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Simple Spawn Larva Change

Forum Index > Closed
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1 2 Next All
generic88
Profile Joined December 2008
United States118 Posts
September 01 2009 17:52 GMT
#1
In regards to making the Queen's "Spawn Larva" ability less of an artificial APM sink and more of a dynamic decision making process I'd like to propose a simple change to the ability.

Add a resource cost to the ability of "X" minerals and/or "Y" gas.

Thoughts?
Archerofaiur
Profile Joined August 2008
United States4101 Posts
Last Edited: 2009-09-01 18:03:35
September 01 2009 18:03 GMT
#2
On September 02 2009 02:52 generic88 wrote:
In regards to making the Queen's "Spawn Larva" ability less of an artificial APM sink and more of a dynamic decision making process I'd like to propose a simple change to the ability.

Add a resource cost to the ability of "X" minerals and/or "Y" gas.

Thoughts?



With the macro mechanics you really want to increase choice without decreasing frequency of use. If you just make it used less often then youve defeated the purpose of the macro mechanic in the first place.
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
cgrinker
Profile Blog Joined December 2007
United States3824 Posts
September 01 2009 18:09 GMT
#3
Also spells that cost resources have always bothered me. Like in WC3 it would be like "200 mana and some gold." It's like what are you buying here?
nttea
Profile Blog Joined July 2008
Sweden4353 Posts
Last Edited: 2009-09-01 18:14:56
September 01 2009 18:14 GMT
#4
On September 02 2009 03:09 cgrinker wrote:
Also spells that cost resources have always bothered me. Like in WC3 it would be like "200 mana and some gold." It's like what are you buying here?

i don't remember any spells costing gold..?
err, except for the observatory thingie, but that's not a spell really? and theres no mana
SoleSteeler
Profile Joined April 2003
Canada5461 Posts
September 01 2009 18:15 GMT
#5
On September 02 2009 03:09 cgrinker wrote:
Also spells that cost resources have always bothered me. Like in WC3 it would be like "200 mana and some gold." It's like what are you buying here?


Err I don't think any spell in War3 costs gold. Off the top of my head, at least.
ManWithCheese
Profile Joined July 2007
Canada246 Posts
Last Edited: 2009-09-01 20:03:45
September 01 2009 18:37 GMT
#6
On September 02 2009 03:09 cgrinker wrote:
Also spells that cost resources have always bothered me. Like in WC3 it would be like "200 mana and some gold." It's like what are you buying here?


Using wrong at its finest just to bash a game.
Murlox
Profile Blog Joined March 2008
France1699 Posts
September 01 2009 18:42 GMT
#7
It IS an artificial APM sink, you are perfectly right on that.

Maybe spawn 3 extra larvae and have a cooldown of 2 minutes?
Resistance ain't futile
Mastermind
Profile Blog Joined April 2008
Canada7096 Posts
September 01 2009 18:57 GMT
#8
On September 02 2009 03:09 cgrinker wrote:
Also spells that cost resources have always bothered me. Like in WC3 it would be like "200 mana and some gold." It's like what are you buying here?

I guess you dont play protoss. Scarabs are pretty much just a spell that costs minerals.
Jonoman92
Profile Blog Joined September 2006
United States9110 Posts
September 01 2009 18:59 GMT
#9
Well, you can just think of reavers as slow-moving, portable buildings that create units like any other building.
Badjas
Profile Blog Joined October 2008
Netherlands2038 Posts
September 01 2009 19:11 GMT
#10
On September 02 2009 03:59 Jonoman92 wrote:
Well, you can just think of reavers as slow-moving, portable buildings that create units like any other building.

Then I'll consider weapon upgrades to be spells
I <3 the internet, I <3 you
ssxsilver
Profile Joined June 2007
United States4409 Posts
September 01 2009 19:24 GMT
#11
The problem with the spell is that there's no risk/reward right? Then what if "Spawn Larva" act as somewhat of an infestation type spell. The Queen implants an enemy unit and when it dies their corpse forms into a larva. The risk/reward with this is more apparent as it requires the Queen to engage in battle (and ultimately decide between Spawn Larva vs. other spells) as opposed to sit-in-base/cast-upon-cooldown.
Tsagacity
Profile Blog Joined August 2005
United States2124 Posts
Last Edited: 2009-09-01 19:48:24
September 01 2009 19:47 GMT
#12
On September 02 2009 04:24 ssxsilver wrote:
The problem with the spell is that there's no risk/reward right? Then what if "Spawn Larva" act as somewhat of an infestation type spell. The Queen implants an enemy unit and when it dies their corpse forms into a larva. The risk/reward with this is more apparent as it requires the Queen to engage in battle (and ultimately decide between Spawn Larva vs. other spells) as opposed to sit-in-base/cast-upon-cooldown.
Except part of the goal of this mechanic is to encourage players to frequently return to their base, so would be in opposition to the goal.
"Everyone worse than me at video games is a noob. Everyone better than me doesn't have a life."
ssxsilver
Profile Joined June 2007
United States4409 Posts
September 01 2009 20:01 GMT
#13
On September 02 2009 04:47 Tsagacity wrote:
Show nested quote +
On September 02 2009 04:24 ssxsilver wrote:
The problem with the spell is that there's no risk/reward right? Then what if "Spawn Larva" act as somewhat of an infestation type spell. The Queen implants an enemy unit and when it dies their corpse forms into a larva. The risk/reward with this is more apparent as it requires the Queen to engage in battle (and ultimately decide between Spawn Larva vs. other spells) as opposed to sit-in-base/cast-upon-cooldown.
Except part of the goal of this mechanic is to encourage players to frequently return to their base, so would be in opposition to the goal.


