Page 2 of 3 FirstFirst 123 LastLast
Results 11 to 20 of 26

Thread: New Map Mechanic

  1. #11

    Default Re: New Map Mechanic

    I would like to see a Metalopolis version with people walking in the streets instead of automatons :3

  2. #12
    TheEconomist's Avatar Lord of Economics
    Join Date
    May 2009
    Posts
    6,895

    Default Re: New Map Mechanic

    Quote Originally Posted by DemolitionSquid View Post
    ... and your punishment shall continue as long as I see fit.
    Or the moderators pull the plug on you.



    Rest In Peace, Old Friend.

  3. #13

    Default Re: New Map Mechanic

    Quote Originally Posted by TychusFindlay View Post
    Or the moderators pull the plug on you.
    They could... but that wouldn't exactly help reduce the number of spambots regardless

  4. #14

    Default Re: New Map Mechanic

    Quote Originally Posted by DemolitionSquid View Post
    They could... but that wouldn't exactly help reduce the number of spambots regardless
    It might get more people posting here, though.

    Sometimes, being on the same forum as you is like listening to Rush Limbaugh. It's a perfect convergence of arrogance, ignorance, and pettiness that saps one's ability to reason and argue. Sometimes its funny, but most of the time I end up changing the channel.

    As for the OP, I think it would be an interesting mechanic for custom maps. Try making one and seeing how well its received.

  5. #15

    Default Re: New Map Mechanic

    The concept of 'civilians' seems a bit sloppy. But perhaps some sort of like... timed energy wall? And the walls shift at various intervals?


    The Mother of all Queens!

    Thanks to Dynamik- for the signature!

  6. #16

    Default Re: New Map Mechanic

    Quote Originally Posted by Quirel View Post
    It might get more people posting here, though.

    Sometimes, being on the same forum as you is like listening to Rush Limbaugh. It's a perfect convergence of arrogance, ignorance, and pettiness that saps one's ability to reason and argue. Sometimes its funny, but most of the time I end up changing the channel.

    As for the OP, I think it would be an interesting mechanic for custom maps. Try making one and seeing how well its received.
    Sooo... was that an insult or a compliment?

  7. #17

    Default Re: New Map Mechanic

    Quote Originally Posted by DemolitionSquid View Post
    Sooo... was that an insult or a compliment?
    Well, looking from your angle, it was definitely a compliment.
    "Living for the Swarm!"

  8. #18

    Default Re: New Map Mechanic

    Nah I don't like this idea at all. Path finding in this game is already messed up.

    They need to fix collision resolution issues. I mean every unit in this game seems to have near sight, and cannot figure out a longer path other than a few choices near them. In original Starcraft, although the pathfinding mechanism was a lot simpler, it worked better.

    Attack moving was quick different actually, your units will try to keep attacking in your direction rather than simply attacking things near it. You have to boot up SC1 and try it out to understand what i'm talking about. The units *listened* to you more in SC1, in SC2 the units have a mind of their own.

  9. #19
    deloctyte's Avatar Junior Member
    Join Date
    Apr 2010
    Posts
    57

    Default Re: New Map Mechanic

    Do critters move out of the way for units? If not, why not have critter dispensers that have a maximum number of critters assigned to them (all Hangar-like), producing more slowly if they are destroyed?

    It would be a distraction that could be gotten rid of, if players wished, but only with constant care to take care of the critters.

    Just a random thought, and it still probably would fit a scenario more than your everyday skirmish, but there ya go!

  10. #20

    Default Re: New Map Mechanic

    Quote Originally Posted by Wankey View Post
    Nah I don't like this idea at all. Path finding in this game is already messed up.

    They need to fix collision resolution issues. I mean every unit in this game seems to have near sight, and cannot figure out a longer path other than a few choices near them. In original Starcraft, although the pathfinding mechanism was a lot simpler, it worked better.

    Attack moving was quick different actually, your units will try to keep attacking in your direction rather than simply attacking things near it. You have to boot up SC1 and try it out to understand what i'm talking about. The units *listened* to you more in SC1, in SC2 the units have a mind of their own.
    I've been playing SC1 for the last few days and I don't know what you're talking about. Can you explain further?


    The Mother of all Queens!

    Thanks to Dynamik- for the signature!

Similar Threads

  1. Viking mechanic question
    By Wankey in forum StarCraft Discussion
    Replies: 6
    Last Post: 04-21-2010, 03:58 PM
  2. Nexus Now Has Macro Mechanic
    By TheEconomist in forum StarCraft Discussion
    Replies: 93
    Last Post: 02-09-2010, 06:18 PM
  3. [Idea] Zerg Armory Mechanic
    By mr. peasant in forum StarCraft Discussion
    Replies: 16
    Last Post: 01-17-2010, 05:37 PM
  4. What do you think about giving Protoss a Gas Mechanic?
    By ArcherofAiur in forum StarCraft Discussion
    Replies: 43
    Last Post: 12-16-2009, 11:03 AM
  5. Brood Lord mechanic
    By Nicol Bolas in forum StarCraft Discussion
    Replies: 24
    Last Post: 12-02-2009, 08:51 AM

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •