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Thesis to Increase Macro:Part 3 Auxiliary Building - Page 2

Forum Index > SC2 General
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Prev 1 2 3 Next All
lwstupidus
Profile Blog Joined August 2008
United States74 Posts
September 15 2008 19:59 GMT
#21
On September 14 2008 16:15 ArvickHero wrote:
This is a very artificial way to improve macro. Its like adding a "increase firepower for 2 seconds, and then have a 3 second cooldown" ability to every unit in order to try to "increase" micro. Not only that, but it'll sure as hell confuse a lot of the spectators and cause SC2 to go the way of WC3 as an E-sport.


WC3 is more popular in every country in the world besides Korea. Even the custom game DOTA is the same way. You should think before you speak.
a penne saved is a penne earned
Ki_Do
Profile Blog Joined July 2008
Korea (South)981 Posts
September 15 2008 21:31 GMT
#22
On September 16 2008 02:58 Unentschieden wrote:
A lot of effort was put into this. But it is aimed to negate one of Blizzards key goals: to keep the action going and make the game as intuitive and "fluid" as possible.

It does what it is supposed to: Urges the player to spend more time in his base instead of the Battlefield. As you yourself pointed out the Base is only a pacing tool.

For this idea to be viable in SC2 we would have change some basics of the game like aimed at average gametime, importance of execution, importance of Strategy, general Pace.

Making the base fun, making the player come back to it etc. would inevitably slow down the game and I just don´t see Blizzard to do that.


actly in brood war u have to spend some time macroing, is brood war slow paced?
I've got a point, and i'm ready to kill or die for it.
Archerofaiur
Profile Joined August 2008
United States4101 Posts
September 15 2008 22:03 GMT
#23
On September 15 2008 22:06 dcttr66 wrote:


you're not going to have anything for the zerg and terran to work with and it will be unbalanced.

even if you could come up with something for the zerg or terran, it wouldn't be as cool as this idea.


Lol
That sounds like a dare to me.
I accept your challenge.
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
SWPIGWANG
Profile Joined June 2008
Canada482 Posts
September 15 2008 22:09 GMT
#24
On September 16 2008 07:03 Archerofaiur wrote:
Show nested quote +
On September 15 2008 22:06 dcttr66 wrote:


you're not going to have anything for the zerg and terran to work with and it will be unbalanced.

even if you could come up with something for the zerg or terran, it wouldn't be as cool as this idea.


Lol
That sounds like a dare to me.
I accept your challenge.


For Zerg, the answer is simple enough: do something with the queen. (I've made posts alone the same lines in sclegacy about non-combat spell casting, go search it)

For Terran, I think something along the traditional lines of mines-turrets-seige-unseige, would work. Adding abilities to addons (reactor/techlab) would also be a route...
Archerofaiur
Profile Joined August 2008
United States4101 Posts
September 15 2008 22:19 GMT
#25
On September 16 2008 02:41 Ozarugold wrote:
I apologize but I only read up to the citadel


No, apology not accepted. NEVER post in a thread where you have not read the subject matter in its entirety. It shows incredible ignorance.
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
Unentschieden
Profile Joined August 2007
Germany1471 Posts
September 16 2008 00:54 GMT
#26
On September 16 2008 06:31 Ki_Do wrote:
Show nested quote +
On September 16 2008 02:58 Unentschieden wrote:
A lot of effort was put into this. But it is aimed to negate one of Blizzards key goals: to keep the action going and make the game as intuitive and "fluid" as possible.

It does what it is supposed to: Urges the player to spend more time in his base instead of the Battlefield. As you yourself pointed out the Base is only a pacing tool.

For this idea to be viable in SC2 we would have change some basics of the game like aimed at average gametime, importance of execution, importance of Strategy, general Pace.

Making the base fun, making the player come back to it etc. would inevitably slow down the game and I just don´t see Blizzard to do that.


actly in brood war u have to spend some time macroing, is brood war slow paced?


OP´s goal is to increase the time and effort the player spends on his base compared to what currently happens in SC:BW. If his suggestions DIDN´T slow the pace he would miss his goal of making Bases a bigger part of the gameplay.
FakeSteve[TPR]
Profile Blog Joined July 2003
Valhalla18444 Posts
September 16 2008 03:21 GMT
#27
These are great posts, the amount of thought and effort you put into them is very obvious. Personally I didn't like the vast majority of your ideas, but they are certainly unique and intuitive. Thanks for posting
Moderatormy tatsu loops r fuckin nice
dcttr66
Profile Joined October 2003
United States555 Posts
September 16 2008 14:06 GMT
#28
On September 16 2008 07:03 Archerofaiur wrote:
Show nested quote +
On September 15 2008 22:06 dcttr66 wrote:


you're not going to have anything for the zerg and terran to work with and it will be unbalanced.

even if you could come up with something for the zerg or terran, it wouldn't be as cool as this idea.


Lol
That sounds like a dare to me.
I accept your challenge.

ahaha. yeah, i was challenging you. but i challenged you to make a ums map based on this principle, not to do what i told you was useless to try, haha. but obviously you're free to do with your free time whatever you wish.
Archerofaiur
Profile Joined August 2008
United States4101 Posts
Last Edited: 2008-09-20 03:10:13
September 20 2008 02:55 GMT
#29
Addendum 9/19/08: Added first "Modeling Macro Mechanics" feature to opening post.
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
Ozarugold
Profile Blog Joined February 2008
2716 Posts
September 20 2008 03:37 GMT
#30
On September 16 2008 07:19 Archerofaiur wrote:
Show nested quote +
On September 16 2008 02:41 Ozarugold wrote:
I apologize but I only read up to the citadel


No, apology not accepted. NEVER post in a thread where you have not read the subject matter in its entirety. It shows incredible ignorance.

