Re: Giant Macro Mechanics Discussion Thread
Quote:
Originally Posted by
DemolitionSquid
What do you mean cutting workers?
It really means making fewer workers.
Re: Giant Macro Mechanics Discussion Thread
Quote:
Originally Posted by
Kimera757
It really means making fewer workers.
Than Archer is completely wrong. Creating 15 workers instead of 20 to mine and return to your base structure is not the same as creating 15 workers to mine and return to your base structure along with 5 to mine and return to your silo. How anyone could make such an error is laughable.
Re: Giant Macro Mechanics Discussion Thread
Quote:
Originally Posted by
DemolitionSquid
Than Archer is completely wrong. Creating 15 workers instead of 20 to mine and return to your base structure is not the same as creating 15 workers to mine and return to your base structure along with 5 to mine and return to your silo. How anyone could make such an error is laughable.
You mixed up the order
Creating 15 workers instead of 20 to mine and return to your base structure
I want 250 minerals now instead of X (function of time) minerals later
15 CC workers instead of 10 to CC and 5 to silo
I want Y minerals now instead of X (function of time) later
Re: Giant Macro Mechanics Discussion Thread
Quote:
Originally Posted by
ArcherofAiur
Creating 15 workers instead of 20 to mine and return to your base structure
I want Y minerals now instead of X (function of time) minerals later
15 CC workers instead of 10 to CC and 5 to silo
I want Y minerals now instead of X minerals now AND Z minerals (function of time) later
Fixed.
Re: Giant Macro Mechanics Discussion Thread
I like the idea of the silos. Tell me Dsquid, do you see it working in conjunction with fixed versions of the current macro mechanics?
Also, the lore could be that the minerals are refined more efficiently rather than 'grown'.
Re: Giant Macro Mechanics Discussion Thread
Quote:
Originally Posted by
Rake
I like the idea of the silos. Tell me Dsquid, do you see it working in conjunction with fixed versions of the current macro mechanics?
Of course. IF they were fixed/balanced. Of course, they're still APM sinks, which I deem a problem :p
Quote:
Originally Posted by
Rake
Also, the lore could be that the minerals are refined more efficiently rather than 'grown'.
The point is to provide the player a quantity reward though risk and strategic actions. How that is achieved is secondary.
Re: Giant Macro Mechanics Discussion Thread
There are some functional problems with the silo. Silos will cost less money than main buildings. However, they still require workers. And those workers cost money.
I'd feel more comfortable with a "silo" that was itself a unit. It would go to a mineral patch and mine from it, storing the minerals within itself. It could mine in perpetuity (possibly to some maximum value). When you want to get the minerals back out, you issue a command.
That way, you don't have to deal with workers. Plus, since it's a unit, more things can target it.
Re: Giant Macro Mechanics Discussion Thread
Quote:
Originally Posted by
Nicol Bolas
There are some functional problems with the silo. Silos will cost less money than main buildings. However, they still require workers. And those workers cost money.
I'd feel more comfortable with a "silo" that was itself a unit. It would go to a mineral patch and mine from it, storing the minerals within itself. It could mine in perpetuity (possibly to some maximum value). When you want to get the minerals back out, you issue a command.
That way, you don't have to deal with workers. Plus, since it's a unit, more things can target it.
This could also work, and has been suggested a few times by people including Archer. However I prefer not adding more worker-type units.
Re: Giant Macro Mechanics Discussion Thread
Quote:
Originally Posted by
DemolitionSquid
This could also work, and has been suggested a few times by people including Archer.
I did?
Re: Giant Macro Mechanics Discussion Thread
Quote:
Originally Posted by
ArcherofAiur
I did?
I could be mistaken of the author.
I know that there has been at least one suggestion of a flying worker who collects resources until its told to return to base.