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Thread: Bloody mess?

  1. #11
    LXM's Avatar SC:L Addict
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    Default Re: Bloody mess?

    Quote Originally Posted by Bobo View Post
    Good point. Dead huge units should make physical barrier. If that's problem: let ultralisk's corpse have 200 hit points (couse it's huge!) so it could be utterly destroyed later - like rocks on passage.
    But not those that explode (which most do).
    I hope that's a joke. If you're going to introduce that kind of things, you might as well re-balance the whole game.

  2. #12
    Bobo's Avatar Junior Member
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    Default Re: Bloody mess?

    It would work in multiplayer but only as a optional map mode: fun/gore or something like that... And in singleplayer as a reward maybe?

  3. #13

    Default Re: Bloody mess?

    Or you could just have the blood and scorches on the ground remain. That wouldn't impact gameplay or look weird.

  4. #14

    Default Re: Bloody mess?

    Quote Originally Posted by KDraconis View Post
    Or you could just have the blood and scorches on the ground remain. That wouldn't impact gameplay or look weird.
    Yeah, that sounds much better. Have the blood and scorches and craters stay for a much longer time. Also, units that walk through the blood can leave blood trails ( that vanish in a few seconds ).
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  5. #15
    Bobo's Avatar Junior Member
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    Default Re: Bloody mess?

    Quote Originally Posted by LXM View Post
    I hope that's a joke. If you're going to introduce that kind of things, you might as well re-balance the whole game.
    Like I said: this would be optional.

    Plus I dont see how this thing would shake the balance of the game even in multiplayer(?). It's just new destroyable doodad on tileset! Or do you simply dislike new suggestions? Because from what see, people will be most happy if they just make sc1 in new engine. So much from fondness of creativity...

    Beside of flooding the screen with corpses and having hard time playing like that, i dont see good argument in coment like "this would impact fragile balance". If the idea is acceptable, fuck the balance. Why are so many people affraid of new things? They'll balance everything in the end eventualy.

  6. #16

    Default Re: Bloody mess?

    Bad idea. Lingering corpses in MP causes unnecessary lag. This is a very old discussion, and it always comes down to gameplay > everything else.

  7. #17
    Bobo's Avatar Junior Member
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    Default Re: Bloody mess?

    Quote Originally Posted by DemolitionSquid View Post
    Bad idea. Lingering corpses in MP causes unnecessary lag. This is a very old discussion, and it always comes down to gameplay > everything else.
    I know that everything go in the meatgrinder for the sake of sacred gameplay...but have you consider the idea of corpse limit ?
    20, 50, 100, 150 even 200 per team and there still wouldn't be no lagg! (even in 2v2!)

  8. #18
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    Default Re: Bloody mess?

    I like the idea of massive (or even large) units forming obstacles when they dies, provided that they have low hp and/or fade away in under a minute (say 30 seconds for large units, 45-50 for massive ones).

  9. #19

    Default Re: Bloody mess?

    The long lasting remnant have to be little or close to the ground and don't clip whit any unit upper than feet or wheels. Like blood, ashes, zerg spikes or any member, protoss pieces or any little havoc think popping everywhere (they lose ability to move after a couple of second).

  10. #20

    Default Re: Bloody mess?

    Beside of flooding the screen with corpses and having hard time playing like that, i dont see good argument in coment like "this would impact fragile balance".
    That's like saying, "if you ignore all the stupid around the idea, it's great!" Making it harder to make things out is not a trivial issue; this is not something you can brush aside.

    The fundamental purpose behind all graphics in a videogame, the reason why we have graphics at all, is to inform the player. This allows them to actually play the game, not just watch it. If you're adding things that make this difficult or impossible, then you are working against playability. And that's not acceptable.
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