01-21-2010, 03:53 PM
#31
01-21-2010, 04:15 PM
#32
Consider the choice between a worker mining or making a building. It's a decision that affects impacts early game, since resources are scarce. As the game progresses and you gain more workers, this has relatively no economical impact since you can make buildings and gain resources at the same time. The choice of using a worker to mine or make a building is completely a non-issue when you have an abundance of workers.
Spawn Larvae and Research falls into this bell curve situation, where the choice impacts your early game the most, but after that becomes a non-issue. Just like if taking workers away to make buildings.
What is the choice for your workers? Priority is mining. You take em off the line only when you need to make a building. The same is for research. You will spend energy on SL until you need to research, at which point you take 1 queen and dedicate it there. After research is done, you continue focusing on SL.
There is no persistent choice-driven mechanic. Compare this to the persistent choice of whether to use MULE or save energy to COMSAT. The importance of both abilities does not bell curve in any phase of the game. You will want to save energy for both abilties and choose to spend on either when the situation asks for it. There is no situation that will force you to use Research over SL, because ultimately you control the situation.
Last edited by Triceron; 01-21-2010 at 04:19 PM.
01-21-2010, 04:16 PM
#33
01-21-2010, 09:57 PM
#34
15 for the general upgrades (5*3), plus the individual unit upgrades and abilities.
01-21-2010, 10:32 PM
#35
01-22-2010, 04:13 AM
#36
Okay, 15 + Burrow = 16, then we get into the individual ones:
Drone: 0
Zergling: 2
Queen: 0
Baneling: 1
Hydralisk: 1
Roach: 1
Infestor: 4
Lurker: 1
Ultralisk: 1
Overlord: 3
Overseer: 1
Mutalisk: 0
Corruptor: 1
Brood Lord: 0
So that's 32 altogether including abilities, but that's going just by what they've said, rather than by what we think there'd be (like power limit upgrades for every spellcaster), and some of the abilities could be made researchable rather than ready-equipped at a later date. For now though, it's 32.
01-22-2010, 09:49 AM
#37
01-22-2010, 11:37 AM
#38
Oh, my, Arch, it just struck me. What if macro abilities like that of PC actually slow down (or totally disable) probe production while it is active? Have you met an idea like this before?
My apologies for the off-topic.
01-22-2010, 12:05 PM
#39
01-22-2010, 01:47 PM
#40
Research in the game could have been made instant, but the Research Time mechanic is put in place for a very specific reason. It paces game so that players can upgrade their units, but they can't gain a huge advantage due to the time it takes between each upgrade. Messing around with the pacing is not a good thing.
And again, macro mechanics that affect permanency is NOT a viable option. The fact you can make limitless Queens means you don't have to worry about competing energy between SL and Research. You can have 1 queen dedicated to research at all times, meaning Zerg gets X bonus to research always. If a Zerg player is even interested in increased research speed, they can afford 1 queen for that X% speed bonus.
Bottom line is you're only giving Zerg a tech advantage. There's no interesting choice involved. It's not a choice, it's a binary option.