I agree the current macromechanics lack depth, but I do think they can be fixed rather than redone completely from the beginning.
Just wondering what do you mean by this?
In any case, looking at the macro mechanics one at a time to see what would make them better
1. OC/MULE
Seems to be the best, by juggling the numbers for Scanner Sweep and Calldown, they can easily be made to compete with MULE
For the MULE itself, to increase depth, giving it the ability to remotely mine might be useful. The idea that seems to have the most depth is making the MULE building with timed life that must be built adjacent to Minerals, and which collects the minerals and (at any point in its timed life) can stop collecting and send them off to the CC (with ~2-5 seconds to stop the shipment by killing it)
This provides the player with something to Do with the MULE, even when it is the preferred use of the OC
2. Obelisk/PC
The key there is that energy in the base is not usable outside the base...
the solution that I think would be the best is giving the Obelisks a shared energy pool.
Issues would be the recharge rate of the pool (equal to standard rate * number of Obelisks), the capacity of the pool (200, fixed..maybe upgradable to 250)
Then the issue is merely one of making sure that Shield Recharge and Argus Link are actually worthwhile for putting a Proxy Obelisk out there.
A few ideas on that
1. Increase the range of the spells (to 10-12)
2. Make the Obelisk tougher (so that it can more readily be deployed on the battlefield)
3. Make the Obelisk cheaper [and increase the cost of its abilities] so that it can more readily be deployed on the battlefield.
4. Give the Obelisk Pylon power again [but not food supply] so that it can more readily be deployed on the battlefield (not needing a Proxy Pylon to be built first... also providing all the benefits of a Proxy Pylon)
5. Make the Shield recharge Very fast, autocastable, and able to affect buildings (including the Obelisk itself)
6. Make both Shield recharge and Argus Link low enough cost that they are worthwhile.
As for PC itself, the 'adding depth' idea is to change it from an AoE boost to a Building boost
if targeted on a Nexus it gives Probes visiting that Nexus the mineral bonus
if targeted on an Assimilator it gives Probes visiting that Assimilator a gas bonus
(the mineral bonus and gas bonus need not be the same... compare the relative value of minerals to gas, as well as the different number of probes affected in each case.)
Also to remove the "fixed time" return allow Proton charge to stack (so if a Nexus has 13 seconds of charge left, casting a 30 sec. Proton charge will give it 30+13=43 sec. not 'reset' the amount to 30.)
There I see two solutions that go well together
1. Make the Queen's base speed faster [so that on Creep it is faster than a Worker, but slower than an upgraded Zergling..also on Creep]
Now admitedly that doesn't solve the problem that the Queen is slower off creep, and that is where the battle is... but to solve that.
2. Make Creep Tumors much Cheaper 5-10 energy.... and focus them more strictly on generating creep, ie
make them neutral, so they don't give vision [and also won't be auto-targeted by enemy Zerg]
This means that generation of a "Creep Highway" connecting to the front/different bases would be much more likely. And would increase the energy tension with Spawn Larva.
Also make Transfusion cheaper+lower hp... say 25 energy for 100 hp, that way it is more likely to be used on damaged units for its full value.
As for Spawn Larva itself, I'd suggest making it stackable and auto-targetable (ie goes to the healthiest 'Hatchery/Lair/Hive' in a range of 4 from the Queen)
And to keep some depth in the use of the Queen...
have the Queen not generate energy spontaneously, but have it get energy from Zerg buildings by doing a "drain" sort of a non-instantaneous reverse transfusion (where it would take about 40 sec to get 100hp->25 energy... but multiple buildings could be drained at once)
[This has the side benefit of making 1 Queen/player all that is necessary.. much more fitting with a 'Queen' unit.]
Well I disagree with your first statement, but agree with your second.... I think the macromechanics (as well as various other casting abilities) are going to be what gets the most change in beta





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