Don't forget......
Your parallel universe main: ZOMG EPIC WTF R U DOIN DANGER, "Stealing" minerals from your alternate reality self......and creating a SPACIOTEMPORAL* NEGATIVE
*I just made that up lol.
08-31-2009, 05:10 PM
#31
Don't forget......
Your parallel universe main: ZOMG EPIC WTF R U DOIN DANGER, "Stealing" minerals from your alternate reality self......and creating a SPACIOTEMPORAL* NEGATIVE
*I just made that up lol.
08-31-2009, 05:12 PM
#32
08-31-2009, 05:15 PM
#33
08-31-2009, 05:26 PM
#34
I don't like MULE 3.0 because it removes what I feel is the most interesting aspect of how MULE 2.0 is intended to function: forcing players to use it more and more outside of their base, and forcing players to guard it as they do.
If we remove the consequence of keeping it in your base, suddenly risk/reward gets highly skewed: you can get a huge boost of minerals vs. getting a slightly huger boost of minerals with a high chance of not getting any if your MULE dies from scouting Zerglings.
It would almost never be worth it. If anything, I would take the MULE in the opposite direction and say that maybe he should pick up 3x the amount of Minerals the patch will standardly give. Suddenly, having a MULE at a gold mineral expansion just got a LOT more profitable.
08-31-2009, 06:31 PM
#35
09-01-2009, 01:16 PM
#36
Yah I think your right on that one.
Ive been doing allot of thinking about mineral mechanics. Warp-In really works as a unit production mechanic because it combined unit production with transport and map control. I think the way to make interesting mineral mechanics might be to follow this same path.
Just as a test what do you guys think of an obelisk that could move around the map supporting units and gathering minerals. This obelisk would cast PC on mineral patches and the "buffed" mineral patches would automatically warp minerals to the player.