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[S] Terran Mobile Base

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InRaged
Profile Joined February 2007
1047 Posts
January 30 2009 17:20 GMT
#1
Despite the length of this post, the changes for the Terran I propose here are really simple and straightforward and the only reason why it may sound complicated is because I try to explain the reasons for the changes and the effects they'll result in.


            Wings of Liberty

From the very first day, since announcement of the Terran, from the very first interviews of people who tried the Terran, it felt for me like the Terran lack something big. As LordofAscension put it in his Blizzcon2008 article at the SC:Legacy portal:
...When I said that the Terran were boring - I mean in terms of innovation. The Protoss have warp-in, the Zerg have the Creep dynamic, and while the Terran have some neat infantry mechanics going on (the Reactors, the new role of the Ghosts, etc) there isn't any sweeping change for the Terran. There is no evolution. They are the middle of the road race; there isn't anything wrong with that - they're very solid. I would have just liked to see a little more innovation...

The Terran have enough of changes to make them play differently from SC:BW version, but they still feel very... same. There's a lack of something big, but yet very natural to the Terran. Something that vastly innovates the Terran, but yet feels like it always was there.
This is the reason that made me write all this stuff. This, and the fact that unlike the Zerg or the Protoss, the Terran so far haven't seen any attention when it comes to making base-management more dynamic and innovative.


            Born to Crawl

http://img229.imageshack.us/img229/7554/tmbcs0.jpg
(this picture is just to help your imagination, it isn't supposed to represent the exact way the concept will be played)

But what is so natural to the Terran, and at the same time barely appears in real games? What idea is extremely persistent throughout the whole game – from single player to the multiplayer – but yet just not powerful enough to have any significant impact on the Terran gameplay?
What immediately comes to the mind is Terran's ability to move buildings and production line around. Remember one of the missions in the original Starcraft, when you start by flying your base onto the space platform? Or Blizzard's Terran introduction video at SC2 website? Or that rare gem, the epic FireBatHero vs sAviOr game at Python, where FBH flew across the map with Barracks and Factories, rebuild whole his base at the new expand, and then shockingly proceed to win the game (or more accurate, sAviOr shockingly proceed to lose it)?

So what if flying with all of your buildings around, constantly rebuilding and reallocating stuff was a significant part of the Terran's gameplay? What if Slow Push gets entirely new meaning as the Terran will now push not just with turrets, but also with factories and barracks, getting the whole production line closer to the enemy? I think making this concept viable, would give the Terran a lot more of the depth and a big room for different amazing strategies and tricks, which were hinted before but weren't useful.

To make it work we need to address several problems, so let’s start with the most obvious one:
Problem 1: Having buildings in the flying mode is way too disadvantageous – you need your factories to produce reinforcement and when you fly with them you don't get any. This gives a good number of various reasons not to move Production Line around.
This is the first and foremost thing we need to deal with.


            Starbase Operational

http://pcmedia.ign.com/pc/image/article/810/810449/starcraft-ii-20070803003113193.jpg

Before we address the first problem, I ask you to remember a concept that was in the game about a year ago but was scrapped by Blizzard, probably, for being not effective – the Starbase. The Starbase was an upgrade for the Starport that allowed it to produce units while it flies. It was very fun concept in my and not only my opinion:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=60039&currentpage=2
But it just wasn't useful enough. However, I find a Starbase concept to be the best way to solve our Problem 1. I suggest to stretch the Starbase concept for our needs and Introduce a single upgrade that once researched allows all production buildings (except Command Center) to produce units in the flying mode.
I.e. after lifting off your Barrack, Factory or Starport you still will be able to purchase units from them.

