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View Full Version : A More Tactical StarCraft



Visions of Khas
02-04-2017, 05:38 PM
So I've been working on and off on a campaign idea of mine. I have several maps terrained -- and I love it; if you need some terraining done, I'm your guy. But triggers are a different matter. Just ain't my thing, man.

Even so, I'm still batting around some ideas. If I were to go for some (relatively simple) game mechanics to increase tactical gameplay -- maybe like Dawn of War, or Company of Heroes -- what could those be? I'm talking things like a cover system (utilized by The Odyssey campaign (https://www.sc2mapster.com/projects/starcraft-2-odyssey-campaign), as seen over at Mapster), a Supressive Fire system, flanking, etc. How can these ideas and others be implemented?

I post this here rather than the maps and mods forum 'cause, well, it's dead over there.

KaiserStratosTygo
02-04-2017, 05:55 PM
I once made a really rough territory control map once.

that's my claim to fame on the subject

Gradius
02-04-2017, 06:00 PM
You're looking at a ton of work as far as learning and actually implementing. Get ready to hunker down and spend weeks on this. :P

Visions of Khas
02-04-2017, 06:55 PM
You're looking at a ton of work as far as learning and actually implementing. Get ready to hunker down and spend weeks on this. :P

Shut yo mouth, boy! ;_;

So you think implementing the 'slowed movement' effect of fungal spore on a terran infantry unit and renaming it "Suppressive Fire" would be too much work? Garrisoning troops like in Covert Ops? Or an added armor perk like in CooperHawk's (https://www.sc2mapster.com/projects/starcraft-2-odyssey-campaign)cover system?

TheEconomist
02-04-2017, 09:33 PM
What happened to the old days of StarEdit when a 7-year old me could mess around with it for a couple of hours and come up with something people on the internet actually wanted to play?

*sigh*

Now, I see really complex, time-consuming maps that no one even plays. I pity you new breed of mappers.

Visions of Khas
02-04-2017, 10:33 PM
So I should learn to love the A-move and bioballs. Got it.

What, you never liked player campaigns, Econ?

KaiserStratosTygo
02-04-2017, 11:47 PM
What happened to the old days of StarEdit when a 7-year old me could mess around with it for a couple of hours and come up with something people on the internet actually wanted to play?

*sigh*

Now, I see really complex, time-consuming maps that no one even plays. I pity you new breed of mappers.

Man, those were the days.

Nolanstar
02-04-2017, 11:58 PM
Part of the issue is the message of "play ladder, nything else and you suck" that a vocal part of the community says.

GnaReffotsirk
02-08-2017, 10:04 AM
What if your cover system is directional. This will allow enemies to flank.

Visions of Khas
02-08-2017, 03:12 PM
What if your cover system is directional. This will allow enemies to flank.

That would be ideal!


Part of the issue is the message of "play ladder, nything else and you suck" that a vocal part of the community says.

Maybe they're a vocal part of the community, but one of the appeals of StarCraft is its customization.

I'd argue the original StarCraft and BroodWar were more tactically inclined than StarCraft II, where economy is the focus. Is micro-management and the tactical aspect genuinely frowned upon? Would you all prefer a more micro- or macro-heavy StarCraft? In general?

KaiserStratosTygo
02-10-2017, 12:42 AM
I liked SC1 where not everything was rolled up into a tight cluster of mess.

that makes positioning way less important, while SC1 made positioning very important.

Visions of Khas
02-10-2017, 11:47 AM
Yeah, the hit box area for the units is tiny. Enlarging it would detract from bioball strategies.