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Help me with one mandatory Protoss change - Page 2

Forum Index > SC2 General
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WombaT
Profile Blog Joined May 2010
Northern Ireland26499 Posts
April 30 2024 21:57 GMT
#21
On May 01 2024 03:54 Vision_ wrote:
Yes you re right i don t play anymore to the game and today i see many players with wounds (injury) at shoulder or feel stressed when they play SC2; maybe it s time to question why SC2 rewards more faster than smarter players.
That s said, of course, it s obvious that speed competition is a major part of the game, and even if you want you couldn t resolve entirely the problem because the pathfinding is acting like a grap of units (so area damage are insane)

From a project overview, the only long part inside concerning only these four first changes is 1) slow cooldowns attack (maybe slightly adapt weapons range and all spells btw, in considering a global scale every feature).

I m planning approximately to work ten days during summer to achieve mainly this one. let s see if it s enought, then a mapmaker would be huge (complete 3) allow natural base farest)

Thank for answer to my question about protoss, it can be helpfull to know what players doesn t like very much.

For mud, you re right it s not possible to affect only light units, then it won t change sry.

But mud is cool, it s smaller and it also combines the idea of Rotterdam which is to forbid building on some ground (here frequently mud would be placed in the last level, between cliffs).

My point was more, light units = a lot of your skirmishers and harass units, so slowing them actually disincentivises splitting armies because it makes it worse to do so.

It’s not actually the core idea I mind, some interesting ones can come from all sources, what I don’t see is a kind of joined-up idea of what you’re trying to do overall, ironically a lack of vision.

1. What is the overall goal with your tweaks?
2. How does this particular change fit into point 1?
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
Vision_
Profile Joined September 2018
875 Posts
Last Edited: 2024-05-01 07:31:45
May 01 2024 06:52 GMT
#22
On May 01 2024 06:57 WombaT wrote:
Show nested quote +
On May 01 2024 03:54 Vision_ wrote:
Yes you re right i don t play anymore to the game and today i see many players with wounds (injury) at shoulder or feel stressed when they play SC2; maybe it s time to question why SC2 rewards more faster than smarter players.
That s said, of course, it s obvious that speed competition is a major part of the game, and even if you want you couldn t resolve entirely the problem because the pathfinding is acting like a grap of units (so area damage are insane)

From a project overview, the only long part inside concerning only these four first changes is 1) slow cooldowns attack (maybe slightly adapt weapons range and all spells btw, in considering a global scale every feature).

I m planning approximately to work ten days during summer to achieve mainly this one. let s see if it s enought, then a mapmaker would be huge (complete 3) allow natural base farest)

Thank for answer to my question about protoss, it can be helpfull to know what players doesn t like very much.

For mud, you re right it s not possible to affect only light units, then it won t change sry.

But mud is cool, it s smaller and it also combines the idea of Rotterdam which is to forbid building on some ground (here frequently mud would be placed in the last level, between cliffs).

My point was more, light units = a lot of your skirmishers and harass units, so slowing them actually disincentivises splitting armies because it makes it worse to do so.

It’s not actually the core idea I mind, some interesting ones can come from all sources, what I don’t see is a kind of joined-up idea of what you’re trying to do overall, ironically a lack of vision.

1. What is the overall goal with your tweaks?
2. How does this particular change fit into point 1?


The main idea is to give SC2 macro movement army, so it isn t sufficient if you only change speed of fights, you also have to buff defensive features of each races. The meta in SC2 force you to make one big army against one other big army (+harassement if you want), and btw, most of fights aren t resolved on a large front line, but more by a head to head position (head-on opposition)



What is necessary for strategy = Multiples Fronts
[image loading]




Vision_
Profile Joined September 2018
875 Posts
Last Edited: 2024-05-01 11:25:22
May 01 2024 11:25 GMT
#23
David Kim says

"Take StarCraft 2," Kim said. "It's one of my favorite games of all time, but I often wonder, like, is this really a real-time strategy game, or is it more like real-time execution?"

By fixating on the speed and precision of professional-tier competitive play, RTS development was overcomplicating its core gameplay, alienating players who might otherwise be interested, he thinks. "Why are we making an RTS game," said Kim, "where you have to be so good at like, playing the piano as fast as possible, as efficiently as possible?"


Nakajin
Profile Blog Joined September 2014
Canada8989 Posts
Last Edited: 2024-05-01 14:01:59
May 01 2024 13:56 GMT
#24
I advise you to go take a look at Starbow, the team behind it seemed to have some of the same ideas as you have.

If that does not satisfy you, then my best advise is to just make your mod and mess arround with your ideas. Maybe find some people to play it with you to test stuff.

You won't get much from us outside of debate, people have different opinion and it's near impossible to say what's good or not without seeing it in action or at least knowing the specifics. I'd say you probably have a good idea of where you want to go.
Writerhttp://i.imgur.com/9p6ufcB.jpg
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