View Poll Results: Should workers be allowed to pass between buildings owned by the same player?

Voters
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  • Strongly Agree

    7 13.73%
  • Agree

    7 13.73%
  • Undecided

    4 7.84%
  • Disagree

    12 23.53%
  • Strongly Disagree

    21 41.18%
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Thread: Allow workers a free pass between friendly buildings

  1. #11

    Default Re: Allow workers a free pass between friendly buildings

    They should just have written it so they never end construction on a side that will trap them.

  2. #12
    Alex's Avatar Junior Member
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    May 2009
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    Default Re: Allow workers a free pass between friendly buildings

    Quote Originally Posted by Raisk View Post
    Actually I'd say this is a no-brainer in terms of not implementation. This would allow you to flee your workers away from attacking units through a tight wall-in, so they could no be followed. It would make fleeing your workers from attackers way too easy and the only benefit would be that that one scv you get stuck wouldn't do so. I like my enemies workers to not have easy avenues of escape.
    I fully agree.
    Allowing workers to run away like this would be much more problematic than having a trapped SCV every once in a while.

  3. #13

    Default Re: Allow workers a free pass between friendly buildings

    Blizzard shouldn't make something that gives your workers a much greater chance of escape simply because someone keeps making a spot where your worker can get stuck. If it's so important to you, focus on where you put your buildings a little better. This only really has to do with Terran anyways, adding it to them would give them an advantage, and adding it to the Protoss and Zerg would just be pointless. In my book, this is just generally a bad idea. Although I support what SinsWage suggests.

  4. #14
    Banned
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    May 2009
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    311

    Default Re: Allow workers a free pass between friendly buildings

    yeah sure, why not blame the game for your stupid mistake of trapping a unit between a command center and a fusion core, when you could actually build with better placement.

    Please, this thread is just a joke.

  5. #15

    Default Re: Allow workers a free pass between friendly buildings

    I disagree with this.

    There's already a build grid checkbox in the gameplay options to facilitate better building placement. Also, building placement and avoiding a caged unit is a part of macro.

    Someone minding where he places his buildings and/or microing a builder to avoid being stuck should be rewarded when playing against someone who doesn't.


    Play Protoss? Look for the map Photon Cannon Tactics in the NA server!

  6. #16

    Default Re: Allow workers a free pass between friendly buildings

    The OP's idea doesn't really work for me. I think this is part of the game and building structures adequately is important. Besides, you can lift half of your buildings and borrow the one you make the most of.
    On a related note, I've always thought that SCV movement should be less random. For example: have the unit spend 10% of construction time at each corner and cycle through them clockwise. That way you would know where the SCV ends up at the end of each building, and this would also make harassing less "random". Sometimes my SCV will just run in the middle of the building while other times it'll linger around the edges constantly, and be vulnerable. Things should be standardized and balanced afterwards.

    Edit before people cry imba: This isn't about balance. You could integrate a "in the middle of the building" phase in the cycle, but the idea is to remove randomness as much as possible.
    Last edited by Hammy; 03-29-2010 at 12:34 PM.

  7. #17

    Default Re: Allow workers a free pass between friendly buildings

    My friggin probes are always getting wedged between pylons and are unable to construct additional ones.

  8. #18

    Default Re: Allow workers a free pass between friendly buildings

    I disagree with this idea. What I do agree with is the escapability issue from harassment strategies. Perhaps we could add a nerf where the buildings deny such passage if enemy units are within the buildings site range.
    I am a master tactician. It is my execution that keeps getting me killed.

  9. #19

    Default Re: Allow workers a free pass between friendly buildings

    Quote Originally Posted by don View Post
    I disagree with this.

    There's already a build grid checkbox in the gameplay options to facilitate better building placement. Also, building placement and avoiding a caged unit is a part of macro.

    Someone minding where he places his buildings and/or microing a builder to avoid being stuck should be rewarded when playing against someone who doesn't.
    This is what I was thinking. Not only does it allow easy escape for workers, but the design and layout of your base is part of the game. Being able to design a good base can lead to strategic advantages, while a poor design can lead to disadvantages, like getting your workers/units trapped

  10. #20

    Default Re: Allow workers a free pass between friendly buildings

    No. You shouldn't just be able to walk through a structure. Can't baby the gameplay that much.

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