02-12-2010, 12:09 PM
#111
02-12-2010, 12:14 PM
#112
Whats needed is to make the actual mining deeper. Concentrated Coolness.
There was a very old thread from the begining of the macro debate that warned about "having to go around poking everything to make it work". Although I laughed at it then Im begining to wonder if we are not headed in that direction. Choice is great, but it is depth that macro truly needs now.
02-12-2010, 12:23 PM
#113
By deeper mining, do you mean a deeper mechanic behind the flat bonus to minerals?
The only issue with that is the fact that your attention is no longer correlated to decision-making. Even if you are making decisions involved with optimizing the mining procedure, that'll only translate to a slight increase and have no overall effect on the qualitative environment of the game. There's nothing wrong with this approach, as it ultimately sets the bar between pros and competent players, but it better be a fun and engaging mechanic. Mechanics do better when they have a dynamic basis, while each option has its own depth. For example, Time-Warp has multiple qualitative choices. Each choice can be optimized by further small decisions regarding the specific BO.
This double iteration of rules is exactly what I mentioned several pages back in the Macro Mechanics thread.
02-12-2010, 12:31 PM
#114
The way I see it, is that the Protoss have one mechanic with more than two uses, and the Terrans have multiple mechanics with one or two uses. I'm fine with that, or we could give another multiple use mechanic to the Protoss.
02-12-2010, 01:12 PM
#115
"Wait.....no Gzhee-Gzhee.....?.....whu......Why no Ghzhee-Gzhee?!?!?!?!"
RIP - Leslie Nielsen
02-12-2010, 01:31 PM
#116
Good mechanic, good replacement. Lets see how it plays out.
/thread ?
02-13-2010, 05:56 PM
#117
Proposal for New Protoss Macro Mechanic
Protoss building that every couple of seconds lets you increase unit production, upgrades or even building production. Should lead to crazy build orders where players can funnel this power into one area for timing advantages. Also promotes macro gameplay because the player will have to issue specific commands about where this benefit should be directed. Should be limited to only one per base.
Hidden Content:
02-13-2010, 07:39 PM
#118
Yep, things are looking more and more like a beefed up version of BWs with new units than a new game that successfully captures and imitates the spirit of BWs (I think that's what Blizz intended, I'm not completely sure what we actually wanted)
02-13-2010, 08:11 PM
#119
Wow, looking at the spoiler actually made less sense that I thought it would. Bravo.
I mean really? You're somehow analogizing gas with this? Gas is used to force you to spend money on other things, providing a break on your ability to research and tech willy-nilly (which is what would happen in a 2-resource game). Having a second "money" resource allows them to serve two different purposes. Otherwise, it becomes much more difficult to balance the cost of high tech and/or research with the cost of lower-tech things.
And no, it doesn't promote macro in any sense of that term. The upgrades and research would still be there, regardless of whether gas is there. These are entirely orthogonal concepts.
The only way that gas affects timings is when you choose to get it. After that, you have gas, and can spend it on whatever takes gas.
This mechanic operates on time. It reduces the production/research time of things. It can be directed at things of arbitrary cost. But at no time does it affect the actual resource cost of those things. In so doing, it allows you to affect timings as long as you can pay for those things.
"When I became a man I put away childish things, including the fear of childishness and the desire to be very grown up." - C. S. Lewis
"You simply cannot design a mechanic today to mimic the behaviour of a 10-year old mechanic that you removed because nearly nobody would like them today." - Norfindel, on the Macro Mechanics
"We want to focus the player on making interesting choices and not just a bunch of different klicks." - Dustin Browder
StarCraft 2 Beta Blog
02-13-2010, 08:28 PM
#120
I don't get it Archer. Why are you against this idea when it's pretty much exactly what you suggested for the Zerg?
I see this actually working out for Protoss better since it's limited to the Nexus, and it works not only on researching but on unit production as well. Protoss can make use of this, and the fact that it's on the Nexus prevents it from being spammed for every possible research.