Page 1 of 2 12 LastLast
Results 1 to 10 of 13

Thread: Victory Conditions

  1. #1
    Junior Member
    Join Date
    May 2009
    Posts
    143

    Default Victory Conditions

    I think something needs to be done about the victory conditions.

    I've watched numerous replays where a Terran player extends the game to an hour and a half or more by hiding all of his buildings in the corner of the map after both players have basically eviscerated each other and there's nothing left but a few ground units for each. It then becomes a game of waiting to see who will resign first.

    Perhaps Terran buildings should count as units for victory condition purposes when they are not on the ground. At the very least, there could be a timer so they stop counting as buildings after being lifted off for more than a couple minutes. Or, Terran buildings could just start taking damage after being lifted off for a very long time (more than 5 minutes, for example).

    I'm not sure what the best solution is, but it shouldn't be so easy for a game to turn into an hour and a half stalemate.

  2. #2
    LXM's Avatar SC:L Addict
    Join Date
    May 2009
    Posts
    10,430

    Default Re: Victory Conditions

    Agreed.

  3. #3

    Default Re: Victory Conditions

    If no players harvest minerals for 5 min give each player 100 min. Repeat.

  4. #4
    Raisk's Avatar Junior Member
    Join Date
    Jul 2009
    Posts
    148

    Default Re: Victory Conditions

    Or how about Terran buildings start taking damage if they stay in the air too long.

  5. #5
    Junior Member
    Join Date
    May 2009
    Posts
    143

    Default Re: Victory Conditions

    Quote Originally Posted by ArcherofAiur View Post
    If no players harvest minerals for 5 min give each player 100 min. Repeat.
    That wouldn't make a difference if neither player had harvesters or a building that could make harvesters

  6. #6

    Default Re: Victory Conditions

    Quote Originally Posted by PosImpos View Post
    That wouldn't make a difference if neither player had harvesters or a building that could make harvesters
    You could still make zealots.

  7. #7

    Default Re: Victory Conditions

    Quote Originally Posted by ArcherofAiur View Post
    You could still make zealots.
    2 Pylons + 2 cannons + 3 zealots VS. Creep Tumor + 2 Spine Crawlers + 8 Zerglings.

    How the HELL would 100 minerals every 5 minutes fix that kind of stalemate?

    The correct solution is "If no player mines for 3 minutes, game ends in a draw."
    Last edited by DemolitionSquid; 02-23-2010 at 02:30 PM.

  8. #8
    Member
    Join Date
    Jan 2010
    Posts
    373

    Default Re: Victory Conditions

    Yeah, we need some way to call a draw.

  9. #9
    Junior Member
    Join Date
    May 2009
    Posts
    143

    Default Re: Victory Conditions

    Quote Originally Posted by ArcherofAiur View Post
    You could still make zealots.
    Zealots aren't gonna fly to the corner of the map and kill the starport and factory hanging out over there

  10. #10

    Default Re: Victory Conditions

    How about, if current player is the only one who doesn't have a completed CC/Nexus/Hatchery for X time, they lose?

    The mineral thing could be a problem because the map could be mined out, which means it should come down to who has the most stuff.
    Last edited by Crazy_Jonny; 02-23-2010 at 04:57 PM.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •