Have you thought about making floating buildings weaker? That way it's more of a risk to bring all your production facilities to the front lines or float them in the enemy base and cheese with them. The enemy would be able to snipe them, just like how they snipe science vessels.
[S] Terran Mobile Base - Page 2
| Forum Index > SC2 General |
|
Pendragon
Canada23 Posts
Have you thought about making floating buildings weaker? That way it's more of a risk to bring all your production facilities to the front lines or float them in the enemy base and cheese with them. The enemy would be able to snipe them, just like how they snipe science vessels. | ||
|
SWPIGWANG
Canada482 Posts
| ||
|
theonemephisto
United States409 Posts
You'd have to have a limit on the number stored in a building (5 units? Some sort of space thing like a dropship to balance different power units?), but this would allow mapmakers to still use unbuildable terrain to limit the power of proxies. | ||
|
Archerofaiur
United States4101 Posts
The other part I love is the idea of making marines in a barracks and using drop pods. It could be that the floating barracks has an ability drop pods and you can drop within a radius of the barracks. | ||
|
Osmoses
Sweden5302 Posts
I personally feel pushes need to be made by military units, and should not be accompanied by their production facilities. You know, sending the men out into battle usually doesn't include bringing their bunk beds and porn mags along. The moving around of the base I like. But when I looked at the very first picture, I actually thought you were going in a completely different direction, one which appealed to me greatly. Instead of the Terran having one big base, they had several small outposts? Like in the campaign mode of starcraft1. What if the Terran baseplay was not centered around turtling in your main but around spreading out, applying some preliminary defenses unless the outpost is to become a more permanent settlement, and you know ESTABLISH A PERIMETER or something ("yes sir, move out squad, get those tanks up on that ridge, tell them rednecks in the SCVs to get some turrets up! Move it! This zone is hot with Zerg!") I dunno I think that would be made of awesome. I think it would be sweet if the one race that doesn't need creep or pylon power would use that flexibility and force the enemy to hunt down his production facilities instead of always going after the damn mineral line. Losing a few outposts would be a normal part of any game. Basically Terrans would take over Zerg's role of mass expanding, but losing expansions would be much more common. It would be where the salvage ability comes in, when you're expecting to get overrun, drop ships come in for the men and SCVs tear down the base. This mechanic would, like was suggested long ago, make players think in terms of squads rather than that one big army. I love the idea of warfare on several fronts. And if I were, oh I dunno, an agent of the swarm, I would have so much more fun taking down the outposts than trying to keep the Terran contained until I could break his turtle. So yeah, great idea but I like mine better, hehe :D | ||
|
alphafuzard
United States1610 Posts
| ||
|
ArvickHero
10387 Posts
Seriously, its a REALLY neato idea, but I think it is most useful in the slowpush situation. Looking at all the matchups that Terran has in SC2, its seems like all matchups will be far more mobile, and less slowpushing involved. Plus, I'm not too fond of the idea of bringing all of my production facilities to the frontlines, where if my army is destroyed, then so are my production facilities which = GG Plus, what's wrong with not being radically changed? Terrans don't necessarily need to have this mobility change, just like how the Zerg doesnt need to have a cliff hopping unit like the Terran/Protoss. | ||
|
SlickR12345
Macedonia408 Posts
You focused 100% on how go the your idea useful and powerful and you achieved that in the sense that the way it is is wayyy powerful. What if a player say decides to push and goes to the middle of the map. Now he wants to finish off the enemy player and in normal game it would take some time to build and reinforce your units, but with all these floating factories you can now reinforce immediately. Another thing is that units if not manually set who to attack tend to attack the closest target, that would mean enemy player units fire at your instantly reinforcing factories with lots of HP, while getting pwned by your forces. This would mean everytime terran push they use this ability to instantly reinforce their army and for the buildings to take all the damage while your army stays untouched. It would require immense micro, not possible really to manually target with every unit you have every several seconds enemy's units instead of the units auto-attacking the buildings! | ||
|
maybenexttime
Poland5773 Posts
The ideas InRaged proposed are very interesting and can be fixed pretty easily. Personally, I think these things should be much more streamlined. | ||
|
MrHoon
10183 Posts
thats pretty op >.> | ||
|
Plexa
Aotearoa39261 Posts
