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Thesis to Increase Macro and Innovation - Page 3

Forum Index > SC2 General
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tyr0
Profile Joined September 2008
United States125 Posts
September 13 2008 17:56 GMT
#41
On September 11 2008 19:56 Ki_Do wrote:
dude, i am a terran, i want to macro too
wtf?

its ok. just micro.
Ki_Do
Profile Blog Joined July 2008
Korea (South)981 Posts
September 13 2008 18:49 GMT
#42
dude im gonna break down, i cant get with these sc2 topics anymore, too much anticipation, nervousism and my head is sick .
I've got a point, and i'm ready to kill or die for it.
Archerofaiur
Profile Joined August 2008
United States4101 Posts
September 13 2008 19:19 GMT
#43
On September 14 2008 03:49 Ki_Do wrote:
dude im gonna break down, i cant get with these sc2 topics anymore, too much anticipation, nervousism and my head is sick .



Patience. Redemption is coming.
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
randomscrub
Profile Joined June 2008
Bulgaria44 Posts
September 14 2008 01:09 GMT
#44
imo, artificial macro is silly. the main reason why macro is so easy in wc3 is because retarded things like the upkeep system + low supply max + heroes encourages micro oriented play. automine/mbs/etc will not make a difference.

seriously, even if sc2 is a 100% wc3 clone except without heroes and more supply, macro will be fine.

the key features to macro are knowing when to invest in economy and when to invest in unit production. APM will always be needed for micro/scouting/expanding/positioning/organizing units. Even if you have MBS, automine, every possible "anti-macro" feature, I can guarentee you that four players with 400 apm each will not be fast enough to perfectly manage 1 player in a team melee.
dcttr66
Profile Joined October 2003
United States555 Posts
Last Edited: 2008-09-15 13:42:49
September 15 2008 13:31 GMT
#45
uhm...once again, i feel like this sort of thing should be saved for campaigns and ums maps.
the tentacle idea actually might not be so bad for gas mining, but i don't think it will work for mineral mining. anyway, how should pathing work for the tentacles? and i didn't even read that nonsense about protoss warping in minerals. the point of a mineral field is you have to take out the minerals of the field, if you try to warp in the minerals you are going to need to harvest them still because you're really just warping in a section of the field, and the minerals are mixed in with everything else. the worker is harvesting the minerals...you can't just warp them in. i guess if you had an observer it might make sense that you could warp in the minerals then because the observer would be scanning for the minerals in the field, but even that seems farfetched because the observer is mainly a recorder, not a scanner. i guess it might be interesting to require an observer deployed at each mineral patch in order to warp in the minerals. and if you make the tentacles work for only gas like i thought would be realistic, maybe you'll want to transfer your protoss idea over to gas. that would be kindof cool because then you wouldn't have to keep probes on gas anymore. instead you'd pay 25/75 instead of 150 for gas workers...sounds fun.
still i don't think warping in the minerals seperately from the field is realistic and even if it were, i don't know that using the observer to scan for the composition of the field is realistic.

anyway, it would work best with gas because i don't think it's realistic for tentacles and warping to actually solve the issue of harvesting the resources. the workers themselves harvest the minerals, but the building on the geyser is what harvests the gas. the workers just come pick it up and take it home. that's why i think the tentacle and warping ideas are better suited for gas.

actually, if you transfer your idea for warping over to gas i think you'll have to cut off my observer idea, haha, he'd only be useful for the mineral warping in deal. the assimilator is already harvesting the gas, after all. then again, maybe not. he could send the info about the exact position of a gas container to be warped back...yeah, that makes sense.
Mora
Profile Blog Joined October 2002
Canada5235 Posts
September 16 2008 18:31 GMT
#46
On September 13 2008 14:39 moebius_string wrote:
Show nested quote +
On September 13 2008 13:57 Archerofaiur wrote:
On September 13 2008 10:18 Mora wrote:

If Blizzard changed their intentions regarding how much time a player spends managing his base/macro, why wouldn't they simply remove MBS and automining? Why go to great lengths to create a new system (the Thesis) so late in their developement stage?


Does pre-alpha count as late in the development stage these days?


Comments such as that are irrelevant. If parts of the game were whole heartedly rejected in Beta, Blizzard would rework it even if it was that late in development. Blizzard's a corporation, but their not EA just yet.


quote the irrelevant comment.

my point was: why create artificial base management systems when they have one that is pretty much perfect (Starcraft).

