Page 3 of 3 FirstFirst 123
Results 21 to 27 of 27

Thread: A Strategic Macro Model

  1. #21

    Default Re: A Strategic Macro Model

    lol and now your saying its too powerful...


    "psssh no one will ever use that"

    "that is so overpowered"

  2. #22

    Default Re: A Strategic Macro Model

    Quote Originally Posted by ArcherofAiur View Post
    lol and now your saying its too powerful...


    "psssh no one will ever use that"

    "that is so overpowered"
    Yeah, that's why creating balanced mechanics is a bitch. Permanent +x/time mechanics are the most difficult. Look at worker training to get an idea. 1 extra worker costs 50m and adds +1 mineral/second. You gather and use thousands of minerals in the whole game. Supply is a lot different, once you get it, you keep it.

    Why not just add supply once every time you upgrade, and get another kind of advantage, like more hp (while keeping the ability to go underground), or something? It would benefit wall-building to have more HP, and you could get your base less cluttered, and survive Nukes better.

    I think that an SCV should build the upgrade. Otherwise you could just hotkey all your Depots, and upgrade them one by one remotely.

  3. #23

    Default Re: A Strategic Macro Model

    Quote Originally Posted by Norfindel View Post
    Yeah, that's why creating balanced mechanics is a bitch. Permanent +x/time mechanics are the most difficult. Look at worker training to get an idea. 1 extra worker costs 50m and adds +1 mineral/second. You gather and use thousands of minerals in the whole game. Supply is a lot different, once you get it, you keep it.
    Im a firm believer that playtesting tells you whether something is balanced. Not how it looks on paper.

    Quote Originally Posted by Norfindel View Post
    Why not just add supply once every time you upgrade, and get another kind of advantage, like more hp (while keeping the ability to go underground), or something? It would benefit wall-building to have more HP, and you could get your base less cluttered, and survive Nukes better.
    I would add some HP to upgraded Depots to make them alittle harder for base raiders to kill. But the generic just more HP doesnt sound like a good mechanic. The supply over time gives something new and unique to gameplay decisions. It changes how the economic model works for one race. Actually it is kind of similar to Total Anhilation resources.


    Quote Originally Posted by Norfindel View Post
    I think that an SCV should build the upgrade. Otherwise you could just hotkey all your Depots, and upgrade them one by one remotely.
    For this thread Im pretending Macro doesnt need to involve back to base stuff.
    Last edited by ArcherofAiur; 10-08-2009 at 08:09 AM.

  4. #24

    Default Re: A Strategic Macro Model

    If anybody's played Civ 4 before, I liked the Cottage design where you build them early and let them develop into more powerful forms later on in the game.

    One could do the same for a special supply depot. Its initial cost is more than that of a regular one but over like 2 minutes, it goes up to stage 2 then to stage 3. Each new stage could give more Supply, more minerals, or whatever.

  5. #25
    Pandonetho's Avatar SC:L Addict
    Join Date
    May 2009
    Posts
    5,214

    Default Re: A Strategic Macro Model

    lol and now your saying its too powerful...


    "psssh no one will ever use that"

    "that is so overpowered"
    Did I say no one will ever use that or something? I thought that it was my first post in this thread.

  6. #26

    Default Re: A Strategic Macro Model

    Quote Originally Posted by Pandonetho View Post
    Did I say no one will ever use that or something? I thought that it was my first post in this thread.
    No that was someone else. I exagerated alittle bit but my basic point is some people look at it and think it is underpowered and others overpowered. To me thats a good sign :P

  7. #27
    Banned
    Join Date
    May 2009
    Posts
    311

    Default Re: A Strategic Macro Model

    Great ideas Aiur, they seem a bit powerful as they are, but otherwise great.

    I could see the potential for these ideas in the beta or in SC2 expansion.

Similar Threads

  1. Macro Mechanics Discussion Thread
    By ArcherofAiur in forum StarCraft Discussion
    Replies: 3274
    Last Post: 07-20-2010, 07:37 PM
  2. 3D model Marine
    By cOntrol in forum Off-Topic Lounge
    Replies: 22
    Last Post: 03-24-2010, 01:41 AM
  3. New Article for the Macro Mechanics
    By RODTHEGOD in forum StarCraft Discussion
    Replies: 6
    Last Post: 09-29-2009, 10:43 PM
  4. What would YOUR macro be?
    By Xyvik in forum StarCraft Discussion
    Replies: 32
    Last Post: 09-24-2009, 09:02 PM
  5. No macro, more micro
    By sandwich_bird in forum StarCraft Discussion
    Replies: 21
    Last Post: 09-22-2009, 08:13 PM

Posting Permissions

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