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Thread: What would YOUR macro be?

  1. #11

    Default Re: What would YOUR macro be?

    Quote Originally Posted by SaharaDrac View Post
    I would make a macro mechanic that requires you to make a thread about macro mechanics in order to get an economy boost. That way this forum would have the best clan on the ladder.
    "You must construct additional threads."




    I think Obelisk energy should be linked to warp in. That way every time you use warp in you need to decide if it is worth the mineral cost.

  2. #12

    Default Re: What would YOUR macro be?

    Two buttons: 150 minerals and 75 gas

    And they float around the screen.

  3. #13

    Default Re: What would YOUR macro be?

    Implement a simple puzzle game both players have to solve, one who manages to solve it first gains 100m, the other one loses the same amount. Make the game more frequent as resources dwindle... that should make for a fun end-game.

  4. #14

    Default Re: What would YOUR macro be?

    Quote Originally Posted by ch_bing View Post
    Implement a simple puzzle game both players have to solve, one who manages to solve it first gains 100m, the other one loses the same amount. Make the game more frequent as resources dwindle... that should make for a fun end-game.
    Naw make it like like missle command. Look at this Protoss player who was so destracted microing he let his phoenix get hit. I like how he went for the lightening defense structure. Very good strategic decision.

    Last edited by ArcherofAiur; 09-21-2009 at 06:53 AM.

  5. #15

    Default Re: What would YOUR macro be?

    Quote Originally Posted by ch_bing View Post
    Implement a simple puzzle game both players have to solve, one who manages to solve it first gains 100m, the other one loses the same amount. Make the game more frequent as resources dwindle... that should make for a fun end-game.
    On an odd, unrelated note, Peggle made a game addon for World of Warcraft that has a solid Peggle game WITHIN WoW. You can use it as a loot system where people interested do a quick single ball Peggle-off to see who can earn the most score in one ball.

    http://www5.popcap.com/promos/pegglewow/
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  6. #16

    Default Re: What would YOUR macro be?

    Is it necessary to destroy the thread?

    I will just quote my suggestions from another thread:
    Quote Originally Posted by Norfindel View Post
    Energy boost:
    Description: Probes can tune Pylons to grant them additional energy from the Psi Matrix. Tuning a Pylon costs a small quantity of resources, but permanently boosts the mining speed of 2 Probes (maybe more, chosen among the ones currently mining). Can be done only once per Pylon. The amount of "boosting" provided is shown with a counter (like the Supply).
    What does it add: gives another reason to return to the base in a regular basis. Has some tradeoffs that keep the player from just tuning all it's Pylons at once, but after the initial investment, it does pay off.

    Morph to Digester:
    Description: Drones can morph to Digester (costs minerals and takes time), an improved worker that have powerful acids that turn the minerals into mineral sacs, then carries it to the Hatchery. It returns more minerals per cycle than the Drone, but it's also more expensive.
    What does it add: gives another reason to return to the base in a regular basis. Has tradeoffs that keep the player from just morphing all it's workers at once, but after the initial investment, it does pay off.

    Xel'Naga Energy Towers:
    Description: the more Xel'Naga Watchtowers you control, the higher the amount of resources your workers carry (can be really small, like +0.5 per worker).
    What does it add: hopefully, gives players a strong incentive to get them, and keep the enemy from getting them, creating constant points of conflict over the map, and forcing the player to switch views frequently.
    Lore: the energy emitted from Xel'Naga towers was found to enhance resources, making them more powerful than their natural form.
    Note: this mechanic isn't race-specific. The structures are neutral, and can be used by all players, regardless of race.

    Xel'Naga Energyzer:
    Description: a variation of the previous mechanic. Instead of using Xel'Naga Watchtowers, they will be a different structure that contains an energy orb that can be captured by a worker. When captured, the orb dissolves, the structure closes, and begins generating another orb (takes some time). All your workers get a temporal boost to mining speed (like Proton Charge).
    What does it add: gives a boost to mining if you're willing to frequently visit the structures.
    Lore: the energy emitted from Xel'Naga Energyzers was found to be able to cut minerals faster than the current methods.
    Note: this mechanic isn't race-specific. The structures are neutral, and can be used by all players, regardless of race.