If they want macro/base-management to reflect that of SC... why not use SC?

btw, pre-alpha is very late in the developement stage when you consider the project is 4? years long.
Happiness only real when shared.
Ki_Do
Profile Blog Joined July 2008
Korea (South)981 Posts
Last Edited: 2008-09-16 21:25:12
September 16 2008 21:24 GMT
#47
lol mora...
i never thought i liked macro...
to me u were part of the oozing tumor
=) so happy u find basemanagement awesome
I've got a point, and i'm ready to kill or die for it.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
Last Edited: 2008-09-22 15:25:11
September 22 2008 15:22 GMT
#48
Very nice post, sorry for not reading it sooner.

However, while I think the tentacles might work for zerg - since they generally do not saturate their bases with drones anyway - I think the warp-out mechanic would hurt the finer points of protoss economy, ie, there will be no such thing as cutting workers or playing eco heavy etcetc, you will just saturate your mineral field and that's that, no room to tinker with it.

Doesn't have to be terrible (ie works in WC3) but it probably will simplify the economy (again, see WC3).

Another thing I don't really like is that you'd have to kill the hatchery to stop zerg mining - that essentially removes harass from all the zerg matchups - not good.

If you could kill the tentacles individually it'd be more interesting, although drones would still have to be used for some part of the economy (or spawn for free like larva) to keep base building smooth I think..
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
moebius_string
Profile Joined December 2007
United States264 Posts
September 22 2008 23:24 GMT
#49
If they want macro/base-management to reflect that of SC... why not use SC?


The roll back is most likely not going to happen, because even on teamliquid, there is no consensus. The funny part is these "Thesis" threads get better reception than most, even though what they advocate is quite a departure from the norm. Blizzard wants to make the game more manageable for new players, so a hybrid system with lighter macro(comparatively)is probably what we, will be seeing.

Let is be said that for me this whole sequel making process is an anathema to having a stable Esport game.
FBH is insurance.
Archerofaiur
Profile Joined August 2008
United States4101 Posts
September 22 2008 23:47 GMT
#50
On September 23 2008 08:24 moebius_string wrote:
Let is be said that for me this whole sequel making process is an anathema to having a stable Esport game.



Interesting observation. Expand on this.
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
September 23 2008 02:13 GMT
#51
On September 23 2008 08:24 moebius_string wrote:
Show nested quote +
If they want macro/base-management to reflect that of SC... why not use SC?


The roll back is most likely not going to happen, because even on teamliquid, there is no consensus. The funny part is these "Thesis" threads get better reception than most, even though what they advocate is quite a departure from the norm. Blizzard wants to make the game more manageable for new players, so a hybrid system with lighter macro(comparatively)is probably what we, will be seeing.

Let is be said that for me this whole sequel making process is an anathema to having a stable Esport game.

In the long run, maybe you are right, but it's simply not feasible to NOT upgrade SC.. I love SC graphics, they don't seem outdated to me at all, but they will seem outdated to the people only now getting into gaming.

There'll no doubt come a point where sequels for the sake of better visuals will no longer be neccessary but that'll take awhile..

I'm no expert on the history of chess but I don't think the original version was identical to what is played today - it takes a while for things to stabilize.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
Licmyobelisk
Profile Blog Joined August 2008
Philippines3682 Posts
September 23 2008 02:56 GMT
#52
I think it's time for you to study WorldEdit (forgot what it's called) or SCedit so you can apply all this stuff once Sc2 comes up.. good job anyway!
I don't think I've ever wished my opponent good luck prior to a game. When I play, I play to win. I hope every opponent I ever have is cursed with fucking terrible luck. I hope they're stuck playing underneath a stepladder with a black cat in attendance a
generic88
Profile Joined December 2008
United States118 Posts
December 03 2008 21:49 GMT
#53
I am posting here, so as to not create another, perhaps "spam", thread. This post also pertains to macro and mining.

Expanding is one of the most interesting macro aspects in the game. Has anyone considered increasing the rate at which players need to expand in order to alleviate the lack of macro?

For example:
1. All minerals have 50% of their current numerical value.
2. After being mined out the mineral spot leaves "cracks" on the ground.
3. A new upgrade is implemented "drilling", this allows players to "drill" the cracks (revealing minerals underneath?) allowing them access to another batch of resources, mined at a reduced rate.

