What's ironic is that most of your responses are exactly the kind of criticisms raised in the OP.
The original was that. Why must the squeal be stuck with that legacy?StarCraft is ultimately a digital game.
All of which can be looked at when balancing the game prior to release. The point is to at least try to make the game better, not write it off before it gets a chance to prove itself.Once you start to fuzzy up issues of how far units can shoot, it becomes difficult to assess the cost-benefit of using things that increase firing range. For example, take your hill. How much farther does the Marine shoot? How far up the hill does he have to go to get that bonus? Is it a static bonus, or is it a gradual gradient (the farther up the hill you go, the more bonus you get)? If you have two hills next to each other, and two units are on top of their hills, do you still get a range bonus to hit the other guy?
All of which just assumes a basic and flawed assumption. Why should we be that concerned about competitive play?Abstraction makes for better competitive games. Many people like fuzzy games, where you're not quite sure how much of an improvement you're going to get out of action X. But that isn't good for competitive play. And if you're making a competitive game, you need to do what is good for competitive play.
Now I know some people actually like that aspect, especially those getting payed to play, and some of that can and should be retained. But again that just goes back to the OP and Blizzard siding with the minority when it comes to rejecting ideas that, even if they made for a better game, can't be included because of the competitive community. Because unfortunately, there is a lot of money to be made in the competitive scene, which has colored their vision. Most people when they play games want to have fun, they're not out there to prove they're the best and they have APM over nine thousand!![]()
Hell, when the original game came out Blizzard didn't have the intention of creating an eSport, yet the competitive players adapted. And if they couldn't with a better SC2...they would still have the original.
It adds, as you say, dynamic. It encourages the user to take advantage of a strategic situation and make tough choices. "I could attack along the road and get there faster, but my opponent can see me coming sooner. Or I could attack through the forest and, while slowed down, hopefully surprise him." Unlike some other features, this is something that would be very intuitive and easily picked up by people; after all, just like in real life, climbing over rocks is slower than riding a bike over a paved road. And it's something the game already has, albeit in limited form (creep and cliff-climbers), without causing the end of the world.*regarding terrain movement speeds*
This is needless complexity. Even ignoring the fact that communicating information like this to the user is very difficult, what does this add?
And with destructible terrain, you can create some of this terrain features. Blow up a building, the rubble left behind still hinders your movement but at least now you can move over it. This could also be added with additional build features for each race, like Terrans setting up a line of futuristic dragon's teeth and whatnot.
It's called variety, certain maps will encourage certain strategies, certain builds, something we already saw with the original. If you're looking for balance in, say, a tournament with multiple maps, then including a variety of maps with different features so that no one strategy is favored above others.It also makes game balance very map dependent. With the right map, entire units become utterly useless, while others become very dangerous. If each race has different distributions of the various locomotion modes (some races may not even have access to certain modes), what would a map designer have to do to make a balanced map?
And if your game is so unbalanced that you need map homogenization, then your game kinda sucks. Especially for anyone who wants to think outside the box and create maps different from the tired predictable "cliffs and ramps" we're getting now.
Which is why when your units are cloaked, you lose all sight of them...oh wait...No, it isn't. It's just a bad idea. Have you ever seen a forest from above? You can't see things in a forest. Like your own units. That's why terrain doesn't have forests on it.
Besides, if there's a raging battle going on with bombs and pew-pew lasers flying about, the trees aren't going to be standing up for long anyways
Um, no, read what I said again. I never suggested that SC2 come out with a fourth race.Originally Posted by newcomplex




Hell, when the original game came out Blizzard didn't have the intention of creating an eSport, yet the competitive players adapted. And if they couldn't with a better SC2...they would still have the original.
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