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Thread: StarCraft II Q&A - Batch 55

  1. #11

    Default Re: StarCraft II Q&A - Batch 55

    Quote Originally Posted by DoomFish View Post
    Also, I wonder if they implement an option to lock the cursor into the window. If not, the window feature is totally useless. It already works in wc3 and you can't play that way. The mouse goes out everytime you try to scroll the screen by moving your cursor to the edges.
    Good point. SC2 really wouldn't lend itself well to windowed mode for those who rely on edge bumping to scroll the screen. I can't help wondering how resource heavy the game will end up being, and if alt-tabbing out of it really has that much of an impact on performance?

    Which reminds me: I do hope SC2 will have support for dual-monitor setup as it relates to cursor control in fullscreen setup. GTA IV had an obnoxious bug where the cursor would extend outside the borders of the game, often resulting in me inadvertently clicking my secondary desktop and alt-tabbing out of the game (which at the time caused the game to crash). Very frustrating...
    Last edited by Blazur; 11-18-2009 at 03:49 PM.

  2. #12
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    Default Re: StarCraft II Q&A - Batch 55

    Quote Originally Posted by DoomFish View Post
    A converter? From sc1 to sc2? Just thinking about the programming of such a thing makes my head spin. Omg. That'd take them longer than b.net2.0 oO"
    Well, at least it'd be weird.

    Also, I wonder if they implement an option to lock the cursor into the window. If not, the window feature is totally useless. It already works in wc3 and you can't play that way. The mouse goes out everytime you try to scroll the screen by moving your cursor to the edges.
    Actually, they used to have a working sc-> sc2 map converter. They talked about it at Blizzcon 08 but they said they kept breaking it everytime they changed something so they weren't sure if it was worth the trouble :P

    Anyway, I'm sure they'll think about the second one. WC3 didn't have "real" window mode support afterall.

  3. #13
    TheEconomist's Avatar Lord of Economics
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    Default Re: StarCraft II Q&A - Batch 55

    It doesn't matter if such a converter can somehow create a file readable in StarCraft 2, it can never be the magic converter some people want it to be. There's just too much different between StarCraft and StarCraft. Namely, 2D to 3D.

  4. #14

    Default Re: StarCraft II Q&A - Batch 55

    Quote Originally Posted by Perfecttear View Post

    5. In lore Protoss warp in their units and buildings from some far planet. Will there be any mechanic that reflects this such as a "warp out" that could act as a refund?
    We do not have any plans to include a “warp out” game mechanic. We have discussed the possibility of this in the past, but it felt too similar to the Terran mechanics of being able to salvage the structures.
    I vote single player. Doesnt need to work like salvage but it should at least show the player the lore for how Protoss move thier base. Maybe after you complete a mission your buildlings begin warping out as the "Mission Accomplished" comes up.

  5. #15
    SebiAlex's Avatar Junior Member
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    Default Re: StarCraft II Q&A - Batch 55

    Quote Originally Posted by ArcherofAiur View Post
    I vote single player. Doesnt need to work like salvage but it should at least show the player the lore for how Protoss move thier base. Maybe after you complete a mission your buildlings begin warping out as the "Mission Accomplished" comes up.
    It would however cost the same amount of minerals to warp out the building as to warp in.

    For the campaign what they could do is to allow us to warp current buildings around the map for the same price as the original building, but in 4-5s (like units). This way if one of your building is getting destroyed and it's crucial to you, if you have the money and pylon power somewhere else you can save your building.

    It would imba since you could build let's say 4 canons (600 min) and with a prism you could warp all 4 (for another 600 min) wherever you want in 4s, but oh it would be fun. It would cost 1200 mins for 4 cannons, so not cheap.
    Individual science fiction stories may seem as trivial as ever to the blinder critics and philosophers of today - but the core of science fiction, its essence has become crucial to our salvation if we are to be saved at all. - Isaac Asimov

  6. #16

    Default Re: StarCraft II Q&A - Batch 55

    Quote Originally Posted by SebiAlex View Post
    For the campaign
    Quote Originally Posted by SebiAlex View Post
    It would imba.

