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Thread: Lets Talk About Micro!

  1. #1

    Talking Lets Talk About Micro!

    Has there been any new development with how we control units from SC1 to SC2? Are attack-move, move, stop, hold-position and patrol still the only commands?

    I would like to suggest the following types of unit control for a new micro experience.

    I. Order-Storage or Hold-Order
    What if we can store commands for a unit? Say 1 to 10 commands per unit/unit group? I think 1 or 2 will be the sweet spot of balance though.

    Here's how it works.. a unit will have a new button in its panel named Store-Orders with shortcut "T" that is toggle-able. When Toggled off, the unit is controlled just like a normal unit. But, once toggled on, the unit stops taking orders and instead stores them into memory. Once you release the store command or toggle it off by pressing it again or hitting "T", that is the time that the unit will perform the commands you gave it.

    Examples.

    1. Hold line until ordered to release.
    - First you put a group outside an enemy's base with the Store-Orders toggled off
    - you order them to Hold-Position.
    - You toggle Store-Commands on.
    - You then order the units, or inividual units to do consecutive things. Move to a point, then after attack move. Or attack specific units in order (well scouted units of course). Or move to a point and Cast an ablity.
    - Then, just have them wait there. Once you see a good oportunity, toggle Store-Commands off again with "T". All units then proceed to do what is previously queued.

    2. Move to a point and attack when released.
    - First order a unit to move to a point, or give it a set of Shift-Clicked paths
    - Then order Store-Commands on
    - Store attack and cast commands
    - Once in the right place toggle Store-Commands off
    - Unit attacks

    II. Shift Draw
    The idea is similar to Shift-Click moving, but instead of multiple clicks the player holds the left mouse button, then when moved, cursor will draw a path on the terrain. The ordered unit will then follow whatever the player drew on the ground once released. For example, the outline of a cliff or range of SiegeTanks.

    Can also apply to Shift-Attack move. For for ranged units, the ordered unit will follow the path the player drew and attack anything within its range. For melee, it can stray outside a limited area of the drawn line to attack.

    After following the line, the unit will do the next command.

    Another variation would be if the player draws a loop, the units would follow the loop indefinitely unitil oredered otherwise. Sort of a twist to patrol.

    This can be balanced by limiting the length of the line that may be drawn.

    Specifically I and II mixed together may yield powerful results.
    Any thoughts? Ideas similar to theses?
    Last edited by don; 01-07-2010 at 10:29 PM.


    Play Protoss? Look for the map Photon Cannon Tactics in the NA server!

  2. #2

    Default Re: Lets Talk About Micro!

    SC2 already has "Order Storing." You can click a unit, hold shift, then tell it to move to certain places and attack certain things in sequence.

  3. #3

    Default Re: Lets Talk About Micro!

    Quote Originally Posted by DemolitionSquid View Post
    SC2 already has "Order Storing." You can click a unit, hold shift, then tell it to move to certain places and attack certain things in sequence.
    Yes, but I think the unit does it immediately right?


    Play Protoss? Look for the map Photon Cannon Tactics in the NA server!

  4. #4

    Default Re: Lets Talk About Micro!

    Wasn't that in Starcraft 1?

  5. #5

    Default Re: Lets Talk About Micro!

    In SC1, you can't ask a unit to stave-off doing something until told to. You could not put Hold-Position or Stop in the sequence for Shift-Commands. The suggestion sort of allows that.

    (unless I've been playing the game wrong all these years)


    Play Protoss? Look for the map Photon Cannon Tactics in the NA server!

  6. #6

    Default Re: Lets Talk About Micro!

    What if we can store commands for a unit? Say 1 to 10 commands per unit/unit group? I think 1 or 2 will be the sweet spot of balance though.
    That has nothing to do with game balance. The other player can do the exact same thing. So why limit it?

    Reminds me of threads at Armory where someone wanted to limit unit selection to 32 for zerg, and less for other races.
    StarCraft wiki; a complete and referenced database on the StarCraft game series, StarCraft II, Lore, Characters and Gameplay, and member of the StarCraft II Fansite Program.

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  7. #7

    Default Re: Lets Talk About Micro!

    I remember there was some sort of shift command.

  8. #8

    Default Re: Lets Talk About Micro!

    Quote Originally Posted by don View Post
    Lets Talk About Micro!
    Noooo!

    My arch enemy, Micro!
    Last edited by ArcherofAiur; 01-07-2010 at 10:23 PM.

  9. #9

    Default Re: Lets Talk About Micro!

    Quote Originally Posted by don View Post
    Yes, but I think the unit does it immediately right?
    Of course.

    Here is how I understand your idea.

    You click on unit X.
    You give it Y instructions to act out later.
    Later, you click on unit X again to activate those instructions.

    What you're doing is effectually trying to turn micro into AI programing. You want your units to react without your immediate imput. Its just not OK for this game. Its like trying to plan out the game minutes ahead and then just letting it unfold.

  10. #10

    Default Re: Lets Talk About Micro!

    Quote Originally Posted by DemolitionSquid View Post
    Of course.

    Here is how I understand your idea.

    You click on unit X.
    You give it Y instructions to act out later.
    Later, you click on unit X again to activate those instructions.

    What you're doing is effectually trying to turn micro into AI programing. You want your units to react without your immediate imput. Its just not OK for this game. Its like trying to plan out the game minutes ahead and then just letting it unfold.
    There are uses to this even during times where you are doing immediate input. "Later" can be as short as 3 seconds.

    And even with this, "letting things unfold" is still akin to attack-move on the minimap. Per unit micro will still have to be performed.
    Last edited by don; 01-07-2010 at 10:23 PM.


    Play Protoss? Look for the map Photon Cannon Tactics in the NA server!

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