On November 17 2011 08:13 shindigs wrote:
With regard with the unit selection cap, I agree with it from a design standpoint. A player interacting with a modern game would expect as many units as possible being selected when boxing a bunch of them, having it any other way is pretty counter-intuitive for the majority of people.
The problem is that this leads to unit clumping, which I think is something they're trying to address in HotS without reinventing the game or UI.
With regard with the unit selection cap, I agree with it from a design standpoint. A player interacting with a modern game would expect as many units as possible being selected when boxing a bunch of them, having it any other way is pretty counter-intuitive for the majority of people.
The problem is that this leads to unit clumping, which I think is something they're trying to address in HotS without reinventing the game or UI.
Yea, I hated it, but I can kind of see the argument. The solution going forward would be to punish...err I mean reward control group finesse, by designing unit function/tactics that work much better when you 1a-move. Happens to an extent already, wouldn't hurt to have more. Then again that might overcomplicate unit abilities, so definitely not an easy job.