I'm not sure I follow you. The current build I'm aware of (perhaps it's dated) requires the Queen to target hatcheries in order to use "Spawn Larva." I'm suggesting it be changed to hostile units so the unit itself won't be "forced" to a specific boundary.
Archerofaiur
Profile Joined August 2008
United States4101 Posts
September 01 2009 21:29 GMT
#14
On September 02 2009 05:01 ssxsilver wrote:
Show nested quote +
On September 02 2009 04:47 Tsagacity wrote:
On September 02 2009 04:24 ssxsilver wrote:
The problem with the spell is that there's no risk/reward right? Then what if "Spawn Larva" act as somewhat of an infestation type spell. The Queen implants an enemy unit and when it dies their corpse forms into a larva. The risk/reward with this is more apparent as it requires the Queen to engage in battle (and ultimately decide between Spawn Larva vs. other spells) as opposed to sit-in-base/cast-upon-cooldown.
Except part of the goal of this mechanic is to encourage players to frequently return to their base, so would be in opposition to the goal.


I'm not sure I follow you. The current build I'm aware of (perhaps it's dated) requires the Queen to target hatcheries in order to use "Spawn Larva." I'm suggesting it be changed to hostile units so the unit itself won't be "forced" to a specific boundary.


lol The "forced" to a specific boundary is the point of the mechanic.
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
hadesn
Profile Joined September 2009
United States2 Posts
Last Edited: 2009-09-01 23:12:18
September 01 2009 23:10 GMT
#15
On September 02 2009 06:29 Archerofaiur wrote:
Show nested quote +
On September 02 2009 05:01 ssxsilver wrote:
On September 02 2009 04:47 Tsagacity wrote:
On September 02 2009 04:24 ssxsilver wrote:
The problem with the spell is that there's no risk/reward right? Then what if "Spawn Larva" act as somewhat of an infestation type spell. The Queen implants an enemy unit and when it dies their corpse forms into a larva. The risk/reward with this is more apparent as it requires the Queen to engage in battle (and ultimately decide between Spawn Larva vs. other spells) as opposed to sit-in-base/cast-upon-cooldown.
Except part of the goal of this mechanic is to encourage players to frequently return to their base, so would be in opposition to the goal.


I'm not sure I follow you. The current build I'm aware of (perhaps it's dated) requires the Queen to target hatcheries in order to use "Spawn Larva." I'm suggesting it be changed to hostile units so the unit itself won't be "forced" to a specific boundary.


lol The "forced" to a specific boundary is the point of the mechanic.


Holy shit, you fucking retard. The point here is that in the game you DON"T want to be forced to make the queen go to the hatchery and do a spell every other minute. That's fucking irritating and would annoy most people mostly because you are forced to do it instead of say having larvae spawn faster or some shit. Get it through you hollow head, you numbskull, that people here were talking about what they would like in the game, not what is in the current build of the game that blizzard shat out last. Fuck.

And let me add that there is a clear difference between having to think before clicking on that spawn larvae spell and being mechanically forced to do it. THAT was the whole fucking argument here and it is only in the depths of human stupidity that you would make that difference.
Archerofaiur
Profile Joined August 2008
United States4101 Posts
Last Edited: 2009-09-01 23:32:08
September 01 2009 23:11 GMT
#16
On September 02 2009 08:10 hadesn wrote:
Show nested quote +
On September 02 2009 06:29 Archerofaiur wrote:
On September 02 2009 05:01 ssxsilver wrote:
On September 02 2009 04:47 Tsagacity wrote:
On September 02 2009 04:24 ssxsilver wrote:
The problem with the spell is that there's no risk/reward right? Then what if "Spawn Larva" act as somewhat of an infestation type spell. The Queen implants an enemy unit and when it dies their corpse forms into a larva. The risk/reward with this is more apparent as it requires the Queen to engage in battle (and ultimately decide between Spawn Larva vs. other spells) as opposed to sit-in-base/cast-upon-cooldown.
Except part of the goal of this mechanic is to encourage players to frequently return to their base, so would be in opposition to the goal.


I'm not sure I follow you. The current build I'm aware of (perhaps it's dated) requires the Queen to target hatcheries in order to use "Spawn Larva." I'm suggesting it be changed to hostile units so the unit itself won't be "forced" to a specific boundary.


lol The "forced" to a specific boundary is the point of the mechanic.


Holy shit, you fucking retard. The point here is that in the game you DON"T want to be forced to make the queen go to the hatchery and do a spell every other minute. That's fucking irritating and would annoy most people mostly because you are forced to do it instead of say having larvae spawn faster or some shit. Get it through you hollow head, you numbskull, that people here were talking about what they would like in the game, not what is in the current build of the game that blizzard shat out last. Fuck.


You need a time out.
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
hadesn
Profile Joined September 2009
United States2 Posts
Last Edited: 2009-09-01 23:26:57
September 01 2009 23:13 GMT
#17


You need a time out.




More like you need massive doses of mentats just to go about your daily activities.

PS. Also, fuck you and your mother. Too much drinks while preggers was it?
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
September 01 2009 23:21 GMT
#18
this thread is fucking trash
..and then I would, ya know, check em'. (Aka SpoR)
crazie-penguin
Profile Blog Joined June 2006
United States1253 Posts
September 01 2009 23:31 GMT
#19
in before close
wonkman
Profile Joined March 2008
United States520 Posts
September 01 2009 23:37 GMT
#20
On September 02 2009 08:21 CharlieMurphy wrote:
this thread is fucking trash

vouch 1/5 for sure O.o
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