You probably have two objections in your mind right now: firstly, that would be imbalanced and secondly, that just doesn't make sense from aesthetics’ standpoint.
For the former – it won't be imbalanced. In fact, it would be quite opposite of being imbalanced; it fits the Terran very neatly and naturally. The reason for that is simple – Add-ons. Add-ons are still in the game and flying Building counts as one without add-on. You need siege tanks? Land factory and attach tech add-on. You need faster Hellion’s production? Land Factory and attach reactor add-on.
For the second objection – upgrade makes sense for the Starport if even Blizzard tried it. For Factory and Barrack that may seem a bit weird, but it always could be explained with drop-pods. And if Dropship doesn’t land when it unloads units, then there’s absolutely nothing wrong with Buildings doing same, and in this case aesthetics shouldn’t hinder gameplay.

Now when buildings can pump units while uplifted it may seem like moving them is viable option, but not really. There’s still reason why you wouldn’t do that:

Problem 2: Add-ons again. Like I said before, without add-ons your production is severely limited and rebuilding them in new place each time you reallocate your building would take a lot of time.
With that in mind let's move to the next part.


            Salvage

Salvage is very neat Blizzard's take on adding emphasis to the fact that the Terran are survivalists. When things look grim for the Terran's colony – and they look grim very often – and the defense line can't hold on anymore, the Terran pack everything they can, lift off and fly away. Salvage is very fitting here.
Gameplay wise, it's not very good addition. How many uses it has besides bunker rush and prolonging already lost game? Not so many. Hopefully, it could be made much more useful and at the same time help us to solve Problem 2.

For this suggestion I'm assuming that Salvage works this way:
      - Requires SCV
      - Completes in less than 5 seconds for any structure
      - Returns 100% of the building cost

Proposal for the salvage: reconstructing building after it has been salvaged takes 80% less time.
Take your SCV, salvage the Supply Depot, and next time you build it with any other SCV, construction of this single new Supply Depot will be completed in a matter of couple seconds.

This way, the problem with add-ons will be pretty much eliminated as it will take no more than couple seconds to rebuild them, if you properly salvaged them before. Important thing you should keep in mind – this change won't allow you to tech faster or mass production buildings faster. It affects only how the Terran player moves buildings around.

Of course, the obvious drawback is how it would apply to the Bunker rush. I'm as a Zerg player definitely not interested in an even stronger Bunker rush, so in the next part I'll take the easiest path to solve it.


            More Salvage

Let's get straight to the next issue.

Problem 3: unless Buildings fly ridiculously fast flying alone won't be able to release full potential of the concept.

Let me try to explain this problem a bit better. With previous suggestions in place moving around production line for the Terran will make significantly more sense than before. However, flying with buildings is still much less effective than having them landed, since reinforcement from uplifted buildings will be limited to the basic units and they won't be produced at the same rate as with reactor add-on attached. This means that we can't fly with building for too long and as a result moving buildings at great distances won't be viable option most of the time. Slightly increasing flying speed for the buildings would help, but it won't remove this problem. Besides, what if you need to fly over the part of the map, which simply isn't a good place for newly built marines to pop in (i.e. you need to fly over the empty island)?

This problem has to be addressed in order to make concept much more entertaining and useful and Salvage can help us again. We need to change Salvage rule to resolve the problem. We need to make it so Salvage can be used on any building except defensive ones (and except Command Center).

Basically, we deny the player to salvage bunkers and turrets and instead allow him to salvage and then reconstruct Production buildings. Amazing thing about this change is that despite of how it seems it won't make ability to lift off useless, but rather greatly compliment it. Flying and Salvage have very clear distinctions:
- You need SCV to Salvage and then SCV to reconstruct building. There's no need in SCV to lift off.
- Reconstructing salvaged building still requires time (if we apply 80% speed-up to the SC:BW timing, for factory that would result in 12~14 seconds) and contrary to the enhanced Flying mode, reinforcement from the building will be completely cut-off.
This means that on short distances or in close proximity to the enemy flying is the best option. On long distances – salvaging and reconstructing is faster and more effective. But together they will tremendously improve mobility of the Terran's base.

