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Hello from France,
I get an idea exploring the forbidden ground buildings and i wanna take the temperature of members.
If we introduce medium green minerals between yellow and blue, which one could bring to player 25 amount of mineral per trip, it s possible to design maps with minerals spots apart from bases including a dedicated forbidden ground to buildings and structure (which force players to settle their base at a medium or long distance depending of the richness of minerals).
But concerning the harassement problem... i m thinking of separate buildings type between heavy and light; then if you are Zerg, you can always put tumors and spines or spore crawlers, and if you are Protoss you always can place pylons, batteries and cannons.
Do you think gameplay could be enhanced like that ? In defending bigger part inside map and taking risks of harvesting richer minerals soon in the game ?
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Northern Ireland20509 Posts
Have you ever made a post that isn’t about radically redesigning the entire game?
I think the theory behind the base idea is interesting though, I’ll give you that.
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I think in one of the Frost Giant dev interviews they mentioned they are experimenting with something along those lines for Stormgate.
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Two things to consider here: If minerals are scattered about the map, which is what I think you're suggesting, then you're likely giving Terran a pretty significant advantage, because of the ability to use a single CC and move it around to better positions for the magic minerals. And you'd need the mineral income per trip to be significantly more than 25 to make it worth it because of the additional travel time for workers to get to the minerals.
If you think this is playable and interesting, you should make a map that includes this feature and enter it into a TLMC. I'd be surprised if it worked, because it would fundamentally change how the game plays out, which would likely have a pretty unpredictable impact on balance, but I'd be happy to see more quirky maps like Broodwar has traditionally had get included in rotation, and something like this could conceivably be fun.
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On July 03 2022 04:33 WombaT wrote: Have you ever made a post that isn’t about radically redesigning the entire game?
I think the theory behind the base idea is interesting though, I’ll give you that.
It s absolutely the opposite.
On July 05 2022 21:22 AmericanUmlaut wrote: Two things to consider here: If minerals are scattered about the map, which is what I think you're suggesting, then you're likely giving Terran a pretty significant advantage, because of the ability to use a single CC and move it around to better positions for the magic minerals. And you'd need the mineral income per trip to be significantly more than 25 to make it worth it because of the additional travel time for workers to get to the minerals.
If you think this is playable and interesting, you should make a map that includes this feature and enter it into a TLMC. I'd be surprised if it worked, because it would fundamentally change how the game plays out, which would likely have a pretty unpredictable impact on balance, but I'd be happy to see more quirky maps like Broodwar has traditionally had get included in rotation, and something like this could conceivably be fun.
Actually idk if i will make it. my 3D card has burnt,... I think it can be interesting because of how the game is actually, i.e not about to see it changes and that s why i m thinking fun can come from new designs with maps.
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United States1532 Posts
Can we just have mineral patches that look like dice and when you mine a random number generator spits out how many minerals you get? I swear one of these days I'm going to be able to afford that BC...
OR—ALTERNATIVELY—How am I going to spend these 3,000 minerals when I only have one gateway?!?!
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Northern Ireland20509 Posts
On July 06 2022 06:40 Mizenhauer wrote:Can we just have mineral patches that look like dice and when you mine a random number generator spits out how many minerals you get? I swear one of these days I'm going to be able to afford that BC... OR—ALTERNATIVELY—How am I going to spend these 3,000 minerals when I only have one gateway?!?! Why have you not designed this custom map already?
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Northern Ireland20509 Posts
On July 06 2022 02:29 Vision_ wrote:Show nested quote +On July 03 2022 04:33 WombaT wrote: Have you ever made a post that isn’t about radically redesigning the entire game?
I think the theory behind the base idea is interesting though, I’ll give you that. It s absolutely the opposite. Show nested quote +On July 05 2022 21:22 AmericanUmlaut wrote: Two things to consider here: If minerals are scattered about the map, which is what I think you're suggesting, then you're likely giving Terran a pretty significant advantage, because of the ability to use a single CC and move it around to better positions for the magic minerals. And you'd need the mineral income per trip to be significantly more than 25 to make it worth it because of the additional travel time for workers to get to the minerals.
