View Poll Results: Should the player have to come back to the base to produce reinforcements?

Voters
39. You may not vote on this poll
  • Yes

    18 46.15%
  • No

    21 53.85%
Page 10 of 10 FirstFirst ... 8910
Results 91 to 100 of 100

Thread: Should the player have to come back to the base to produce reinforcements?

  1. #91

    Default Re: Should the player have to come back to the base to produce reinforcements?

    You guys are reading way to much into that interview. He's basically saying, 'yeah, we're still making an RTS here, nothing to worry about.'

    Theres not much more to talk about, this thread should be renamed "do you love macro?"

    Basically, I agree with Sahara.

  2. #92

    Default Re: Should the player have to come back to the base to produce reinforcements?

    This topic is over 90 posts? Seriously?

    Dustin told me in a parking lot that "your workers will not collect resources unless you are looking at them". He was speaking French at the time (not sure why) so that might be a rough translation.

  3. #93

    Default Re: Should the player have to come back to the base to produce reinforcements?

    Quote Originally Posted by ArcherofAiur View Post
    Can you think of anything else in that interview that he might be refering to? Like if his statement lead them to....
    Not really, he's talking about auto-targetting and automation in a completely different genre. Auto-targetting is key to RTS games, but you can override to focus fire, shooting another unit, etc, and the only automations that exist are auto-repair, auto-heal, the Marauder's auto-slow, auto-build Interceptors, the build queues, probably there are others, but i don't remember.
    Obviously, if you're designing a game around shooting stuff, you cannot completely automate the targetting process. However, in Doom you can only rotate to target, height is automatic, and the game is fun (obviously, i'm not talking about Doom 3 here).

    Quote Originally Posted by Nicol Bolas View Post
    Except Warp-In doesn't seem particularly designed for the purpose of making you change screens. It seems more like an interesting mechanic, something that naturally fits with the lore of how Protoss build units.
    In fact, there is no screen change, as the target area is where you're interested in warping your troops.
    Last edited by Norfindel; 11-02-2009 at 10:10 AM.

  4. #94

    Default Re: Should the player have to come back to the base to produce reinforcements?

    Quote Originally Posted by Norfindel View Post
    Not really, he's talking about auto-targetting and automation in a completely different genre. Auto-targetting is key to RTS games, but you can override to focus fire, shooting another unit, etc, and the only automations that exist are auto-repair, auto-heal, the Marauder's auto-slow, auto-build Interceptors, the build queues, probably there are others, but i don't remember.
    Obviously, if you're designing a game around shooting stuff, you cannot completely automate the targetting process. However, in Doom you can only rotate to target, height is automatic, and the game is fun (obviously, i'm not talking about Doom 3 here).


    In fact, there is no screen change, as the target area is where you're interested in warping your troops.
    Actually, the only things that are PURE automation are things where there is no alternatives
    Auto-repair is controllable (on or off), as is auto build interceptors, probably autoheal.. and as you mentioned auto targeting, and auto movement (aka pathfinding).
    Automining can be interrupted by a command you give, and won't even start without a command you give (even if that command is setting a rally point.)
    most "automation" like this in SC is that, partial, enough to do decisions the player would make.

    The Broodlord autobuilding Broodlings, the Marauder autoslowing, Hatcheries autobuilding larva are Purely automated in the sense that there is no alternative that would be desirable. There is almost no reason, in an actual game to not slow, have broodlings, etc.
    (in SC1 someties there is for Larva when they get in the way of a building... hopefully they will get out of the way in SC2 like other units will).


    Basically, you provide a UI to allow the player to make the interesting decisions you have given them, the rest is automatic or nonexistent (ie when targeting, missing is not a possibility under the game mechanics, so aiming is not even part of the game)

  5. #95

    Default Re: Should the player have to come back to the base to produce reinforcements?

    If you're looking for an RTS without going back to your base to create units, you're basically looking at an autospawning troop system like what you see in DOTA.

    That's not Starcraft, so it's absurd to even expect it. SC2 isn't out to redefine the genre, we all knew this from the start.

  6. #96

    Default Re: Should the player have to come back to the base to produce reinforcements?

    Quote Originally Posted by Triceron View Post
    If you're looking for an RTS without going back to your base to create units, you're basically looking at an autospawning troop system like what you see in DOTA.

    That's not Starcraft, so it's absurd to even expect it. SC2 isn't out to redefine the genre, we all knew this from the start.
    You don't need to go back to your base if you're training units with MBS, yet that isn't automation either. I'm starting to see why so many people had strangely voted Yes .

    Also, i assumed we're talking about production methods. You still need to go back to build supply and all other buildings, which you must do frequently when you train units.

  7. #97

    Default Re: Should the player have to come back to the base to produce reinforcements?

    Quote Originally Posted by Nicol Bolas View Post
    That's not exactly new, though. And it uses finite resource (money), so it has to be factored in to other decisions.



    Except Warp-In doesn't seem particularly designed for the purpose of making you change screens. It seems more like an interesting mechanic, something that naturally fits with the lore of how Protoss build units.
    They're pretty basic and not very demanding, but I was just replying to the comment that screen changes aren't needed for production. They aren't as necessary as previously, but some things are still there. You can't properly streamline your macro while focusing your screen entirely on your army and combat (unless the fight is in your base).



    Quote Originally Posted by Norfindel View Post
    In fact, there is no screen change, as the target area is where you're interested in warping your troops.
    Warp-in does potentially require a screen change unless you have pylon power where you're already looking. If you're in a huge battle in the middle and want to start another production round you have to choose between continued micro or returning your screen to a pylon in order to produce units. Protoss with warp gates can't "5zzzzzzzzz" with ease in the middle of a battle (unless, as I keep saying, you have a pylon there).

  8. #98

    Default Re: Should the player have to come back to the base to produce reinforcements?

    Quote Originally Posted by rcp181 View Post
    Warp-in does potentially require a screen change unless you have pylon power where you're already looking. If you're in a huge battle in the middle and want to start another production round you have to choose between continued micro or returning your screen to a pylon in order to produce units. Protoss with warp gates can't "5zzzzzzzzz" with ease in the middle of a battle (unless, as I keep saying, you have a pylon there).
    Yep, in that situation you would need to switch screens, and Warp Prisms are frail enough as to be quickly taken out by the enemy in a battle situation. I think that most of the time it will be a good idea to have several Prisms overlapping their Psi Field when in battle.

  9. #99

    Default Re: Should the player have to come back to the base to produce reinforcements?

    Quote Originally Posted by Norfindel View Post
    I think that most of the time it will be a good idea to have several Prisms overlapping their Psi Field when in battle.
    With 2 or 3 carriers and several void rays for support. Maybe a mothership as well.

  10. #100

    Default Re: Should the player have to come back to the base to produce reinforcements?

    Quote Originally Posted by ArcherofAiur View Post
    With 2 or 3 carriers and several void rays for support. Maybe a mothership as well.
    Well, it must be reaaally late game for that

Similar Threads

  1. Ideas for base defenses
    By Blazur in forum StarCraft Discussion
    Replies: 35
    Last Post: 11-28-2009, 11:48 AM
  2. Battle.net Music Player
    By n00bonicPlague in forum Off-Topic Lounge
    Replies: 3
    Last Post: 10-26-2009, 08:57 AM
  3. Razer will produce SC2 keyboards, mice and headsets
    By REF in forum StarCraft Discussion
    Replies: 23
    Last Post: 09-17-2009, 12:43 PM
  4. How many workers should be to a base?
    By Alzarath in forum StarCraft Discussion
    Replies: 9
    Last Post: 08-30-2009, 05:54 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
  •