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Forum Index > SC2 General
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Vision_
Profile Joined September 2018
861 Posts
Last Edited: 2021-09-14 12:10:53
September 14 2021 11:40 GMT
#41
On September 14 2021 20:36 Harris1st wrote:
Show nested quote +
On September 14 2021 19:11 Vision_ wrote:
Not so long ago, i read the idea of consider creep tumor as a building, which means, Zerg has to create the tumors like the other building, morphing a drone. That s said, it could demand some adjustement but at least Zerg would care a little bit more about the defense along the edge/frontier of their mucus. It s a really good idea, the writer of this idea thought to limit the number of iteration process, but if you allow in this proposition, to re-create a tumor (when the last tumor is killed) from any other tumors (and not only the last one), you could describe a very better system of creep than actually.


That is a very deep cut into the system as it is right now. I'd rather have a Queen limit introduced, like 2 Queens per Hatchery if it comes down to it.


?

This kind of limitation never improves gameplay. It won t because the supply cost of a unit isn t revelant of his strenght and you ll only have an illusion of fixing something (touching such parameter). If we want improve the game deeper, we can t be satisfied with small adjustement, we have to propose transversal changes regarding compartments of the game.

It would be as you propose a bandage to somebody who have lost his leg..
Harris1st
Profile Blog Joined May 2010
Germany6947 Posts
September 14 2021 12:58 GMT
#42
On September 14 2021 20:40 Vision_ wrote:
Show nested quote +
On September 14 2021 20:36 Harris1st wrote:
On September 14 2021 19:11 Vision_ wrote:
Not so long ago, i read the idea of consider creep tumor as a building, which means, Zerg has to create the tumors like the other building, morphing a drone. That s said, it could demand some adjustement but at least Zerg would care a little bit more about the defense along the edge/frontier of their mucus. It s a really good idea, the writer of this idea thought to limit the number of iteration process, but if you allow in this proposition, to re-create a tumor (when the last tumor is killed) from any other tumors (and not only the last one), you could describe a very better system of creep than actually.


That is a very deep cut into the system as it is right now. I'd rather have a Queen limit introduced, like 2 Queens per Hatchery if it comes down to it.


?

This kind of limitation never improves gameplay. It won t because the supply cost of a unit isn t revelant of his strenght and you ll only have an illusion of fixing something (touching such parameter). If we want improve the game deeper, we can t be satisfied with small adjustement, we have to propose transversal changes regarding compartments of the game.

It would be as you propose a bandage to somebody who have lost his leg..


You do realize there is no longer a design and/or balance team active right? IF we get anything from Blizzard, it's a bandaid.

The kind of redesign you want wasn't done with Blizzard actively developing. It sure isn't now.
Go Serral! GG EZ for Ence. Flashbang dance FTW
Vision_
Profile Joined September 2018
861 Posts
Last Edited: 2021-09-14 15:54:48
September 14 2021 15:53 GMT
#43
On September 14 2021 21:58 Harris1st wrote:
Show nested quote +
On September 14 2021 20:40 Vision_ wrote:
On September 14 2021 20:36 Harris1st wrote:
On September 14 2021 19:11 Vision_ wrote:
Not so long ago, i read the idea of consider creep tumor as a building, which means, Zerg has to create the tumors like the other building, morphing a drone. That s said, it could demand some adjustement but at least Zerg would care a little bit more about the defense along the edge/frontier of their mucus. It s a really good idea, the writer of this idea thought to limit the number of iteration process, but if you allow in this proposition, to re-create a tumor (when the last tumor is killed) from any other tumors (and not only the last one), you could describe a very better system of creep than actually.


That is a very deep cut into the system as it is right now. I'd rather have a Queen limit introduced, like 2 Queens per Hatchery if it comes down to it.


?

This kind of limitation never improves gameplay. It won t because the supply cost of a unit isn t revelant of his strenght and you ll only have an illusion of fixing something (touching such parameter). If we want improve the game deeper, we can t be satisfied with small adjustement, we have to propose transversal changes regarding compartments of the game.

It would be as you propose a bandage to somebody who have lost his leg..


You do realize there is no longer a design and/or balance team active right? IF we get anything from Blizzard, it's a bandaid.

The kind of redesign you want wasn't done with Blizzard actively developing. It sure isn't now.


No i m pretty utopist but i do not exclude to contact pros player in order to summarize their feelings. I would have some questions, like, if you would keep two units of your main race which units would you chose ? or something like asking their most demanding actions in regard of bad consequences / punishement ? Which compartement would you like to rework ? etc...
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