If you think this is playable and interesting, you should make a map that includes this feature and enter it into a TLMC. I'd be surprised if it worked, because it would fundamentally change how the game plays out, which would likely have a pretty unpredictable impact on balance, but I'd be happy to see more quirky maps like Broodwar has traditionally had get included in rotation, and something like this could conceivably be fun. Actually idk if i will make it. my 3D card has burnt,... I think it can be interesting because of how the game is actually, i.e not about to see it changes and that s why i m thinking fun can come from new designs with maps. Workers are hard enough to defend in standard mineral lines, they’re going to be insanely vulnerable if they’re isolated and gathering distant patches. Just send a few lings, banelings, some blink stalkers or some bio over every 30 seconds.
In theory, in a different game built with this mechanic in from the ground up I think it’s pretty interesting.
If you bolt it on to SC2 as it currently is it’ll be a mess.
Although as I said I think it’s a solid fundamental idea
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On July 06 2022 11:12 WombaT wrote:Show nested quote +On July 06 2022 02:29 Vision_ wrote:On July 03 2022 04:33 WombaT wrote: Have you ever made a post that isn’t about radically redesigning the entire game?
I think the theory behind the base idea is interesting though, I’ll give you that. It s absolutely the opposite. On July 05 2022 21:22 AmericanUmlaut wrote: Two things to consider here: If minerals are scattered about the map, which is what I think you're suggesting, then you're likely giving Terran a pretty significant advantage, because of the ability to use a single CC and move it around to better positions for the magic minerals. And you'd need the mineral income per trip to be significantly more than 25 to make it worth it because of the additional travel time for workers to get to the minerals.
If you think this is playable and interesting, you should make a map that includes this feature and enter it into a TLMC. I'd be surprised if it worked, because it would fundamentally change how the game plays out, which would likely have a pretty unpredictable impact on balance, but I'd be happy to see more quirky maps like Broodwar has traditionally had get included in rotation, and something like this could conceivably be fun. Actually idk if i will make it. my 3D card has burnt,... I think it can be interesting because of how the game is actually, i.e not about to see it changes and that s why i m thinking fun can come from new designs with maps. Workers are hard enough to defend in standard mineral lines, they’re going to be insanely vulnerable if they’re isolated and gathering distant patches. Just send a few lings, banelings, some blink stalkers or some bio over every 30 seconds. In theory, in a different game built with this mechanic in from the ground up I think it’s pretty interesting. If you bolt it on to SC2 as it currently is it’ll be a mess. Although as I said I think it’s a solid fundamental idea
For example, the fifth base could be the last with normal minerals, then as minerals could take more time to harverst (and with idea of eventually new upgraded workers, i.e +hp +speed 2-supply cost), players wouldn t have to fight for a mineral run and the game can goes on keeping tension. I don t know if it s true that Terran will be favored, but it seems that the game style of Bunny will be more interesting (because he s playing on low-eco)
Don t you enjoy Bunny TvZ
Considering as a fundemmental idea makes me believe
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United States1532 Posts
On July 06 2022 11:02 WombaT wrote:Show nested quote +On July 06 2022 06:40 Mizenhauer wrote:Can we just have mineral patches that look like dice and when you mine a random number generator spits out how many minerals you get? I swear one of these days I'm going to be able to afford that BC... OR—ALTERNATIVELY—How am I going to spend these 3,000 minerals when I only have one gateway?!?! Why have you not designed this custom map already?
Only Timmay is mad enough to cook up that map.
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There s also an healthy objective for ladder to promote this kind of end game, especially when it comes to a point where Zerg has a very high bank mineral and can take advantage of his larvas. Some says it s a part of strategy, why not but how improve ? Do you really have fun looking at Zerg bank ? My opinion : it s more fun to play in low-eco, whatever you are casuals, hardcores gamers or pro-gamers
It s not like if every maps must be designed like that
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