On January 31 2009 19:43 SlickR12345 wrote: And yet Zerg can do this with a nydus worm and Protoss can do this with warp inGreat idea but wayyyy unbalanced! You focused 100% on how go the your idea useful and powerful and you achieved that in the sense that the way it is is wayyy powerful. What if a player say decides to push and goes to the middle of the map. Now he wants to finish off the enemy player and in normal game it would take some time to build and reinforce your units, but with all these floating factories you can now reinforce immediately. Another thing is that units if not manually set who to attack tend to attack the closest target, that would mean enemy player units fire at your instantly reinforcing factories with lots of HP, while getting pwned by your forces. This would mean everytime terran push they use this ability to instantly reinforce their army and for the buildings to take all the damage while your army stays untouched. It would require immense micro, not possible really to manually target with every unit you have every several seconds enemy's units instead of the units auto-attacking the buildings! great post btw!! | ||
|
SlickR12345
Macedonia408 Posts
On January 31 2009 20:28 Plexa wrote: And yet Zerg can do this with a nydus worm and Protoss can do this with warp in great post btw!! its not the same, for protoss you need to build pylons, those pylons are easy to destroy, mind you 300hp and shields and those pylons can't move. phase prism is also fragile 100hp and 40shields For terran those buildings can have 1250HP, can move all the time and can produce at all times. Not to mention the add-on selling/building time and cost/no-cost. Its a pretty good idea, but needs more balance. | ||
|
pyrogenetix
China5098 Posts
| ||
|
Liquid`Jinro
Sweden33719 Posts
On January 31 2009 19:43 SlickR12345 wrote: Great idea but wayyyy unbalanced! You focused 100% on how go the your idea useful and powerful and you achieved that in the sense that the way it is is wayyy powerful. What if a player say decides to push and goes to the middle of the map. Now he wants to finish off the enemy player and in normal game it would take some time to build and reinforce your units, but with all these floating factories you can now reinforce immediately. Another thing is that units if not manually set who to attack tend to attack the closest target, that would mean enemy player units fire at your instantly reinforcing factories with lots of HP, while getting pwned by your forces. This would mean everytime terran push they use this ability to instantly reinforce their army and for the buildings to take all the damage while your army stays untouched. It would require immense micro, not possible really to manually target with every unit you have every several seconds enemy's units instead of the units auto-attacking the buildings! Eh, units on attack-move will automatically switch target to units, they wont be standing there firing at the buildings while getting killed.. | ||
|
Phearlock
Norway400 Posts
And as to AI's targeting buildings instead of units. While this is quite relevant in several situations in SC:BW (see PVP's where the defending player builds a pylon in front of their nat when trying to defend vs a larger number of goons). While I haven't tried it myself the starcraft 2 AI is shaping up to be QUITE superior to the SC:BW one and most likely not waste it's time attacking floating facs when there are other units attacking it. Not to mention: even with the faster movement speed of buildings I'd imagine some may be lost if the terrans push is overrun. And losing a production building, while not as easy to kill as say a warp in pylon or phase prisim, will be a much bigger loss to the terran if it actually does get killed. (think TvZ late game and CC's vs hatcheries. Sure the CC is harder to kill, but losing a CC is almost always more of a loss to the terran than losing a hatchery is to a zerg) | ||
|
maybenexttime
Poland5773 Posts
I completely agree with the 3rd paragraph of your post. Losing your production structures would be a massive blow - people can't really compare that to losing a single Pylon. ;; | ||
|
Archerofaiur
United States4101 Posts
| ||
|
Badjas
Netherlands2038 Posts
Mechanics define the way you play the game. Each mirror match up is logically balanced (on symmetric maps). For all other match ups, all other parameters (that are part of the mechanics) simply need fine tuning. It is possible, and reasonable, that blizzard decides to introduce some quite wild mechanics for terran, and then to balance things out, give overlords some more speed, or make some protoss building build faster.. whatever it takes to get to a good balance. One point that people could complain about on a mechanic is that the mechanic will provide a single strongest strategy, which can be balanced by parameter tweaking, but which also ruins the variation in strategies that will occur in pro games. | ||
|
InRaged
1047 Posts
That's worth effort in WC3 only with Project Revolution mod but it's dead, apparently, and I'm not even sure it's as easy to tweak as regular UMS. And in SC making buildings produce stuff while uplifted or simply increasing their flying speed requires hacking of starcraft.exe ... On January 31 2009 19:59 MrHoon wrote: this is a really cool idea, but salvage just cannot give you back 100% in a 5 second interval thats pretty op >.> It may return 70%. Or return 100%, but costs 30% so net-result is still 70% but makes feature a bit more interesting to play with/against. Whichever. | ||
|
Sonu
Canada577 Posts
On January 31 2009 03:51 Skyze wrote: 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? actually that would be perfect XD but then it would be like C&C | ||
| ||