This change will make concept much sounder and as a result of this, the flying mode itself will be used more often. There is drawback for that, which non-Terran players may find unfair (i.e. getting some of the already spend resources back), but I don’t think it’s much more unfair than, say, unbeatable Protoss army in BW late-game PvZ. Moreover, benefits of this change — more interesting base-management, deeper Terran’s strategy (production switch from Factories to Starports as an example) and greater diversity of the races with further emphasis on the Terran’s industrial style — certainly outweigh negative impacts it may have.


            Not-so-trivia Part

With previous problems addressed concept is almost ready, but there’s still a lot to say about it. In this part I tried to present as shortly as possible additional ideas on how this concept may be further improved. Certainly, not all of them are necessary, but their effects are interesting to consider.

[Building Size: the less, the better]
Here is the deal: how do we move buildings around the map, if we can barely fit any outside of our main? This question is especially true for the maps with a lot of cliffs (think of Sin Peaks of Baekdu). It's not only hard to place buildings with add-ons anywhere outside expansions – those buildings you find place for will clutter movement of your own troops. Only way to deal with this problem is to reduce size of the Terran's buildings. It makes sense even without this concept: why would buildings with add-ons in SC2 take as much space as they take in SC:BW, when in SC2 having add-on attached is so much more important? In SC2 there's no reason at all in having buildings without add-ons, while in SC:BW that was a norm half of the time.
I don't know exactly why, but hopefully guys at Blizzard already made buildings take less space than before (in the Terran Gameplay Video you can see that Barrack is 3x3 and not 4x3). However they could be made even smaller with the minimal, but very interesting adjustments to the game art.
+ Show Spoiler +
[image loading]

Imagine the Factory flying around being partially exposed, then landing and “repairing” itself by building an add-on.

[Add-ons are built without SCV – salvaged without SCV either]
Buildings construct add-ons by themselves, so it makes sense to allow them salvage add-ons without SCVs. That will also make pushing with Production line a bit more entertaining, much less troublesome and less risky. They still can be salvaged with SCV if there's need for that.

[As dynamic and fast-paced as possible]
In order to make this concept fit Starcraft game pace as much as possible we'll need to tweak several variables. One of them is the delay caused by the lift-off animation. Removal of this delay (only the delay, not the animation, of course) will allow the Buildings to start movement and unit production immediately after lift-off command was issued. A Building's flying speed also should be carefully balanced in order to maximize effectiveness of the concept.
As an experiment I would suggest completely separating lift-off and landing sequences from unit production. I.e. once enhanced Flying Mode upgrade is done you can lift-off barrack while marine is in production without canceling it. If you had reactor add-on attached at this moment all its benefits will be immediately lost, and of course you won't be able to do same with units like Ghost or Siege Tank as they can't be produced without tech add-on.

[Salvage costs 30%, returns 130%]
How is that different from simply returning 100% of the building cost?

- The need to pay for the Salvage before you can use it means that if for some reason (death of the scv, for example) salvaging wasn't finished the investment will be lost.

- The fact that the Salvage costs resources means you won't be able to use it in case you weren't careful and run out of cash. This puts the Terran at least somehow in line with other two races who can never get their resources back.
+ Show Spoiler +
[image loading]


[Salvage requires Upgraded Command Center]
Making Upgraded Command Center a requirement for the Salvage will make Salvage not available in early-game and will give opponent means to get rid of this ability, hence making Salvage a bit less abusive in the late-game, especially considering that Upgraded Command Center cannot lift off and therefore is easier to kill.

[Tie ability to produce units in the flying mode with a building that is unable to lift off]
In case playing against this concept will get annoying in certain situations, we can change prerequisites for the enhanced Flying Mode. Instead of making it upgradeable ability, we can make it depend on a certain immobile Building that unlocks ability once built, and if the player loses this Structure he will be unable to produce units when his Buildings are uplifted. It will not only leave less room for abuses, but will also add a nice twist to the concept.