O_o

Okay, I just read it all~
this is my quote.
Aerox
Profile Blog Joined September 2004
Malaysia1213 Posts
Last Edited: 2008-09-20 11:58:30
September 20 2008 11:58 GMT
#31
I agree with the point that this has the WarCraft3-ish feeling where people will have to know the game more deeply to understand what they are spectating. Besides that, this will make the players spend more time in their base. The joy of battle including strategy and tactics is going to be drastically reduced. StarCraft is an RTS here where you play for a quick half to one/two hour games not a Multiplayer SimCity or Utopia where they are meant to be played or run for hours or even days and months.

We do need some macro stuff but this isn't it. Thanks for these suggestions anyway.
"Eyes in the sky."
moebius_string
Profile Joined December 2007
United States264 Posts
Last Edited: 2008-09-20 15:58:57
September 20 2008 14:33 GMT
#32
Taken as a whole these proposals are to complicated, but perhaps one or two ideas on their own could be taken away from this.Perhaps the OP should of left the ideas as proposals that could be cherry picked by the developer, rather than 1 offer a comprehensive solution.

Given that Blizzard already has Warp Gates in place for Protoss,(the best macro we have seen)these ideas could be taken as additions to that. I just find it funny how all the inspired ideas out there, seem to be for Protoss.
FBH is insurance.
Megrim
Profile Joined May 2007
Australia60 Posts
September 20 2008 15:00 GMT
#33
Ugh, why do we want to increase macro again?
maybenexttime
Profile Blog Joined November 2006
Poland5540 Posts
September 20 2008 16:34 GMT
#34
On September 21 2008 00:00 Megrim wrote:
Ugh, why do we want to increase macro again?


MBS Discussion I, II, III, and countless other threads on MBS, macro, and low multi-tasking demand in SC2. Read them before posting such rubbish, please.
dcttr66
Profile Joined October 2003
United States555 Posts
Last Edited: 2008-09-20 16:40:30
September 20 2008 16:38 GMT
#35
i feel sorry for anyone who would spend so much time reading all of that. aren't those threads 30 pages long with really long posts and mass quoting?
moebius_string
Profile Joined December 2007
United States264 Posts
Last Edited: 2008-09-22 07:22:59
September 20 2008 16:56 GMT
#36
FBH is insurance.
Aznleeman
Profile Joined November 2007
United States208 Posts
September 20 2008 16:57 GMT
#37
Wow, you REALLY put some serious effort to make your ideas valid. While I wasn't able to finish reading past 1/3 of it (no attention span) your pylon idea seems quite valid. However, it somewhat resembles the concept of moon wells in warcraft 3. Extremely different but it seems that it brings too much of a warcrafty feel. I don't really know but good job on the ideas
._.???
LaughingTulkas
Profile Joined March 2008
United States1107 Posts
September 20 2008 23:37 GMT
#38
Question:

Have you thought about having this ability be tied to the nexus's shields? As in, the energy that gets passed along the pylons "drains" the shields. Might be an interesting dimension as powering up your macro (assuming you go with more econ related abilities instead of the ones you listed) would leave your building more vulnerable to harassment.
"I love noobies, they're so happy." -Chill
Archerofaiur
Profile Joined August 2008
United States4101 Posts
Last Edited: 2008-09-21 03:22:03
September 21 2008 00:32 GMT
#39
On September 21 2008 08:37 LaughingTulkas wrote:
Question:

Have you thought about having this ability be tied to the nexus's shields? As in, the energy that gets passed along the pylons "drains" the shields. Might be an interesting dimension as powering up your macro (assuming you go with more econ related abilities instead of the ones you listed) would leave your building more vulnerable to harassment.


You guys are great. Lot of good suggestions.

Swapping out the “energy” values for shield values is exactly the kind of elegant solutions I was hoping for. Attaching focusing to shields reduces the complexity of the mechanic while maintaining almost every other aspect.

In designing solutions to a problem it is useful to employ “out of the box” thinking. This introduces you to other areas of design space. After investigating these new areas of design spaces you can work on increasing “elegance” and with it simplicity.

For everyone saying many of these mechanics are too complex, I agree with you. Where I believe we differ is our design philosophy. I subscribe to the belief that you have to go through a whole bunch of bad ideas before you find your gems. But if you guys are capable of materializing perfect solutions from nether regions well more power to you. This threaditorial is for those who, like me, have to put time and effort into our design process. I intend to devote an upcoming section to simplifying mechanics.


On September 20 2008 23:33 moebius_string wrote:
Taken as a whole these proposals are to complicated, but perhaps one or two ideas on their own could be taken away from this.Perhaps the OP should of left the ideas as proposals that could be cherry picked by the developer, rather than 1 offer a comprehensive solution.

Given that Blizzard already has Warp Gates in place for Protoss,(the best macro we have seen)these ideas could be taken as additions to that. I just find it funny how all the inspired ideas out there, seem to be for Protoss.


As stated above these proposals are not “gold master CD” products. As such they should not be viewed as a All-or-None deal. Instead, they form the foundation of a broad reaching design project intended to improve macromanagement in Starcraft 2. I will go into more details in future installments.
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
Yogurt
Profile Blog Joined June 2005
United States4258 Posts
September 21 2008 04:19 GMT
#40
theory #4:: increase chicks plaiying game so avg macro level falls
ok dont not so good something is something ok ok ok gogogo
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