02-25-2010, 03:51 PM
#41
02-25-2010, 04:17 PM
#42
You have 2 geysers in your base, each with 2500 gas. If you deplete those faster it doesn't really matter. You'll have... 5000 gas. Exactly what you would have had after your geysers depleted in SC1. The only real issue is the lack of 'depleted' gathering (which didn't give you all that much anyway) and the fact that you need to pay 200 minerals to get that extra .75x gas.
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02-25-2010, 04:29 PM
#43
It only looks strange because you're used to having only one.ecause 2, and only 2 geysers on every base look strange, and like a crappy solution.
But it wouldn't be exactly the same. As it stands now, I can spend put a few minerals in gas early on (mainly to squeeze out Zerglings faster), then double-down a bit later. Or I can double-down early (to get lots of Roaches faster) for a different build.They could as well allow a Refinery to be upgraded to allow 3 extra workers, and it would be nearly the same.
Two geysers offers many possibilities for strategies and builds.
"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
02-25-2010, 04:31 PM
#44
I don't like the idea of just clicking a bottom to get gas for minerals. It something everyone would do. It sounds kind of a tedious way to improve the game.
I was thinking maybe change the cost of upgrades for high gas units so the upgrades are high mineral and low gas cost, but I don't know what they stand at now.
I just think the idea of having the ability to just buy ore doesn't really add enough of a mathematical and interesting, unique game play. You are just buying ore for minerals. Doesn't really increase your base macro either. You're just going back to your base to click a button. Sure you go back to your base but for what just to click a button when instead you could be using your skill to micro your units? I just don't like the idea of that.
02-25-2010, 06:44 PM
#45
If you see one geyser, it could be said that they were rare on terrain. If you always have 2 of them very near all the time, then someone put them like that, or it's like a cosmic coincidence.
A refinery that turns into a bigger one also can. You could build the refinery for the same cost than now, then upgrade it for the same cost than building a new one, allowing gathering while it's upgraded. When it's upgraded, it allows double the amount of workers.
That should be exactly the same.
02-25-2010, 07:14 PM
#46
Resources look extremely weird in SC regardless - itīs always a Half moon setup. It looks ESPECIALLY silly once they place a square rock exactly where the main Building goes. So really, that is no argument.
02-25-2010, 09:29 PM
#47
So? Why add more unnecessary weirdness? The fact there is something weird doesn't means that no efforts are to be taken to avoid weird stuff.
Resources are distributed like that to keep the same minimal distance to the building, for gameplay motives.
I had suggested a way to avoid the two geysers without any ill effects. What's the problem with that?
02-26-2010, 06:22 AM
#48
Actually, no: as it’s now you can build two Refineries simultaneously, thus can gain maximum gas income from one expansion faster, than if you’ll build a Refinery then upgrade it.
Regarding current ‘tough’ situation with Gas I can propose simple solution to the matter:
Increase the amount of max Gas in Geysers to 3125 and increase the amount gathered per one worker trip to 5.
Last edited by Justamonster; 02-26-2010 at 06:25 AM.
02-26-2010, 06:39 AM
#49
In for a penny, in for a pound. There are already at least two bits of "weird stuff" with regard to resources (why are geysers near minerals? Why are minerals arranged in neat patches that my buildings fit near? etc). Even if those were the only objectionable things in the SC resourcing model, adding one more is only 50% more. And since those aren't the only objectionable things in the SC resourcing model, adding one more is even less by percentage.So? Why add more unnecessary weirdness? The fact there is something weird doesn't means that no efforts are to be taken to avoid weird stuff.
Furthermore, at no time has the gameplay in StarCraft been presented as directly representing the reality of events in the SC world. They don't build units on the field. They don't mine minerals in order to do so. Etc. These are all gameplay contrivances. So since you have already separated gameplay from storyline, why limit yourself in this way?
And gas is distributed in 2 geysers "for gameplay motives". Same logic.Resources are distributed like that to keep the same minimal distance to the building, for gameplay motives.
Because you're trying to avoid something that doesn't need to be avoided, for reasons of dubious logic and specious origin.I had suggested a way to avoid the two geysers without any ill effects. What's the problem with that?
Why does there need to be a solution?Regarding current ‘tough’ situation with Gas I can propose simple solution to the matter:
"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
02-26-2010, 07:27 AM
#50