[Offensive capabilities]
Point of this idea is to make Production Buildings more useful outside of the Base and to give player more reason to move them around.
Could works like that:
Putting SCV inside the Barrack allows the Barrack to use its defense perimeter.
Putting SCV inside the Factory allows the Factory to create minefield around itself.
It also worth considering whether Building can fly with SCV sitting inside or not. And of course these abilities shouldn’t be available in the early-game.
Why it requires SCV? Buildings outside of the base will get under fire a lot of times and having SCVs hanging around far away from the base just for the sake of repairing and nothing else doesn’t seem fun and effective. But If SCVs have more uses besides repairing then tossing them around will be much more entertaining. Also adds some additional base-management.

[Terran and Wreckage]
The Wreckage I'm talking about is different from the one that I believe was scrapped from the Thor. With this idea some Terran buildings (add-ons and Production structures) once destroyed leave heap of the metal on the ground. This wreckage doesn't affect units' movement. It's neutral - that is, there's no need to destroy it in order to kill the Terran and moreover enemy Terran player can use it for his own needs. How it's used? It can be either salvaged, in this case it won't give any resources but only speed-up bonus, or it can be repaired back into functional building with the help of one or more SCVs (or with the help of Nighthawk if it still has repair ability).
The point of this one is to slightly increase vitality of the Buildings and therefore give Terran player more reason to use Buildings in somewhat dangerous situations.




      Summary

  • The concept fits the Terran very naturally and yet may greatly renew the way the Terran is played. You may think of it as Terran’s response: while the Protoss and the Zerg were increasing mobility of the units with Warp-in and Nydus Worm, the Terran upgraded mobility of their whole base.
  • Salvage, Add-ons, Buildings' ability to fly, Supply Depots used as walls – all these mechanics will be significantly boosted, become much more important for the Terran and much more integrated.
  • This suggestion pumps good deal of the base-management into the Terran. Here is a fast breakdown of player’s actions:
    + Show Spoiler +
    To move just one building using Salvage:
    1. Select SCV;
    2. Use it to Salvage Building;
    3. Select SCV at new location;
    4. Rebuild Building.
    All of them should be performed individually for each building and require player to have screen centered at SCV/Building.

    To move one or group of the buildings using ability to fly:
    1. Salvage add-on;
    2. Lift off;
    3. Move to new location;
    4. Once each building arrived, land it and rebuild add-on.
    Whether they can be performed for all buildings in the group at once or not depends on the current game situation. Action 4 should be issued individually for each building in the group
    None of this action was deliberately forced into the game and all this additional base-management and its effects are clearly visible for spectators.
Zortch
Profile Blog Joined January 2008
Canada635 Posts
January 30 2009 17:35 GMT
#2
I don't really post in this part of the forum or keep up with it but I read your whole post and just wanted to say that I was really impressed. I think it is a very good idea though obviously it will take a lot of work and thought to figure out if it can really be made to work.

Just saying nice post more than anything!
Respect is everything. ~ARchon
inReacH
Profile Blog Joined August 2008
Sweden1612 Posts
January 30 2009 18:03 GMT
#3
I really really like the concept and this is a great post.. I think it would be really hard to find the line between useful and not completely game changing..

Also, salvage won't give 100%.. that would be far too powerful.

The more I think about it the more features of your idea are plagued with possible overpowered strategies..

EG: Triple salvage 3 depots and wall in your opponent with tanks behind etc etc..

