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I was thinking, why do we still have shroud of darkness in the game for multiplayer? It serves no real purpose. I understand the benefits of it for single player, since many missions requires exploration and the discovery aspects adds to the experience.
We already have map preview, which hardly ever accomplishes anything since the host usually just starts after dl. Nor is the 5-10seconds actually enough for u to spot all the expansions/islands/ramps/paths on a new map.
I think by removing the shroud, it would actually encourage a greater uptake of new maps being embraced and the currently occasional maps getting much more play.
Obviously this is aimed at the majority of casual and occasional players, the 90% python/hunters players. The starcraft fanatics who have about a dozen maps burnt into the back of their heads from jsut watching pro-league VODs will see no change in the shroud being removed.
Maybe they'll remove it in sc2?
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warcraft 3 u can take off fog of war, not like maphack just like uve explored it already and havnt gone back. im sure sc2 will have the option.
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Fog of war and shroud of darkness are two different things. Thought I better point that out before confusion.
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I'm pretty sure the darkness is already gone (in all the SC2 vids I've seen the entire minimap is just fog of war and there is no darkness). Darkness is dumb, that's why just about every RTS after SC doesn't have it 
It really does help when you're learning new maps and stuff.
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Wouldn't this cause some balance issues because of worker drilling into someone's main, using the minerals?
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I agree, it's really annoying and serves no real purpose except forcing players to memorize maps. I'm not sure if it's been answered before or we just didn't notice for SC2, but it might make a good karune question.
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Is this a serious question?
Without the shroud, there would be no such thing as the element of surprise, and you would know exactly what your opponent was doing at all times, and vice versa.
There would be no point to scouting, there would be no point to hiding tech, proxying, cheese builds in general, unorthodox builds, etc.
Every move you make with your army would be perfectly visible, and setting up flanks and multi-fronted attacks would be near impossible. 90% of boxer's strategies from his long career would be useless.
Oh, and ZvT would be impossibly imbalanced, as would PvT.
There are many, many, many more reasons for keeping the shroud, but that alone should illustrate my point solidly.
EDIT:
Ok, my bad...shroud and fog are two different things apparently... -____-;;
Either way, I think in the early game, it does make a difference. I don't mind too much either way, but I do think it should be kept, as there's a difference between fogged land later in the game and still darkened areas. Those newer games where the darkness has been taken out completely sort of feel a bit cheapened in that way...
Especially as it feels like maphax to be able to set a rally at a precise location juuust outside of an enemy's base without even sending a scout there...
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On January 03 2009 13:13 Loanshark wrote: Wouldn't this cause some balance issues because of worker drilling into someone's main, using the minerals? No, otherwise you could just drill them after you already scouted someone even if you didn't have vision of their base. It'd be a lot harder to keep scouts out.
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I think the shroud of darkness taken out would encourage players to try new maps and I wouldn't see every game on iccup being played on Python.
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On January 03 2009 13:14 PH wrote: Is this a serious question?
Without the shroud, there would be no such thing as the element of surprise, and you would know exactly what your opponent was doing at all times, and vice versa.
There would be no point to scouting, there would be no point to hiding tech, proxying, cheese builds in general, unorthodox builds, etc.
Every move you make with your army would be perfectly visible, and setting up flanks and multi-fronted attacks would be near impossible. 90% of boxer's strategies from his long career would be useless.
Oh, and ZvT would be impossibly imbalanced, as would PvT.
There are many, many, many more reasons for keeping the shroud, but that alone should illustrate my point solidly.
Shroud != fog of war
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If there was no shroud, I would definitely play more maps.
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lol @ the people who think he is talking about fog of war.
yes, the shroud of darkness should be taken off, and it obviously will be in sc2. They didnt have it in wc3, so it is safe to assume it wont be in sc2.
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This is a good suggestion/question, it really helps when playing on new maps to know where the expansions are, especially when you want to try new maps with your friends.
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i'm guessing if you wanna improve you would look at what the map looks like anyways, but overall i think it's an awesome idea to remove it
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On January 03 2009 13:16 rushz0rz wrote: I think the shroud of darkness taken out would encourage players to try new maps and I wouldn't see every game on iccup being played on Python.
Another benefit is that new maps would be far easier to explain to observers in a televised event.
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Whats wrong with your mini map being all black? Remembering the whole map is what makes Starcraft, well Starcraft to me. To know the map by heart and be able to exploit the map I think involves some skill towards playing the game so I like it.
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The shroud of darkness should be removed imo, theres no skill in remembering the map (it only takes about 5 games to do so anyway and all it does is discourages new maps). In warcraft 3 if you explored part of the map then it was a slightly lighter tone than it was before it was explored (so you know where your units have went earlier in the game).
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Yea removing the shroud would encourage more different map playing instead of just stupid python all the time. It serves no real purpose.
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On January 03 2009 13:14 raiame wrote:Show nested quote +On January 03 2009 13:13 Loanshark wrote: Wouldn't this cause some balance issues because of worker drilling into someone's main, using the minerals? No, otherwise you could just drill them after you already scouted someone even if you didn't have vision of their base. It'd be a lot harder to keep scouts out.
Yeah, but that's assuming you can get in the base to see the mins first. If the shroud is lifted, then worker drilling will probably have to be fixed, otherwise there's no way to keep scouts out of your base until you have enough units to kill the scout before it gets in.
The success rate of any build that relies on the enemy not scouting it beforehand will be reduced drastically because any early scout will just get in.
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