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Thread: Macro Idea: improving upgrades and research

  1. #1

    Lightbulb Macro Idea: improving upgrades and research

    What if there were macro mechanics for upgrades and research? Right now, all it consists of is building the appropriate building, clicking a button, and forgetting about it. I think there's a ton of potential for that aspect of macro. If we can add some extra steps within the process, making things a bit more complicated than just click-and-forget macroeconomics, then we could bring new life to the macro spectrum of SC.

    The current idea I am cooking up is giving each race a building from which energy is generated to "power" upgrading and researching. For the Terrans, it would be some sort of fusion reactor (original, eh?). For the Protoss, the new Obelisk could be used. For the Zerg, perhaps a "biogenetic replicator" or something could work.

    The basic workings of all three buildings would go like this:

    The player would construct this building in order to have it automatically produce energy at a fixed rate with a maximum capacity. Upgrades could be made to this building in order to increase the energy generation rate and energy capacity. The number of buildings that could be built would be unlimited, but the catch is this: building more generators (as opposed to just upgrading what the player already has) would cost more minerals and gas but would take less time to finish. Something like these proportions would work:

    Construction of building (Level 1 (100% rate and capacity))
    — 100% resource
    — 100% time
    Upgrade to Level 2 (200% rate and capacity)
    — 33% resource
    — 125% time
    Upgrade to Level 3 (300% rate and capacity)
    — 66% resource
    — 150% time

    Now, so far as how this would actually affect upgrades and research, I have yet to decide. One way would be to simply reduce the current costs for upgrades and research and replace that cost with the energy. Another way would be to make upgrades (enhancements) cost mostly or entirely minerals plus energy and inversely make research (abilities) cost mostly or entirely gas plus energy. Finally, we could just make all upgrades and research cost nothing but energy, yet I feel that would make things too simple.

    I think this could really fill-out the lack of macro-oriented skill by adding a very unique fourth "resource" (minerals, gas, supply for units, and now "supply" for upgrades/research). Players will be having to keep track of their energy amounts, which enhancements and/or abilities to go for next, and so on. This energy generation mechanic would have much of the same effect on upgrades and research as supply has on unit training. As for lore justification, each race had eventually found that a central source of energy for upgrades and research resulted in a more efficient use of minerals and gas.



    Anyone else have any ideas they'd like to share about improving the whole upgrade/research process?
    Last edited by n00bonicPlague; 12-22-2009 at 02:58 AM.

  2. #2

    Default Re: Macro Idea: improving upgrades and research

    I think the idea has merit. If for any reason Blizzard hasn't considered this, they should.

    It might be a slight bit tough to balance though... just thinking about how broad of an impact an upgrade has on the game. Would getting an upgrade twice as fast as your opponent negate whatever your opponent is using for his macro spammer thingy?

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  3. #3

    Default Re: Macro Idea: improving upgrades and research

    Sounds a bit confusing

    After some thought, i think it might be good for the obelisk to have an ability which would be castable on buildings. And the ability could increse the targets buildings production rate (faster production of units) or faster research time (decreased the time of researches/upgrades), for a short time. It would atleast be something that would compete with the proton charge for energy
    And i think it would be something that would fit the protoss the most.

    Thoughts?

  4. #4

    Default Re: Macro Idea: improving upgrades and research

    It's interesting. Another option would be for the upgrades to temporarily cost some amount of supply, so the build orders would be a lot more dynamic, and you should take into account the supply requirement beforehand.

  5. #5

    Default Re: Macro Idea: improving upgrades and research

    Players should upgrade their units by roaming the land and collecting tiberium Khaydarin crystals that drop from the sky.
    Last edited by ArcherofAiur; 12-22-2009 at 12:40 PM.

  6. #6
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    Post Re: Macro Idea: improving upgrades and research

    Quote Originally Posted by ArcherofAiur View Post
    Players should upgrade their units by roaming the land and collecting tiberium Khaydarin crystals that drop from the sky.
    Archer, you are like loving the idea of things falling from the sky, but why would all planets (maps) have the same meteorologic measures (all planets have a rain of crystals?)

  7. #7

    Default Re: Macro Idea: improving upgrades and research

    Quote Originally Posted by Arkalis View Post
    Archer, you are like loving the idea of things falling from the sky, but why would all planets (maps) have the same meteorologic measures (all planets have a rain of crystals?)
    I was poking fun at C&C4 but on the subject why would all planets (maps) have little crystal chunks neatly arranged in rows with two geysers on the sides?



    And yes stuff falling from the sky is awesome!
    Last edited by ArcherofAiur; 12-22-2009 at 01:37 PM.

  8. #8
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    Default Re: Macro Idea: improving upgrades and research

    Quote Originally Posted by ArcherofAiur View Post
    I was poking fun at C&C4 but on the subject why would all planets (maps) have little crystal chunks neatly arranged in rows with two geysers on the sides?
    That's a point, why not give us a few maps with all-mineral or all-gas expansions? In fact, why would all planets even have crystals on the surface and nowhere else, why not allow us a few locations where we can mine crystals like gas?

  9. #9
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    Post Re: Macro Idea: improving upgrades and research

    Quote Originally Posted by ArcherofAiur View Post
    I was poking fun at C&C4 but on the subject why would all planets (maps) have little crystal chunks neatly arranged in rows with two geysers on the sides?
    Two things: You are right; resources should be scrambled or at least not in a neat line, and
    Why would you fight for a resourceless planet?

    Quote Originally Posted by ArcherofAiur View Post
    And yes stuff falling from the sky is awesome!
    It is...but imagine all the, well, "animations" to make things fall randomly...or maybe you don't see them fall but then it would be non-sense

  10. #10

    Default Re: Macro Idea: improving upgrades and research

    Gameplay First

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