Having said all that I hope blizzard gives this a read and draws some inspiration because I completely agree that a lot of these concepts sound very natural and are really elegantly thought out.
Savio
Profile Joined April 2008
United States1850 Posts
January 30 2009 18:09 GMT
#4
Very good post and very good idea. As an overall idea it shines. Blizzard could take it and tweak it and balance it to get a wonderful new mechanic. Seriously, good job.
The inherent vice of capitalism is the unequal sharing of the blessings. The inherent blessing of socialism is the equal sharing of misery. – Winston Churchill
cgrinker
Profile Blog Joined December 2007
United States3824 Posts
January 30 2009 18:13 GMT
#5
The whole thing about being able to use addons that people left behind wouldn't matter anymore though! Remember how big that was in 1997?
DreaM)XeRO
Profile Blog Joined December 2008
Korea (South)4667 Posts
January 30 2009 18:17 GMT
#6
very good job
nice idea
i hope blizzard reads this and goes through with it
cw)minsean(ru
Fontong
Profile Blog Joined December 2007
United States6454 Posts
January 30 2009 18:41 GMT
#7
Wow, this is possibly one of the best ideas I have ever seen for SC2.

This will be especially strong since terran buildings fly much faster than in SC1(right?).
[SECRET FONT] "Dragoon bunker"
Skyze
Profile Blog Joined November 2008
Canada2324 Posts
January 30 2009 18:51 GMT
#8
if I recall, at the very start of SC2, Starports could build units while in the air already.. but for some reason they took it out =[ I thought that was a genius idea.. altho rax's and facts, not so much, since what.. is a marine that finishes just gonna instantly drop to the ground with a parachute?
Canada Gaming ~~ The-Feared
GeneralStan
Profile Blog Joined August 2007
United States4789 Posts
January 30 2009 19:00 GMT
#9
The lack of addons doesn't fully balance this idea. Picture a terran push with three or four factories floating over key tanks while those tanks are now being reinforced instantly at the front line. That sounds a little rigged to me.

There doesn't seem to be much reason to ever land the factories that you don't need add ons for, and I think that makes the idea overpowered,
¯\_(ツ)_/¯
GeneralZap
Profile Joined January 2008
United States172 Posts
Last Edited: 2009-01-30 19:35:36
January 30 2009 19:28 GMT
#10
I always thought the Starport should be a STAR/PORT!

The name incinuates it is for space!

But the command center shouldn't be excluded from in air unit building imo however. If it was an upgrade it wouldn't affect the game until later and it would still be awesome.


It would be awesome if there were floating bunkers. Of course it would be only useful for moving because seige tanks would be vulnerable with bunkers or supply depots bloacking ground attacks. Perhaps flying bunkers would only have anti air?
Death has lost its sting.
ven
Profile Blog Joined December 2008
Germany332 Posts
January 30 2009 20:18 GMT
#11
I like the idea of having mobile floating unit production. It could fill the gap with Zerg and Protoss already having a form of mobile unit deployment now that the drop pods are gone but it'd still be inferior in terms of actual mobility since floating buildings are pretty slow.

However the example with the starbase shows that it must've already crossed Blizzard's mind which leads me to believe that they have dropped the idea and it's unlikely that they will actually include it.
You can reach the rainbow. I'll be there to help.
Mindslave
Profile Joined April 2008
United States9 Posts
January 30 2009 20:40 GMT
#12
I gotta say, the idea of the Terran push including buildings just fits really well.

This gives me a wacky idea. You know how the Command Center can carry a certain number of SCVs like a dropship? What if all production buildings were like that? Barracks could load up infantry, factories could load up vehicles. In fact, screw the medivac dropship, it becomes just the medivac, a flying healer. All Terran drops get done with buildings.

In addition to being able to drop, all Terran buildings could produce units while flying as long as they have empty cargo space. Building attachments would also stay attached to the building in flight. If you want to switch attachments, they'd be an attach/detach button.

Advantages for the Terran:
a) Earlier drop tech
b) Buildings are harder to kill than dropships
c) Do not have to spend extra resources on dropships
d) Enables you to shorten resupply lines without losing production time on your buildings

Disadvantages for the Terran:
a) Buildings move slower than dropships
b) Opponent can prevent your drop by positioning units so you cannot land (bring Banshees!)
c) Pretty much impossible to land where the opponent has buildings (bring nukes?)