    Robotic Arm:
    Description: SCV's can build a robotic arm over a mineral deposit (costs minerals and takes time). The robotic arm will continue to cut the minerals while the SCV is away, which reduces the mining time. However, the mineral deposit cannot be mined while the arm is being built (maybe). Probably should be able to be Salvaged.
    What does it add: gives another reason to return to the base in a regular basis. Has tradeoffs that keep the player from just building a lot of Arms at once, but after the initial investment, it does pay off.

    Gatherer
    Description: Every Nexus can create one Gatherer. It's a flying unit that can gather minerals when positioned over them. It does affect an AoE the size of a normal expansion. It gathers a small quantity of minerals per second from every mineral patch, but after a while, the returned minerals per second diminish, returning a lot less than normal. The affected minerals will return diminished resources per run from standard workers also. If you move the Gatherer to another place, and wait some time, the minerals will return to normal.
    What does it add: For a player willing to constantly move the Gatherer between different points of the map, and risking it to be destroyed, it will return additional resources.
    Lore: the Protoss have found a way to warp resources directly to a Nexus, without using Probes. However, the process isn't as effective, and it does affect the minerals. It has been observed that the mineral's molecular structure is stressed to the point of destruction, if the warping core is constantly used at maximum power.

  7. #17

    Default Re: What would YOUR macro be?

    Quote Originally Posted by Norfindel View Post
    Is it necessary to destroy the thread?

    I will just quote my suggestions from another thread:
    Thank you, Norfindel. At least some of us still have respect around here.
    Without a home. Without a people. Without mercy. The Arcani

    Blizzard's Exact Mathematical Definition of Soon™: {soon|1 month<soon<∞}

    Another?!

  8. #18

    Default Re: What would YOUR macro be?

    Quote Originally Posted by n00bonicPlague View Post
    [/INDENT]Minerals —> Gas
    Another resource mechanic is a modified version of the original gas mechanic. Instead of getting a flat refill of gas for a flat rate of minerals, the effect would degrade each time you use it. This degradation would come in one of three forms: either less and less gas for the same amount of minerals, the same amount of gas for more and more minerals, or a mix of both. In between these "phases" the player can obtain fumes.
    The big question is, should there be a fixed maximum number of phases? Obviously, if it is set to return less and less gas, there would have to be and end at some point; however, this wouldn't necessarily be so if you can get the same amount of gas for an ever increasing amount of minerals. In theory there would come a point where additional gas would just not be worth the minerals anymore, and it would be cheaper to expand instead, but this would be a natural limit as each player would have a subjective value on gas.
    The big advantage of these two resource mechanics would be allowing players to explore different strategies and build orders. Players who are gas heavy (high tech and casters) or mineral heavy (low tech and warriors) could use these mechanics to really make their own gameplay, and thus make it more fun and interesting.

    Of course a very important balance issue would be to ensure that, even with a perfect back-and-forth between these mechanics, there is a net loss of resources. One should not be able to rapidly switch between mechanics in order to gain more resources than someone who never uses the mechanics at all. If you pitted a person who never used them against a person who used them at every chance possible, the latter person should only end up with about 85-90% of the resources that the former person does after the same amount of time. The mechanics are for a quick boost, not continuous abuse.
    I think your idea is OK (modified version of the original gas mechanic), in fact I was thinking in a very similar way, however my idea was to add an ability to "drill deeper" to find more gas, drilling costs a certain amount of minerals, so, once the geyser runs out of gas, you must use the ability thus giving you another span of gas. The rest of the mechanic should be kept the way you think: a limited amount of "phases" i.e you can drill only to a certain depth, and every time you do so, you find less gas. I don't know if both mechanics should go, but I personally think this one could work.

  9. #19

    Default Re: What would YOUR macro be?

    Quote Originally Posted by Josue View Post
    I think your idea is OK (modified version of the original gas mechanic), in fact I was thinking in a very similar way, however my idea was to add an ability to "drill deeper" to find more gas, drilling costs a certain amount of minerals, so, once the geyser runs out of gas, you must use the ability thus giving you another span of gas. The rest of the mechanic should be kept the way you think: a limited amount of "phases" i.e you can drill only to a certain depth, and every time you do so, you find less gas. I don't know if both mechanics should go, but I personally think this one could work.
    That concept of "drilling" was actually the original way I worded it when I first thought of this idea.

  10. #20
    Junior Member
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    Default Re: What would YOUR macro be?

    I read the thread as just "how would you like the macro to be" not a bunch of ideas..

    but since he keeps responding, meh.

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