After making the last thread, I came up with a new idea that I feel belongs to a new thread.
So under "Anti-Cheese Mode," a very mild restriction in build order will be enforced just to avoid very extreme cheese.
For example, no spawning pool until supply 9, no barrack until 9, no gate until 9. Nothing too restrictive. Everything will be tactically the same, except very extreme cheese will be ruled out. The idea is to at least allow the player to scout and counter in the very beginning when using a standard bo.
I'm not arguing against cheese tactics. But an option to have this mode would be nice. For example, I might want to look for games where I want to work on my mid game management. If I'm out of luck, I might meet several players who cheese me right away. This inconvenience could be avoided with this option.
If I were to tell a friend, "I could beat you as long as you don't 4 pool rush me," there would be a way to enforce this.
Poll: Thoughts? (Vote): This option is reasonable (Vote): No need for it
[edit] with this restriction, though, everyone will have to do the same thing until they get about 9 workers. As someone pointed out, it'll be more convenient to just start a game with more workers. Probably better to do this under ums. I know that the topic about spawn worker number has already been mentioned. So I guess I found the answer.
Sounds like you're trying to find ways to make SC2 more, excuse my french "pussy-fied". If you don't like to get cheesed learn how to scout and beat it.
Dunno whats with all these threads suggesting handicaps all of a sudden.
Yeah, learning SC means learning to defend cheese. There's no two ways about it. Playing in no cheese mode is just an excuse to learn bad habits. Anyone worried about it should play against a practice partner who, in general, doesn't cheese them.
why not just implement a doodad outside of both players natural such as destructible rocks with like 2000 hp? so it gives a good amount of time to get ready?
On December 16 2009 17:00 BeastofManjura wrote: why not just implement a doodad outside of both players natural such as destructible rocks with like 2000 hp? so it gives a good amount of time to get ready?
fuck, i accidentally hit the wrong answer in the poll, ignore the second yes vote
this is a really terrible idea, no competitive game should have restrictions on it, unless it is to prevent something gamebreaking (I.E. infinite loops in fighting games)
Variety is what keeps SC fresh and interesting. I think anti-cheese mode and other such options would be very popular, but they'd also lead to a lot of people getting bored with the game quickly.
On December 16 2009 17:12 ItsBigfoot wrote: fuck, i accidentally hit the wrong answer in the poll, ignore the second yes vote
this is a really terrible idea, no competitive game should have restrictions on it, unless it is to prevent something gamebreaking (I.E. infinite loops in fighting games)
I laughed pretty hard when I saw this thread, I like cheese, even if I'm on the receiving end. Defeating cheese and then going on to win is a great feeling, why not learn how to defend it. You're going to have to at some point. I don't think this is a good idea (neither was the No Rush idea).
As I said in your other thread, this isn't inherently a bad idea, and some might like it. The problem is that it's such a niche thing, and so easy for UMS maker to implement that there's zero need for it to be boxed with the game. It wastes development time on more useful things.
Let map makers deal with tiny things like this. Leave the Blizzard team to deal with things that actually have a real impact on how the game works.
On December 16 2009 17:23 TheYango wrote: As I said in your other thread, this isn't inherently a bad idea, and some might like it. The problem is that it's such a niche thing, and so easy for UMS maker to implement that there's zero need for it to be boxed with the game. It wastes development time on more useful things.
Let map makers deal with tiny things like this. Leave the Blizzard team to deal with things that actually have a real impact on how the game works.
i'm still stuck in starcraft way of thinking. i don't have much idea of how extensive the mapmaking tool is going to be for sc2.
and in conjunction with the new battle.net platform, i don't know how widely this new map will be used.
if an idea like this were to be applied in starcraft, ums like this will not be popular, much like the thread, especially if it won't effect one's record. users will rather face the chance of facing a cheeser on a regular platform than look for less popular version of melee in a different setting.
On December 16 2009 17:35 DN2perfectionGM wrote: and in conjunction with the new battle.net platform, i don't know how widely this new map will be.
That's the thing. If it's a popular concept, people will play the map (like BGH and fastest). If it isn't, it won't get played. There's not really a problem with people who don't want to play no-rush games not playing no-rush.
On December 16 2009 17:35 DN2perfectionGM wrote: if an idea like this were to be applied in starcraft, ums like this will not be popular, much like the thread, especially if it won't effect one's record. users will rather face the chance of facing a cheeser on a regular platform than look for less popular version of melee in a different setting.
That's given B.net's current platform. With better ways to instrument leagues and such, it should be more conducive to semi-competitive play in UMS games.
I think having the option to cheese when they feel angry at bm's is why this game is so awesome... if you dont know how to stop cheese then you are still a low player and need to practice more...
I am not a cheeser but when I am fucking angry I love to try to rush my opponents to throw them totally off, is always fun.
NO No need for that. You start with more workers which might have an easier time defending, and if the developers from Blizzard are smart they made workers fire faster(relative to BW) so early rushes will most likely be hard to pull off anyway.