Probably waaaaay to drastic a change to implement at this stage in the development process (you'd have to completely retest Terran for balance), but fun to think about.

InRaged
Profile Joined February 2007
1047 Posts
January 30 2009 21:24 GMT
#13
On January 31 2009 03:03 inReacH wrote:
The more I think about it the more features of your idea are plagued with possible overpowered strategies..

Are you sure there's more of them, than in, let's say, warp-in + phase prism? :3

EG: Triple salvage 3 depots and wall in your opponent with tanks behind etc etc..

Zerg has Spawn Creep to prevent wall-ins and nydus worm, which now is much earlier tech than before, to counter them.
Protoss has warp-in and against stalkers such wall-in doesn't matter.
So, if you manage to keep containment by denying aforementioned attempts to get out then it will work. Otherwise it wouldn't (:

On January 31 2009 04:00 GeneralStan wrote:
The lack of addons doesn't fully balance this idea. Picture a terran push with three or four factories floating over key tanks while those tanks are now being reinforced instantly at the front line. That sounds a little rigged to me.

There doesn't seem to be much reason to ever land the factories that you don't need add ons for, and I think that makes the idea overpowered,

It depends on a lot of variables and one of them is effectiveness of Reactor add-on.
But that's interesting thing to speculate about. If your opponent uses Zealots + Immortals then constantly flying can certainly work, but if he uses tons of Stalkers or, in case of Zerg, Hydralisks? Does having your factories floating in such situation outweigh benefits provided by Reactor add-on? And if turns out that both ways are viable then that adds additional depth to the terran, imho.

Anyway, keep in mind that Protoss has Phase Prism which is much more Gay than that... Can terran has a bit fun too? :3
snorlax
Profile Blog Joined December 2008
United States755 Posts
January 30 2009 21:31 GMT
#14
On January 31 2009 04:00 GeneralStan wrote:
The lack of addons doesn't fully balance this idea. Picture a terran push with three or four factories floating over key tanks while those tanks are now being reinforced instantly at the front line. That sounds a little rigged to me.

There doesn't seem to be much reason to ever land the factories that you don't need add ons for, and I think that makes the idea overpowered,


Think of the concept of the proxy pylon, it is similar except you only lose one pylon if they ketch it instead of a factory/Rax it is still instant reinforcement.

Also the other thing is as to them dropping in bad spots you could give it a holding cap of 2 units and you could give it an auto cast ability to "drop every unit it makes" so if you are flying over a bad patch you could just not drop em, the other thing is it could only hold units it just finished it couldn't pick up additional units.

To OP the one problem I see with this is the issue of little to no penalty for things like a proxy rush you could proxxy a fact and if it fails just float it back and continue production, similar with a Rax.I also see the issue of an even more effective proxxy were you just build your shit in a hidden spot in there base EX: The big base you have in Destination early game just building a Rax or two and just pumping a few units in there base were they cant see it or in coliseum 2 at the natural expansion, Likewise in Medusa, you get the picture. Anyhow its a good idea for innovation and I think we should keep looking at it however its current quirks atm.
Badjas
Profile Blog Joined October 2008
Netherlands2038 Posts
January 30 2009 21:59 GMT
#15
If I may add to the idea in a tiny way.

You mention that floating barracks, for example, would drop their units straight to the ground. Well, I just want to introduce an alternative which will be a choice for balancing these mechanisms in their workings:

A barracks, when floated, will be able to build marines for as long as there are empty slots in the building queue. A finished marine, in the floating barracks, will remain in the building queue. To get them out of the building, you'd need to land it. But then they'd pop out all five at once.

Taking them along for the push then causes a need for some extra management. But anyway, it's way too complex for me to oversee the necessary fine tuning.
I <3 the internet, I <3 you
maybenexttime
Profile Blog Joined November 2006
Poland5773 Posts
January 30 2009 22:07 GMT
#16
I really like the ideas you brought up, InRaged, but may I suggest some changes?

