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Thread: Making MULEs like Warp-In

  1. #1

    Default Making MULEs like Warp-In

    Overview
    Warp-in is a great macro mechanic for several reasons. One of these is that it allows you to perform a base function out in the field. This allows for strategic gameplay that changes depending on the dynamics of the battlefield. I think it may be possible to do the same thing for Calldown MULE by turning it into a Distance Mining Mechanic.


    How It Would Work
    The player would call down a MULE on a mineral patch anywhere in the battlefield. The MULE would then start harvesting minerals at 2X or 3X (or whatever) SCV rates. It would collect a large amount of minerals and store them in its body instead of returning to a Command Center. When the MULEs timed life is over it would rocket back into the sky on its rear thrusters. After it has flown up the screen the player would receive the mineral benefit.



    Strategic Options
    The catch would be that while mining from a mineral patch other SCVs could not mine from that mineral patch (Currently they can but in this new version they wouldn't). Therefore the best place to use the MULE would be at a expansion you have not taken yet.

    While mining the MULE is vulnerable. Destroy the MULE and the player gets no minerals. This is like warp-in where there is a period in which the unit is warping in and cannot defend itself.

    By controlling the map the player has access to more mineral patches. Lets say that you want to harvest from the Yellow mineral patches at the center of the map. The player is going to have to control that area or else a couple scouting zerglings could destroy the working MULE.

    This encourages Terran players to not turtle. However, like Warp-In the player doesnt have to control these parts of the map all the time. If your enemy is making a push you can choose to call the MULE down on your home mineral patch. To give an idea of the mineral intake:

    MULE in your base = X minerals - SCVs that cant mine if at saturation point
    MULE at regular mineral expansion (unoccupied) = X minerals
    MULE at gold mineral expansion (unoccupied) = X+40% minerals


    Additional Considerations
    -MULEs would no longer die cause of low battery which was kinda lame.

    -You no longer lose minerals if your MULE runs out of timed life before depositing minerals. When its timed life is over it rockets into sky.

    -Players will receive a large amount of minerals all at once. This gives a much better reward feeling than a gradual income increase that the player cant notice.

    -Makes use of the "Calldown anywhere" ability. With the current MULE you almost always want to call right next to your OC.
    Last edited by ArcherofAiur; 08-30-2009 at 02:34 PM.

  2. #2

    Default Re: Making MULEs like Warp-In

    This is very cool. A potentially fun macro mechanic, and one fitting the Terran gameplay style and image to boot.

  3. #3
    Pandonetho's Avatar SC:L Addict
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    Default Re: Making MULEs like Warp-In

    Interesting idea.

  4. #4

    Default Re: Making MULEs like Warp-In

    Interesting, this change can create much more tension between MULEs and Supply Drop, due to the forward planning required (much like Spawn Larvae but mobile).

    It would be cooler if the MULE transforms into a Drop Pod that skyrockets instead

    How much time does a MULE have with this addition?


    -Psi
    >>You Must Construct Additional Pylons<<

  5. #5

    Default Re: Making MULEs like Warp-In

    Quote Originally Posted by PsiWarp View Post
    It would be cooler if the MULE transforms into a Drop Pod that skyrockets instead
    Thats a cool idea. You wouldn't have to make allot of changes to the model since the MULE is already kinda Drop Pod shaped. Also transforming robots is Totally Terran.

    Quote Originally Posted by PsiWarp View Post
    How much time does a MULE have with this addition?
    -Psi
    Subject to balance.

  6. #6
    Bobo's Avatar Junior Member
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    Default Re: Making MULEs like Warp-In

    Your idea is great. So much better then what Blizzard is doing now with MULE mech. I hope they'll somehow read this

  7. #7

    Default Re: Making MULEs like Warp-In

    So the MULE gathers minerals at an increased rate, but you only get the lump sum of those minerals after an extended period of time, or none of those minerals if your opponent kills your MULE.

    Sound an awful lot like something else I once heard suggested...

    Oh, right. MY silo idea. Which, if I recall, received very little support.

    I hate you all.

  8. #8

    Default Re: Making MULEs like Warp-In

    Sounds potentially fun, but I don't know.
    Quote Originally Posted by DemolitionSquid View Post
    So the MULE gathers minerals at an increased rate, but you only get the lump sum of those minerals after an extended period of time, or none of those minerals if your opponent kills your MULE.

    Sound an awful lot like something else I once heard suggested...

    Oh, right. MY silo idea. Which, if I recall, received very little support.

    I hate you all.
    Where did you post it?

  9. #9

    Default Re: Making MULEs like Warp-In

    Quote Originally Posted by DemolitionSquid View Post
    So the MULE gathers minerals at an increased rate, but you only get the lump sum of those minerals after an extended period of time, or none of those minerals if your opponent kills your MULE.

    Sound an awful lot like something else I once heard suggested...

    Oh, right. MY silo idea. Which, if I recall, received very little support.

    I hate you all.

    I thought your silo idea was that you put minerals into it and it multiplys them.

  10. #10

    Default Re: Making MULEs like Warp-In

    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.

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