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It seems that almost everyone agrees that the mobile base is a good idea but everyone also has an opinion for how exactly it should work. Instead of us argueing over whether to include or discard little details why doesn't everyone propose their own version and then we can take a consensus for whose is best. So like mine would be:
ArcherofAiur's Mobile Terran Base
-Salvage returns 100% of min/gas.
-Buildings that Lift-off can be produce units which are automatically put in a drop pod.
-Buildings can launch drop pods in a certain range (about the same as a sensor tower).
-Starbase just produces units directly.
-Engineering bay can upgrade in air.
(I am going to fine tune this as I hear more of your ideas and think about it some more.) By the way all though we are puting our individual names on it we all acknowledge that InRaged gets credit for the mobile base idea. This is just our personal version of it. We put our name on its so you can have a clear TLDR version and I can look at maybenexttime's and decide if it is better then Pendragon's.
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On February 02 2009 12:59 Archerofaiur wrote: It seems that almost everyone agrees that the mobile base is a good idea but everyone also has an opinion for how exactly it should work. Instead of us argueing over whether to include or discard little details why doesn't everyone propose their own version and then we can take a consensus for whose is best. So like mine would be:
ArcherofAiur's Mobile Terran Base
-Salvage returns 100% of min/gas.
-Buildings that Lift-off can be produce units which are automatically put in a drop pod.
-Buildings can launch drop pods in a certain range (about the same as a sensor tower).
-Starbase just produces units directly.
-Engineering bay can upgrade in air.
(I am going to fine tune this as I hear more of your ideas and think about it some more.) By the way all though we are puting our individual names on it we all acknowledge that InRaged gets credit for the mobile base idea. This is just our personaly version of it. We put our name on its so you can have a clear TLDR version and I can look at maybenexttime's and decide if it is better then Pendragon's.
That would make the game very micro-intensive. Sounds good.
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How about if salvage gave the % of the health back in terms of resources (with or without any other penalties added)? So if a supply depot that had 200 max health had 100 health at the time of salvaging, it would return 50 minerals.
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Yes, I think that's what everybody assumed, actually. It's common sense and if Blizzard didn't implement it yet I'm sure they will soon. ;]
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It doesn´t have to scale directly. I´d assume you just miss out on the resources you would have spent repairing the building to full, otherwise you´d repair buildings before you salvage them, weird imho.
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imba?
Buildings are like superunits, and if your opponent needs to destroy them, they're royally screwed
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10387 Posts
Here's an idea: bring back the Starbase, but give the Starbase an upgrade that turns it into a flying building that can attack, sort of like the Planetary Fortress upgrade. I call it the Star Fortress
-The Star Fortress upgrade would allow it to attack either air and ground units, and its attack would a cannon that fires 2-3 times. -It receives an armor upgrade (this might give SOME incentive to actually buy the building armor upgrades) and hp increase, along with a unit redesign and it would become a permanent airborne building. -It would be able to produce any unit that does not require an add-on -The Star Fortress can store up to 5 airborne units at a time for quick repairs. Of course, this will cost resources and the Star Fortress cannot produce any units while it is repairing units -Tentatively, it would cost 200/200 to build and for balance purposes, cost 3-4 supply.
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About increased harassment in SC2, I don't think it will somehow trip this concept, simply because with new ways to harass terran player also have got new ways to counter it. There is old turrets which can help deal with Vikings/Colossi/Nydus Worm. Terran can sacrifice scouting a bit and get guns for CC. And in addition to the mines there's also those auto-guns, so overall terran player is equipped well to defend back while he pushes forward.
On February 03 2009 08:12 obesechicken13 wrote: imba?
Buildings are like superunits, and if your opponent needs to destroy them, they're royally screwed Add-ons are crucial for Terran Unit Production, and they aren't really that tough.
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I wonder how far Blizzard is with the Terran Campaign, because these features would mean a lot of it would have to be tweaked/rewritten.
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On February 04 2009 13:31 Loser777 wrote: I wonder how far Blizzard is with the Terran Campaign, because these features would mean a lot of it would have to be tweaked/rewritten.
Blizzard is intentionally making the Single player campaign very different from multi-player so the impact should be negligible.
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Terran is meant to be less mobile than other races. Thats why their ground army and units such as siege tank hold so much power when stationary. Protoss pay for their powerful units by their cost, carriers with interceptors, reavers with scarabs, archons, etc all cost shitload in minerals/gas. Being able to lift off their buildings is a huge advantage already, no need for their entire base to mobilize.
Yeah lets give Terran more shit if they weren't overpowered enough in regular broodwar
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Sweden33719 Posts
This isn't regular Broodwar anymore tho, and every other race has gotten 10x more mobile and have anti-tank measures up the wazoo.
I doubt Blizzard would implement this idea straight up, but it'd be nice to see some of these things in there (infact, salvage is already in as most know).
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