1) Instead of a bunch of separate upgrades/structures for all the features mentioned there's a single Command Center add-on that grants all of it: Salvage, faster floating speed and the ability to produce units when lifted.

This makes things much more streamlined. Any kind of abusive proxy strategies could be prevented by proper scouting (checking what add-on the Terran has gone for in his main/natural).

Additonally, it forces the Terran player to choose between:

a) Nomadic add-on (Salvage, faster floating, producing when lifted)

b) Surveillance Station add-on (currently it's not an add-on, which imo is a stupid design decision since the ability to deny the Terran from having a scan is crucial - having to kill the whole CC makes it close to impossible)

c) unliftable Planetary Fortress (best suitable for unsafe, probably temporarily hidden expansions)


2) 'Dropping' newly produced units when lifted would be exclusive to the Starport.

Allowing Factories/Barracks to do that would make drops too cheap. Not only would it overlap with Medivac's role but it'd also be much safer due to the building not being required to go back for more units, lots of HP and the fact that it doesn't have to land (in BW you could take cliffs with a proxied building but unbuildable terrain on the cliff prevented you from doing that - this wouldn't be the case anymore).

What I propose is non-Starport buildings being able to finish training a unit but not spawn it until the building actually lands (so when the unit is 100% finished it's spawned as soon as the building lands). Faster floating speed (currently present in SC2) should make up for the inability to drop units while lifted, especially considering the fact that you yourself noted that Salvage is the better choice for longer distances anyway.


3) I don't think Salvage should refund 100% of the resources invested. That should be one of the drawbacks of relocating your buildings faster this way instead of floating them to another location.

4) The 'wreckage' thing seems to overcomplicte things. I'd say it's unncessary.

5) Maybe the 'offensive capabilites' should sacrifice the SCV for a temporary buff (some kind of aura - different for the Factory and Barracks, none in case of the Starport to further diversify those two branches, maybe).

It's work like that:

1. An SCV (or maybe 3 or so SCVs - depends on the balance) enter an unlifted building.

2. The building lifts off and moves to a desired destination point.

3. The SCV(s) is used to activate the temporary ability (let's say a range boost to nearby units).



What do you think?
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
Last Edited: 2009-01-30 23:59:05
January 30 2009 23:57 GMT
#17
A+, I think this month might feature the highest quality feedback since.. ever ;p
I gotta say, the idea of the Terran push including buildings just fits really well.

This gives me a wacky idea. You know how the Command Center can carry a certain number of SCVs like a dropship? What if all production buildings were like that? Barracks could load up infantry, factories could load up vehicles. In fact, screw the medivac dropship, it becomes just the medivac, a flying healer. All Terran drops get done with buildings.

I think you'd either have to make buildings imba fast or it'd be pretty meh. If you could upgrade, for example, individual Supply Depots into dropships tho...... That'd be cool ! HP halved, speed like a regular dship.
EDIT: Oops quoted wrong post.
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
Ruggles
Profile Joined July 2008
United States31 Posts
January 31 2009 00:23 GMT
#18
Another idea, maybe you could attach dropships to floating buildings, and any units produced would load into the dropship automatically? this would allow for even more versatility in where you can produce units, as the buildings don't even have to be over somewhere the units can stand. (this could be a good or bad thing, I'm just throwing it out there.) It would also require some micro, as you'd have to unload the dropships.
Shiznick
Profile Joined December 2008
United States2200 Posts
January 31 2009 00:31 GMT
#19
This is a very cool idea, in my opinion. It seems well-balanced as you mentioned, with the drawback of losing addons which are going to be even more important in SCII.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
January 31 2009 01:01 GMT
#20
Btw, InRaged, would you mind if I (or you) added [img ] tags to the images in your post (at least the ones hosted on imageshack)? IMO posts look better when images show up without having to click them. Up to you however.
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
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