only protoss is really at a loss here. So if people really want to change this, which is imo not necessary, then you could just make it so flying buildings and unrooted spines/spores are not seen as buildings. Not sure how hard that would be to implement, but that's probably the most straight forward solution to these scenarious. So, accidentally lifting the first CC instantly loses the game? Imagine this rule on some HotS/WoL maps with the gold rush builds
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On March 19 2019 23:59 The_Red_Viper wrote:Show nested quote +On March 19 2019 23:49 hg2g2 wrote:On March 18 2019 03:24 yubo56 wrote: This has been discussed to death lol, this is probably the most commonly raised solution.
I don't mind the mechanic, every race has small advantages in base trades (terran buildings can float in corner, zerg doesn't have to lose overlords while P/T always lose their supply structures making rebuilding harder, protoss has recall). I think forcing players to respect these asymmetries and account for them in their winning strategy isn't unreasonable.
I wish draw offers were easier to make in SC2 though; pausing the game and waiting a few minutes for an organizer to come over is pretty annoying, as is waiting for the in-game stalemate timer (e.g. on ladder). It's not an advantage or a winning strategy though, it's an asymmetry that allows for a draw mechanic unevenly. All three races have access to wins and losses through the asymmetry of their races, and whether any of those are unfair or imbalanced is a separate constant discussion on it's own, but this draw mechanic isn't a part of that because no other race has access to something similar. Having an advantage in winning or losing a base trade isn't the same as being able to not lose. Zerg can use spines and spores because these can move, so only protoss is really at a loss here. So if people really want to change this, which is imo not necessary, then you could just make it so flying buildings and unrooted spines/spores are not seen as buildings. Not sure how hard that would be to implement, but that's probably the most straight forward solution to these scenarious.
It's still not equivalent though, a single worker could chase around and kill those buildings eventually if that was all that's left. The mechanic is unfair because it could allow for Terran to play for a win without the risk of losing while the opponent would have to play for a win with the risk of losing.
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On March 20 2019 00:13 deacon.frost wrote:Show nested quote +On March 20 2019 00:09 opisska wrote:On March 19 2019 23:59 The_Red_Viper wrote:On March 19 2019 23:49 hg2g2 wrote:On March 18 2019 03:24 yubo56 wrote: This has been discussed to death lol, this is probably the most commonly raised solution.
I don't mind the mechanic, every race has small advantages in base trades (terran buildings can float in corner, zerg doesn't have to lose overlords while P/T always lose their supply structures making rebuilding harder, protoss has recall). I think forcing players to respect these asymmetries and account for them in their winning strategy isn't unreasonable.
I wish draw offers were easier to make in SC2 though; pausing the game and waiting a few minutes for an organizer to come over is pretty annoying, as is waiting for the in-game stalemate timer (e.g. on ladder). It's not an advantage or a winning strategy though, it's an asymmetry that allows for a draw mechanic unevenly. All three races have access to wins and losses through the asymmetry of their races, and whether any of those are unfair or imbalanced is a separate constant discussion on it's own, but this draw mechanic isn't a part of that because no other race has access to something similar. Having an advantage in winning or losing a base trade isn't the same as being able to not lose. Zerg can use spines and spores because these can move, so only protoss is really at a loss here. So if people really want to change this, which is imo not necessary, then you could just make it so flying buildings and unrooted spines/spores are not seen as buildings. Not sure how hard that would be to implement, but that's probably the most straight forward solution to these scenarious. So, accidentally lifting the first CC instantly loses the game? Imagine this rule on some HotS/WoL maps with the gold rush builds That is a good point, wouldn't make it possible to have that again. Still probably worth it if one thinks that this stalemate gameplay is a problem which i personally don't subscribe to
On March 20 2019 00:15 hg2g2 wrote:Show nested quote +On March 19 2019 23:59 The_Red_Viper wrote:On March 19 2019 23:49 hg2g2 wrote:On March 18 2019 03:24 yubo56 wrote: This has been discussed to death lol, this is probably the most commonly raised solution.
I don't mind the mechanic, every race has small advantages in base trades (terran buildings can float in corner, zerg doesn't have to lose overlords while P/T always lose their supply structures making rebuilding harder, protoss has recall). I think forcing players to respect these asymmetries and account for them in their winning strategy isn't unreasonable.
I wish draw offers were easier to make in SC2 though; pausing the game and waiting a few minutes for an organizer to come over is pretty annoying, as is waiting for the in-game stalemate timer (e.g. on ladder). It's not an advantage or a winning strategy though, it's an asymmetry that allows for a draw mechanic unevenly. All three races have access to wins and losses through the asymmetry of their races, and whether any of those are unfair or imbalanced is a separate constant discussion on it's own, but this draw mechanic isn't a part of that because no other race has access to something similar. Having an advantage in winning or losing a base trade isn't the same as being able to not lose. Zerg can use spines and spores because these can move, so only protoss is really at a loss here. So if people really want to change this, which is imo not necessary, then you could just make it so flying buildings and unrooted spines/spores are not seen as buildings. Not sure how hard that would be to implement, but that's probably the most straight forward solution to these scenarious. It's still not equivalent though, a single worker could chase around and kill those buildings eventually if that was all that's left. The mechanic is unfair because it could allow for Terran to play for a win without the risk of losing while the opponent would have to play for a win with the risk of losing. Well it is equivalent in that in both cases you have buildings which can move with your army which is big enough to make sure the buildings won't die fast enough. Terran doesn't always need actual air units, in case the enemy doesn't have any on their own though (depending on the map), so it is definitely better. Still fairly similar though. Tbf though, if you have the bigger army you can just camp on the last buildings as toss as well, it might be more similar to that. In any case, i don't think any of that is a real problem, it really doesn't happen all that often.
