In the interest of making one of the macro mechanics have more possible strategic depth, I am proposing (not originally) an change to the MULE so that it is capable of effectively mining at a mineral patch where there is not currently a CC.
The barrier to the MULE (or any worker) effectively mining where there is no CC is the travel time... I can see two ways around this
1) Remote Deposit: The MULE does not have to Travel back to the CC to return minerals during its timed life
Strategic implications:
Distance to Mineral deposit is irrelevant
Player can mine from Rock-blocked areas, and Islands easily
The MULE Could be immobile, more of a building than a unit, forced to be targeted on mineral patches like an assimilator, or next to them in the opposite of a CC (meaning no siege tank bombs/scouting/distraction) If immobile it might be good for it to have a limited 'mining range' so that it could use a second deposit if the first ran out.
2) Mineral Limit: The MULE has a separate limit (other than its timed life) on how many total chunks of minerals it can gather. Its timed life is extended so that even with extended travel it will still be able to gather the same amount of minerals, and travel as far as it needs to.
Strategic Implications:
Player can mine from Rock-blocked areas easily, Islands are inaccessible though
Distance (and path) to mineral deposit ARE relevant (not for amount of minerals, but for how quickly + safely you will get them)
For each possibility, one other alternative can affect how it plays out
1) One: The MULE returns minerals only once, either at the end of its life, or when it has collected its maximum amount
**Possible interesting variation, the MULE mines until it either 1. reaches its mineral/time limit and then returns OR 2. You decide to 'cash in' and prevent the MULE from mining anymore but have it Begin to deliver the minerals it Has collected to your CC (if it is a 'remote deposit, it might still take 5-10 sec to 'launch the minerals' in which time it might still get destroyed.)
Strategic implications:
MULE must be protected for its entire life or 0 minerals are gained
The minerals arrive in one shot at the End of the MULE’s life... it won't help you Now
2) Multiple:The MULE returns the minerals in Multiple deposits (whether through travelling or Direct deposit)
Strategic implications:
MULE must be protected for its entire mining+delivering life for Maximum minerals, you will get some even if it dies halfway through
Minerals are gained in the normal way, over time
The 'return path' (if it exists) must be Very Carefully guarded, as it will be used multiple times
Strategic implications: for Remote mining in general
May allow early access to Gold Minerals (only important if the MULE mines faster/more from Gold Minerals than normal)
Map awareness becomes very important to the players (a MULE may be able to take something in secret).. this plays well into the Terran's Sensor Tower.
Looking at each of the four combinations, and some possible ways they could play out.
1) Remote Deposit, One-shot:
In this case the MULE is targeted at a Mineral pile, and for as long as its life lasts it collects minerals (unless ordered otherwise). At the end of that life, the Minerals it has collected are sent to the player's supply.
Here, I see the MULE as a bit more advanced, more like a very small prefab building... It collects the Minerals, and at the end of its life, sends off the minerals in an Non-weapon targetable 'rocket package' that goes to the nearest CC to deposit the minerals (at which point its prefab power plant shuts down, as it has accomplished its job)
2) Remote Deposit, Multiple-shot:
In this case the MULE is targeted at a Mineral pile, and for as long as its life lasts it collects minerals (unless ordered otherwise). As soon as the chunks are collected, the Minerals are sent to the player's supply.
Here, I see the MULE as a bit more like a temporary mining specialized CC... It collects the Minerals, and "deposits" them to itself (until its limited lifespan power plant shuts down, as it was only designed for limited time)... it could work like the 'rockets' of the previous option though
It should probably not be handle deposits from SCVs
3) Mineral Limit, One Trip:
In this case the MULE is targeted at a mineral pile, however after it has collected a certain # of mineral chunks, or a certain number of minerals it can no longer mine for any more of its life, and must at that point return the minerals to the CC by carrying them there on the ground. (before its timed life runs out... however its timed life should be at least 60 sec longer than it takes to mine to full capacity)
I see this as being a somewhat large, slightly slower unit but with somewhat more hp (120-160). The limitations on the mining can be explained lorewise as a limited number of ‘fusion cutter charges’ that this ‘limited use miner’ has (it uses the good old SC1:BW SCV tech in a cut rate way.) [something that would work/be displayed just like vulture mines... it starts with X charges and each time it collects a chunk X goes down by 1]
It would have to be mobile, but as it only needs to make one trip, it doesn’t need to be too fast, and so it can have an ‘escort’ that protects it both while its mining, as well as while its travelling back.
4) Mineral Limit, Multiple Trip:
In this case the MULE is targeted at a mineral pile, however after it has collected a certain # of mineral chunk (of probably large size say 25), or a certain number of minerals it can no longer mine for any more of its life. Also, in this case each mineral chunk must individually be returned to the nearest CC. In this case the unit should have a very long timed life probably at lest 100 sec. longer than the mining alone takes... for the multiple trips back
I see this as being a somewhat smaller, very fast unit but with somewhat lower hp (40-60). The limitations on the mining can be explained lorewise as a limited number of ‘fusion cutter charges’ that this ‘limited use miner’ has (it uses the good old SC1:BW SCV tech in a cut rate way.) [something that would work/be displayed just like vulture mines... it starts with X charges and each time it collects a chunk X goes down by 1]
It would have to be mobile, and as it would have to take multiple trips, it would probably need to be fast. This also means the Terran must have map control over the entire return path as well as the mining area.
If you think that the MULE should just stay as is (or have another drastically different idea)... don’t worry about the poll




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