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Thread: A More Tactical StarCraft

  1. #1

    Default A More Tactical StarCraft

    So I've been working on and off on a campaign idea of mine. I have several maps terrained -- and I love it; if you need some terraining done, I'm your guy. But triggers are a different matter. Just ain't my thing, man.

    Even so, I'm still batting around some ideas. If I were to go for some (relatively simple) game mechanics to increase tactical gameplay -- maybe like Dawn of War, or Company of Heroes -- what could those be? I'm talking things like a cover system (utilized by The Odyssey campaign, as seen over at Mapster), a Supressive Fire system, flanking, etc. How can these ideas and others be implemented?

    I post this here rather than the maps and mods forum 'cause, well, it's dead over there.
    Last edited by Visions of Khas; 02-04-2017 at 07:06 PM.
    Aaand sold.


    Be it through hallowed grounds or lands of sorrow
    The Forger's wake is bereft and fallow

    Is the residuum worth the cost of destruction and maiming;
    Or is the shaping a culling and exercise in taming?

    The road's goal is the Origin of Being
    But be wary through what thickets it winds.

  2. #2

    Default Re: A More Tactical StarCraft

    I once made a really rough territory control map once.

    that's my claim to fame on the subject

  3. #3
    Gradius's Avatar SC:L Addict
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    Default Re: A More Tactical StarCraft

    You're looking at a ton of work as far as learning and actually implementing. Get ready to hunker down and spend weeks on this. :P

  4. #4

    Default Re: A More Tactical StarCraft

    You're looking at a ton of work as far as learning and actually implementing. Get ready to hunker down and spend weeks on this. :P
    Shut yo mouth, boy! ;_;

    So you think implementing the 'slowed movement' effect of fungal spore on a terran infantry unit and renaming it "Suppressive Fire" would be too much work? Garrisoning troops like in Covert Ops? Or an added armor perk like in CooperHawk's cover system?
    Last edited by Visions of Khas; 02-04-2017 at 07:05 PM.
    Aaand sold.


    Be it through hallowed grounds or lands of sorrow
    The Forger's wake is bereft and fallow

    Is the residuum worth the cost of destruction and maiming;
    Or is the shaping a culling and exercise in taming?

    The road's goal is the Origin of Being
    But be wary through what thickets it winds.

  5. #5
    TheEconomist's Avatar Lord of Economics
    Join Date
    May 2009
    Posts
    6,895

    Default Re: A More Tactical StarCraft

    What happened to the old days of StarEdit when a 7-year old me could mess around with it for a couple of hours and come up with something people on the internet actually wanted to play?

    *sigh*

    Now, I see really complex, time-consuming maps that no one even plays. I pity you new breed of mappers.
    Last edited by TheEconomist; 02-04-2017 at 09:49 PM.



    Rest In Peace, Old Friend.

  6. #6

    Default Re: A More Tactical StarCraft

    So I should learn to love the A-move and bioballs. Got it.

    What, you never liked player campaigns, Econ?
    Aaand sold.


    Be it through hallowed grounds or lands of sorrow
    The Forger's wake is bereft and fallow

    Is the residuum worth the cost of destruction and maiming;
    Or is the shaping a culling and exercise in taming?

    The road's goal is the Origin of Being
    But be wary through what thickets it winds.

  7. #7

    Default Re: A More Tactical StarCraft

    Quote Originally Posted by TheEconomist View Post
    What happened to the old days of StarEdit when a 7-year old me could mess around with it for a couple of hours and come up with something people on the internet actually wanted to play?

    *sigh*

    Now, I see really complex, time-consuming maps that no one even plays. I pity you new breed of mappers.
    Man, those were the days.

  8. #8

    Default Re: A More Tactical StarCraft

    Part of the issue is the message of "play ladder, nything else and you suck" that a vocal part of the community says.

  9. #9

    Default Re: A More Tactical StarCraft

    What if your cover system is directional. This will allow enemies to flank.

  10. #10

    Default Re: A More Tactical StarCraft

    What if your cover system is directional. This will allow enemies to flank.
    That would be ideal!

    Part of the issue is the message of "play ladder, nything else and you suck" that a vocal part of the community says.
    Maybe they're a vocal part of the community, but one of the appeals of StarCraft is its customization.

    I'd argue the original StarCraft and BroodWar were more tactically inclined than StarCraft II, where economy is the focus. Is micro-management and the tactical aspect genuinely frowned upon? Would you all prefer a more micro- or macro-heavy StarCraft? In general?
    Aaand sold.


    Be it through hallowed grounds or lands of sorrow
    The Forger's wake is bereft and fallow

    Is the residuum worth the cost of destruction and maiming;
    Or is the shaping a culling and exercise in taming?

    The road's goal is the Origin of Being
    But be wary through what thickets it winds.

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