    LOL I guess old habbits die hard


    On a unrelated note how hard would it be to get 1 (ONE) question on the macro mechanics answered?

  7. #17

    Default Re: StarCraft II Q&A - Batch 55

    Quote Originally Posted by TychusFindlay View Post
    It doesn't matter if such a converter can somehow create a file readable in StarCraft 2, it can never be the magic converter some people want it to be. There's just too much different between StarCraft and StarCraft. Namely, 2D to 3D.
    EH? The way it converts is by simply making a new map in sc2 using everything from the old map in sc1. It doesnt convert 2d image into 3d image, but rather takes note of the location of say, minerals, then places those minerals as their 3d version in sc2. All you really need is data that shows where what is placed, what it is, and what needs to be placed in that spot.

    However, its much easier for them just to say, "hey, do it yourself".
    http://sclegacy.com/forums/image.php?type=sigpic&userid=23&dateline=124193888  6

    Please stop the spread of Mass Effect!!!

  8. #18

    Default Re: StarCraft II Q&A - Batch 55

    All you really need is data that shows where what is placed, what it is, and what needs to be placed in that spot.
    The last part is the sticking point. That's going to be changing frequently as they update and modify the file format prior to release. File formats are things that you absolutely can't change (at least, not by removing or modifying what's there stuff) once they ship the game. So they have to get them right.

    Every time the format changes, they have to update the current map editor. If they had an SC1 map converter, they'd have to update that tool as well. It takes less time to update one tool than it does to update two. It creates fewer bugs and development problems.

    Also, there's the question of what you do about things in SC1 that are no longer supported in SC2. For example, there are many maps that place things that simply don't make since in SC2. Like stacked temples. Or neutral buildings that don't exist anymore. Or random Disruption Webs placed on the map. Etc.

    No, it's better to let the community come up with their idea of how to resolve these issues.
    "When I became a man I put away childish things, including the fear of childishness and the desire to be very grown up." - C. S. Lewis

    "You simply cannot design a mechanic today to mimic the behaviour of a 10-year old mechanic that you removed because nearly nobody would like them today." - Norfindel, on the Macro Mechanics

    "We want to focus the player on making interesting choices and not just a bunch of different klicks." - Dustin Browder

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  9. #19

    Default Re: StarCraft II Q&A - Batch 55

    Quote Originally Posted by ArcherofAiur View Post
    I vote single player. Doesnt need to work like salvage but it should at least show the player the lore for how Protoss move thier base. Maybe after you complete a mission your buildings begin warping out as the "Mission Accomplished" comes up.
    That's good...

    another option might be something like a 'survive the Zerg' (might be nice to have a survive the Terrans)

    The Protoss outpost on planet X is under attack (hopefully from Terrans or rival Protoss....survive Zerg attack has been overdone) and all buildings are going to be relocated.

    You start with a bunch of buildings, and as time goes on they begin to warp out one by one.... you are not allowed to Produce any buildings. you can produce units, but at a certain point you are just trying to make sure the last Pylons get out safely.

    Possibly have an 'Aiur evacuation' type Warp gate that your units will flee to once the last building is gone

  10. #20

    Default Re: StarCraft II Q&A - Batch 55

    Quote Originally Posted by Krikkitone View Post
    That's good...

    another option might be something like a 'survive the Zerg' (might be nice to have a survive the Terrans)

    The Protoss outpost on planet X is under attack (hopefully from Terrans or rival Protoss....survive Zerg attack has been overdone) and all buildings are going to be relocated.

    You start with a bunch of buildings, and as time goes on they begin to warp out one by one.... you are not allowed to Produce any buildings. you can produce units, but at a certain point you are just trying to make sure the last Pylons get out safely.

    Possibly have an 'Aiur evacuation' type Warp gate that your units will flee to once the last building is gone
    Cool idea. Im a big fan of hold-out and evac missions and Id like to see each race/caimpaign get at least one.

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