-----
This forces increased expanding. Expanding is interesting and requires thought. This allows players to choose between spreading their front and forcing them to defend more positions at once, or having a more defensible position at the cost of a lower mineral yield.
NiGoL
Profile Joined September 2008
1868 Posts
December 03 2008 22:05 GMT
#54
Pretty ok way to increase macro, keep going!
http://www.twitter.com/NiGoLBW playing league on a competitive level
generic88
Profile Joined December 2008
United States118 Posts
December 03 2008 22:16 GMT
#55
I pretty much think simplicity is beautiful. The trick is to have a system be a simple as possible, but also provide as much depth as possible. The idea I proposed doesn't really add a whole lot to the game (pretty much 1 upgrade), but would substantially increase macro. Basically I think there are two ways to add thoughtful macro (not simply UI regression mechanical).
1. Resource manipulation options
2. Basic system tweaks
maybenexttime
Profile Blog Joined November 2006
Poland5544 Posts
December 03 2008 22:52 GMT
#56
What I posted on Bnet forums:

I think your suggestion changes the core gameplay and pacing too much. The new mechanic should be as unintrusive as possible.

It's also far from an APM/time sink since expanding is very strictly subject to timing so it couldn't play a role of a "filler task" per se.

Basically, it changes the core gameplay a lot but doesn't really achieve the goal of succeeding as a true APM/time sink. At least it's how it seems to me.
siggy
Profile Joined September 2008
United States39 Posts
December 03 2008 23:05 GMT
#57
Ya its a good idea but its too far fetched and isn't Starcraft the way we know it. imagine the uproar there would be if tomorrow blizzard said that they were going to remove probes from the game!
"Everything I have done today has gone amiss."
Archerofaiur
Profile Joined August 2008
United States4101 Posts
Last Edited: 2008-12-04 00:03:20
December 04 2008 00:00 GMT
#58
On December 04 2008 06:49 generic88 wrote:
I am posting here, so as to not create another, perhaps "spam", thread. This post also pertains to macro and mining.

Expanding is one of the most interesting macro aspects in the game. Has anyone considered increasing the rate at which players need to expand in order to alleviate the lack of macro?

For example:
1. All minerals have 50% of their current numerical value.
2. After being mined out the mineral spot leaves "cracks" on the ground.
3. A new upgrade is implemented "drilling", this allows players to "drill" the cracks (revealing minerals underneath?) allowing them access to another batch of resources, mined at a reduced rate.

-----
This forces increased expanding. Expanding is interesting and requires thought. This allows players to choose between spreading their front and forcing them to defend more positions at once, or having a more defensible position at the cost of a lower mineral yield.





Generic88
Very interesting mechanic. Could you tell us alittle bit more about how your mechanic would work and how it increases macro specifically.


Also not to be narcissistic but have you read my gas mechanic? There are a lot of similarities and I would appreciate your thoughts.



"Harvest Elements Gas Mechanic:
When a geyser has been drained of its 2000 gas it gains a Drill button on its UI panel. When a player clicks the "Drill" button a Harvest button would appear on the UI panel along with a progress bar divided into ten sections. This bar would begin filling at the rate of one section per second. Each section will eventually count for 10 minerals and 10 gas if successfully harvested.
When the player clicks the "Harvest" button the geyser is restocked with minerals and gas proportionate to the number of filled section. The catch is that if the player waits past 10 seconds the boreshaft collapses and the geyser receives no refill. Players can Harvest Elements as many times as they want but there is a cooldown following successful and unsuccessful harvesting."



http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
nataziel
Profile Blog Joined October 2008
Australia1455 Posts
December 04 2008 04:16 GMT
#59
I think the warp out mechanic for protoss sounds really cool. Instead of starting with 50 minerals, you start with say 200, and only 1 probe, with the warp out thingamajigger costing 50 minerals to warp in, so you warp all four in then begin gathering (automatically) from them. Then as soon as you get 50 again you start warping the next one and so on, it's basically the same as normal except you use buildings instead of probes. The buildings could have really low health so they are vulnerable to harass, but because you can't run them they would have to have more health than a normal (SC1) probe
u gotta sk8
generic88
Profile Joined December 2008
United States118 Posts
December 04 2008 06:28 GMT
#60
Your proposed gas mechanic is quite interesting. It is like implementing a mini-game into an RTS? It sounds quite radical, I'm not sure how the community would take it. ^_^

The basis of my idea is to greatly increase the frequency of expansion in-game. Expanding is one of the most interesting and strategic aspects of macro. You must decide when and where to expand, how much or if to defend it, and protect your workers during migration.

The implementation of this mechanic would not only lead to more expanding but everything that goes with it. Expansion hunting (scouting), Worker Migration, and the strategic implications of having a larger front to defend and attack.

The "drill" ability is simply added to keep the game from going to resource exhaustion too quickly, coincidentally this will increase worker migration as workers will be being transferred very frequently between fresh bases and older ones (after the tech is needed). Increased worker migration leads to increased multitasking. This is because each migrating group of workers wont only need to be initially ordered to the desired location but than also monitored while they are in-transit to protect from enemy interception. This also goes the other way as good players will need to be aware of enemy worker migration and concentration.

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