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It's frustrating but not the end of the word, I don't think it's really necessary.
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On March 20 2019 00:16 The_Red_Viper wrote:Show nested quote +On March 20 2019 00:13 deacon.frost wrote:On March 20 2019 00:09 opisska wrote:On March 19 2019 23:59 The_Red_Viper wrote:On March 19 2019 23:49 hg2g2 wrote:On March 18 2019 03:24 yubo56 wrote: This has been discussed to death lol, this is probably the most commonly raised solution.
I don't mind the mechanic, every race has small advantages in base trades (terran buildings can float in corner, zerg doesn't have to lose overlords while P/T always lose their supply structures making rebuilding harder, protoss has recall). I think forcing players to respect these asymmetries and account for them in their winning strategy isn't unreasonable.
I wish draw offers were easier to make in SC2 though; pausing the game and waiting a few minutes for an organizer to come over is pretty annoying, as is waiting for the in-game stalemate timer (e.g. on ladder). It's not an advantage or a winning strategy though, it's an asymmetry that allows for a draw mechanic unevenly. All three races have access to wins and losses through the asymmetry of their races, and whether any of those are unfair or imbalanced is a separate constant discussion on it's own, but this draw mechanic isn't a part of that because no other race has access to something similar. Having an advantage in winning or losing a base trade isn't the same as being able to not lose. Zerg can use spines and spores because these can move, so only protoss is really at a loss here. So if people really want to change this, which is imo not necessary, then you could just make it so flying buildings and unrooted spines/spores are not seen as buildings. Not sure how hard that would be to implement, but that's probably the most straight forward solution to these scenarious. So, accidentally lifting the first CC instantly loses the game? Imagine this rule on some HotS/WoL maps with the gold rush builds That is a good point, wouldn't make it possible to have that again. Still probably worth it if one thinks that this stalemate gameplay is a problem which i personally don't subscribe to Show nested quote +On March 20 2019 00:15 hg2g2 wrote:On March 19 2019 23:59 The_Red_Viper wrote:On March 19 2019 23:49 hg2g2 wrote:On March 18 2019 03:24 yubo56 wrote: This has been discussed to death lol, this is probably the most commonly raised solution.
I don't mind the mechanic, every race has small advantages in base trades (terran buildings can float in corner, zerg doesn't have to lose overlords while P/T always lose their supply structures making rebuilding harder, protoss has recall). I think forcing players to respect these asymmetries and account for them in their winning strategy isn't unreasonable.
I wish draw offers were easier to make in SC2 though; pausing the game and waiting a few minutes for an organizer to come over is pretty annoying, as is waiting for the in-game stalemate timer (e.g. on ladder). It's not an advantage or a winning strategy though, it's an asymmetry that allows for a draw mechanic unevenly. All three races have access to wins and losses through the asymmetry of their races, and whether any of those are unfair or imbalanced is a separate constant discussion on it's own, but this draw mechanic isn't a part of that because no other race has access to something similar. Having an advantage in winning or losing a base trade isn't the same as being able to not lose. Zerg can use spines and spores because these can move, so only protoss is really at a loss here. So if people really want to change this, which is imo not necessary, then you could just make it so flying buildings and unrooted spines/spores are not seen as buildings. Not sure how hard that would be to implement, but that's probably the most straight forward solution to these scenarious. It's still not equivalent though, a single worker could chase around and kill those buildings eventually if that was all that's left. The mechanic is unfair because it could allow for Terran to play for a win without the risk of losing while the opponent would have to play for a win with the risk of losing. Well it is equivalent in that in both cases you have buildings which can move with your army which is big enough to make sure the buildings won't die fast enough. Terran doesn't always need actual air units, in case the enemy doesn't have any on their own though (depending on the map), so it is definitely better. Still fairly similar though. Tbf though, if you have the bigger army you can just camp on the last buildings as toss as well, it might be more similar to that. In any case, i don't think any of that is a real problem, it really doesn't happen all that often.
But...it has nothing to do with moving with the army, having armies means there is something they can fight for. Spores and Spines can't be moved somewhere where they are incapable of being attacked, and also without the need of an army at all to protect them once they are there. Both players agreeing to a draw is not the same as only one player being able to force one. If Protoss decides to park their ground only army on a Pylon and ask for a draw, Terran can technically float their buildings to safety, deny the draw and fight. If they lose that fight they do not lose the game, but if Protoss loses that fight they do. Protoss can not put themselves in a position where they can not lose.
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I think it is good as it is, it's awesome to see a Terran being able to force a Draw using his remaining resources to prevent anti-air.
