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Thread: Making MULEs like Warp-In

  1. #11

    Default Re: Making MULEs like Warp-In

    Quote Originally Posted by Norfindel View Post
    It's similar to my floating harvester unit idea. I think it's a step in the right direction to make more interesting mechanics.

    At the time, i suggested a permanent unit instead of a temporal one, because the temporal unit could be too hard to find for the enemy.
    To be fair, it was your Warp-In post in the macro thread that pointed out everything that warp-in did right and how a mining mechanic could mimic this.

  2. #12
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    Default Re: Making MULEs like Warp-In

    Correct me if I'm wrong...

    But isn't this what MULE was like when it initially came out? I remember something quite similarly discussed.

  3. #13

    Default Re: Making MULEs like Warp-In

    No, the MULE gathers minerals at a higher rate than SCVs, both at amount of Minerals per trip and the speed of gathering (much faster than any worker).

    MULE needs to return to the Command Center to drop off resources still, but can completely ignore other SCVs that are gathering at 1 mineral patch and yoink out minerals at leisure.


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    >>You Must Construct Additional Pylons<<

  4. #14

    Default Re: Making MULEs like Warp-In

    I almost think this'd work better for Proton Charge. Like the Obelisk casts the skill on the probes, dramatically increasing their mineral capacity. (Allowing them to hold like... say... 50 at a time, but not gathering any faster.)

    But I actually like this idea, I'm surprised. :P

    No, the MULE gathers minerals at a higher rate than SCVs, both at amount of Minerals per trip and the speed of gathering (much faster than any worker).
    It doesn't gather any faster actually at least I don't think so, just has a larger capacity and gathers from the same patch as an SCV.
    Last edited by Aldrius; 08-30-2009 at 05:14 PM.


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  5. #15

    Default Re: Making MULEs like Warp-In

    Quote Originally Posted by n00bonicPlague View Post
    Sounds potentially fun, but I don't know.
    Where did you post it?
    Multiple times, in multiple places.

    But w/e

  6. #16

    Default Re: Making MULEs like Warp-In

    This has a lot of potential.

    The amount of macro it adds is, theoretically, not limited by anything -- unlike, say, the current MULE, which is call-down-and-forget.

    I really like the vulnerability portion -- how it encourages a player, especially a T, to take more and more area. At worst, he can just send a MULE out by its lonesome and hope for the best, and maybe that'll even work. But if he wants to protect his investment...

    There's a lot of decisions to make and a lot of options, none of which are immediately penalizing. Except not using it as soon as you can throughout the early game, while you can still just throw it into your own base without negative effects... but that's a small enough trade-off in this case.

    I like very much.
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  7. #17
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    Default Re: Making MULEs like Warp-In

    Nah, I prefer the original concept to this.

  8. #18

    Default Re: Making MULEs like Warp-In

    Quote Originally Posted by MattII View Post
    Nah, I prefer the original concept to this.
    Any reason or just personal preference?

  9. #19
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    Default Re: Making MULEs like Warp-In

    Quote Originally Posted by ArcherofAiur View Post
    Any reason or just personal preference?
    Just personal preference really.

  10. #20

    Default Re: Making MULEs like Warp-In

    Quote Originally Posted by DemolitionSquid View Post
    Multiple times, in multiple places.

    But w/e
    quiet you inferior prawn...you have no rights!!


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