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[S] Terran Mobile Base - Page 2

Forum Index > SC2 General
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Pendragon
Profile Joined December 2008
Canada23 Posts
January 31 2009 01:30 GMT
#21
This is an excellent idea, but the fast build salvage part is a little iffy to me.

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
Profile Joined June 2008
Canada482 Posts
January 31 2009 02:33 GMT
#22
Good idea.... I'm not sure about the speeded up construction after salvage. Maybe its easier to give terran an upgrade that improves building construction speed and call it a day.
theonemephisto
Profile Blog Joined May 2008
United States409 Posts
January 31 2009 02:37 GMT
#23
I like the idea about a building "storing" units while it flies, and then letting them all out when it lands.

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
Profile Joined August 2008
United States4101 Posts
January 31 2009 02:46 GMT
#24
This is a great idea. One thing I don't think you stressed is that this increases macro. Alot actually and in a fun way.

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.
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
Osmoses
Profile Blog Joined October 2008
Sweden5302 Posts
January 31 2009 03:01 GMT
#25
I think it's a really neat idea, but there is a problem which I think you failed to adress; what if the slow push fails? Would not then the Terran lose those buildings, rendering him severely crippled?

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
Excuse me hun, but what is your name? Vivian? I woke up next to you naked and, uh, did we, um?
alphafuzard
Profile Blog Joined June 2007
United States1610 Posts
January 31 2009 04:41 GMT
#26
I could imagine using this as a reinforceable drop mechanism. Just time it so that like 6 facts fly over his base and all spawn hellions or something instantly.
more weight
ArvickHero
Profile Blog Joined October 2007
10387 Posts
January 31 2009 05:06 GMT
#27
meh, you're forgetting something. SC2 is more likely to not have a slowpush, due to increased mobility of units and the siege tank most likely being relegated to a lesser role :\

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.
Writerptrk
SlickR12345
Profile Blog Joined April 2008
Macedonia408 Posts
Last Edited: 2009-01-31 10:45:10
January 31 2009 10:43 GMT
#28
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!

maybenexttime
Profile Blog Joined November 2006
Poland5773 Posts
January 31 2009 10:51 GMT
#29
SlickR, you should read some tweaks suggested by various posters.

The ideas InRaged proposed are very interesting and can be fixed pretty easily. Personally, I think these things should be much more streamlined.
MrHoon *
Profile Blog Joined April 2008
10183 Posts
January 31 2009 10:59 GMT
#30
this is a really cool idea, but salvage just cannot give you back 100% in a 5 second interval
thats pretty op >.>
dats racist
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
January 31 2009 11:28 GMT
#31
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!
And yet Zerg can do this with a nydus worm and Protoss can do this with warp in

great post btw!!
Administrator~ Spirit will set you free ~
SlickR12345
Profile Blog Joined April 2008
Macedonia408 Posts
January 31 2009 12:47 GMT
#32
On January 31 2009 20:28 Plexa wrote:
Show nested quote +
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!
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
Profile Blog Joined March 2006
China5098 Posts
January 31 2009 13:19 GMT
#33
this really seems like a good idea, but still i duno how this might change sc as we know it. but good idea still and maybe something we'll see in sc2.
Yea that looks just like Kang Min... amazing game sense... and uses mind games well, but has the micro of a washed up progamer.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
January 31 2009 13:27 GMT
#34
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..
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
Phearlock
Profile Joined December 2007
Norway400 Posts
January 31 2009 17:02 GMT
#35
Yes, a lot of people who are complaining about the OP-ness of this strategy need to be aware that the slowpush probably isn't going to be as powerful as it currently is in SC:BW. (since the tank isn't as powerful compared to other units and also of huge importance: there are less huge minefields laid by vults.)

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
Profile Blog Joined November 2006
Poland5773 Posts
January 31 2009 17:52 GMT
#36
Phearlock, I believe FA meant it as that units should prioritize units over buildings. But if buildings are closer to the enemy units or your units are not even within the enemy units' range then the latter should target buildings.

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
Profile Joined August 2008
United States4101 Posts
January 31 2009 18:59 GMT
#37
InRaged I think this mechanic is worth modeling in WC3 or SC. Would you be interested in that?
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
Badjas
Profile Blog Joined October 2008
Netherlands2038 Posts
January 31 2009 19:34 GMT
#38
About mechanics being imbalanced, that is a senseless claim and a useless discussion topic.

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.
I <3 the internet, I <3 you
InRaged
Profile Joined February 2007
1047 Posts
Last Edited: 2009-01-31 20:26:30
January 31 2009 20:26 GMT
#39
Archerofaiur, I wanted to try that already and not only that, but no luck :[
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
Profile Blog Joined December 2008
Canada577 Posts
January 31 2009 20:29 GMT
#40
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
"I really like this wall-in, because its not a fucking wall" - DAy[9]
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