09-17-2009, 09:40 PM
#31
09-17-2009, 10:03 PM
#32
But why should it use a Rally system? Why would Blizzard put such convenience on something that should be done manually, but not always have to be done unlike workers and building structures?
I know the game developers want people to use these new inventions, but to go to such lengths would infringe on the philosophy of "easy to learn, hard to master".
The expansion physically possesses more amounts of vespene, thus more conversion that can happen than the geysers you've been milking at base. In that situation, the player needed a secure vespene flow, thus he switched Matter Conversion over to the expansion, and uses his Extractors at main base where they are less likely to die and for vespene harvest to halt.
It's common sense O_o?
-Psi
Last edited by PsiWarp; 09-17-2009 at 10:31 PM.
>>You Must Construct Additional Pylons<<
09-17-2009, 11:13 PM
#33
So I would switch it once every time I take an expansion. Rallying workers changes more often and that uses rally points. This ability would definatly have to be rallied because it involves a action repeated many times with the same defined position. It does not require the player to recalculate position decisions whenever he casts it.
See this is why I was going on and on about targeting decisions. Cause its really important and has to be built into the mechanic otherwise automation compromises it.
Last edited by ArcherofAiur; 09-17-2009 at 11:17 PM.
09-17-2009, 11:17 PM
#34
So what makes Proton Charge, MULE and Spawn Larvae any different? They all point to the same area every time, some more specific than the other.
If energy conservation is the borderline, than by all means add it to every newly invented macro mechanic...
-Psi
>>You Must Construct Additional Pylons<<
09-17-2009, 11:19 PM
#35
Currently Proton Charge, MULE, and Spawn Larva have next to no good targeting decisions. This is a problem. No scratch that, this is the biggest problem. We have a pretty good understanding of how to create tension in a mechanic. But how to create a position decision with the limited stationary elements in the economy? It requires some major reworking of the infrastructure.
Last edited by ArcherofAiur; 09-17-2009 at 11:28 PM.
09-17-2009, 11:41 PM
#36
Hmm... quite inspiring, those words :P
Let's say we take Spawn Larvae, and change its primary target to Overlords. Overlords possess an activated ability named "Larval Sacs", which acts like Spider Mines in terms of "limited ammunition/uses".
The Queen can "impregnate" an Overlord with Spawn Larvae, to activate "Larval Sacs" for the first time (an Overlord has 0 charge at start, and only 1 charge at one time per Overlord).
Let's say it gives the Overlord 3 Larvae, but has to wait 25 seconds for the Larvae to gestate (similar to the current Spawn Larva mechanic). That Overlord can then use "Larval Sacs" and drop 3 Larvae (only when hovering over Creep).
Does this change create position decision?
-Psi
>>You Must Construct Additional Pylons<<
09-17-2009, 11:56 PM
#37
Hmmm. Well I think so. It really depends on how different it is casting it on Target A vs. Target B. Right now I would still imagine you would cast it on one overlord over and over again which would be rallyable. However if you made the gestation time longer then the spawn larva time then you couldnt cast repeatedly on the same overlord which would mean you wouldnt want a rally point.
Your mechanic is anything but simple. However I think your on the right track as far as what targeting decisions are all about.
09-18-2009, 12:01 AM
#38
I see, that was obviously an example :P
Another one as food for thought: Overseer would possess Spawn Larva, but it would pay energy and cause itself to become immobilized for the gestation of the Larvae.
I suppose the only real position decisions made here are a) Safest place for gestation and b) Above Creep where Larvae may survive.
-Psi
>>You Must Construct Additional Pylons<<
09-18-2009, 12:06 AM
#39
09-18-2009, 12:40 AM
#40
Interesting, then that brings to attention the potency of a mobile Hatchery.
Let's say the above ability is given to the Queen. It would increase her vulnerability when she is nesting, however it could also promote Position Decision and the increased usage of Creep Tumor to expand her nesting space.
Would that sort of attraction help make a better Queen and macro mechanic?
-Psi
>>You Must Construct Additional Pylons<<