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On March 20 2019 00:30 hg2g2 wrote:Show nested quote +On March 20 2019 00:16 The_Red_Viper wrote:On March 20 2019 00:13 deacon.frost wrote:On March 20 2019 00:09 opisska wrote:On March 19 2019 23:59 The_Red_Viper wrote:On March 19 2019 23:49 hg2g2 wrote:On March 18 2019 03:24 yubo56 wrote: This has been discussed to death lol, this is probably the most commonly raised solution.
I don't mind the mechanic, every race has small advantages in base trades (terran buildings can float in corner, zerg doesn't have to lose overlords while P/T always lose their supply structures making rebuilding harder, protoss has recall). I think forcing players to respect these asymmetries and account for them in their winning strategy isn't unreasonable.
I wish draw offers were easier to make in SC2 though; pausing the game and waiting a few minutes for an organizer to come over is pretty annoying, as is waiting for the in-game stalemate timer (e.g. on ladder). It's not an advantage or a winning strategy though, it's an asymmetry that allows for a draw mechanic unevenly. All three races have access to wins and losses through the asymmetry of their races, and whether any of those are unfair or imbalanced is a separate constant discussion on it's own, but this draw mechanic isn't a part of that because no other race has access to something similar. Having an advantage in winning or losing a base trade isn't the same as being able to not lose. Zerg can use spines and spores because these can move, so only protoss is really at a loss here. So if people really want to change this, which is imo not necessary, then you could just make it so flying buildings and unrooted spines/spores are not seen as buildings. Not sure how hard that would be to implement, but that's probably the most straight forward solution to these scenarious. So, accidentally lifting the first CC instantly loses the game? Imagine this rule on some HotS/WoL maps with the gold rush builds That is a good point, wouldn't make it possible to have that again. Still probably worth it if one thinks that this stalemate gameplay is a problem which i personally don't subscribe to On March 20 2019 00:15 hg2g2 wrote:On March 19 2019 23:59 The_Red_Viper wrote:On March 19 2019 23:49 hg2g2 wrote:On March 18 2019 03:24 yubo56 wrote: This has been discussed to death lol, this is probably the most commonly raised solution.
I don't mind the mechanic, every race has small advantages in base trades (terran buildings can float in corner, zerg doesn't have to lose overlords while P/T always lose their supply structures making rebuilding harder, protoss has recall). I think forcing players to respect these asymmetries and account for them in their winning strategy isn't unreasonable.
I wish draw offers were easier to make in SC2 though; pausing the game and waiting a few minutes for an organizer to come over is pretty annoying, as is waiting for the in-game stalemate timer (e.g. on ladder). It's not an advantage or a winning strategy though, it's an asymmetry that allows for a draw mechanic unevenly. All three races have access to wins and losses through the asymmetry of their races, and whether any of those are unfair or imbalanced is a separate constant discussion on it's own, but this draw mechanic isn't a part of that because no other race has access to something similar. Having an advantage in winning or losing a base trade isn't the same as being able to not lose. Zerg can use spines and spores because these can move, so only protoss is really at a loss here. So if people really want to change this, which is imo not necessary, then you could just make it so flying buildings and unrooted spines/spores are not seen as buildings. Not sure how hard that would be to implement, but that's probably the most straight forward solution to these scenarious. It's still not equivalent though, a single worker could chase around and kill those buildings eventually if that was all that's left. The mechanic is unfair because it could allow for Terran to play for a win without the risk of losing while the opponent would have to play for a win with the risk of losing. Well it is equivalent in that in both cases you have buildings which can move with your army which is big enough to make sure the buildings won't die fast enough. Terran doesn't always need actual air units, in case the enemy doesn't have any on their own though (depending on the map), so it is definitely better. Still fairly similar though. Tbf though, if you have the bigger army you can just camp on the last buildings as toss as well, it might be more similar to that. In any case, i don't think any of that is a real problem, it really doesn't happen all that often. But...it has nothing to do with moving with the army, having armies means there is something they can fight for. Spores and Spines can't be moved somewhere where they are incapable of being attacked, and also without the need of an army at all to protect them once they are there. Both players agreeing to a draw is not the same as only one player being able to force one. If Protoss decides to park their ground only army on a Pylon and ask for a draw, Terran can technically float their buildings to safety, deny the draw and fight. If they lose that fight they do not lose the game, but if Protoss loses that fight they do. Protoss can not put themselves in a position where they can not lose.
Yes i mentioned this in the text you quoted, terran's ability is stronger. Terran can force a draw if they are 100% sure the enemy doesn't have ani air units (depending on the map!). Zerg could potentially force a draw if they are sure that pulling all the static D together will be sufficient to defend the enemy army while it wouldn't if they didn't pull it together. Protoss doesn't have any similar option. At the end of the day all these situations almost never happen, even the terran one. It isn't worth consideration imo. Still, if we want to consider it then i think my solution is fine, make flying buildings and unrooted ones not be classified as buildings.
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I don't care about the balance. But I would like to suggest that Terran buildings can fly indefinitely utilizing solar power. Not sure what the lore has to say about Terran energy practices.
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