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. #21

    Default Re: Allow workers a free pass between friendly buildings

    Quote Originally Posted by Hamshank View Post
    They should be pushed out better maybe; what you suggest is game breaking.
    Errr...Not really. Game-breaking would be making your Command Center build structures instead of your SCVs.

    Kudos to Arkceangel for the Terran avatar and sig!

  2. #22

    Default Re: Allow workers a free pass between friendly buildings

    It's not like it couldn't be fixed. Just alow them to move *very slowly* between buildings, and that's all, no more running from harassers.

    Or just allow the next move command after building something to move between buildings.

    Or allow it to move between buildings when you order it to build something else.

    Sometimes you queue a build command, and aren't really seeing when the worker get's there, nor is it obvious by looking at the positioning grid against an irregular cliff. Most of the time there's no problem, but when building in tight spaces, it can happend.

    Also, nobody told the worker to position himself on the blocked side, you just told the unit to build something, and the worker chooses to be on the side it cannot go out. Why?

  3. #23

    Default Re: Allow workers a free pass between friendly buildings

    Quote Originally Posted by Iceman_jkh View Post
    This should be extended slighty, to all units.
    Even production units can become trapped if they spawn at a particular location. This is REALLY annoying and a genuine problem.

    I like how SCVs will spawn from a spot on the circumference of the CC that intersects the rally point line. I'm not sure if other buildings act the same way, but Ive had units get stuck (when multiple units accumulate around the building) and units coming out on the wrong side and having to walk around. The latter is a signinifcant issue if you have walled-in. The argument should not be made that "well, you should build better", as, your fate can be determined simply by which side of the map you started on, compared to which side of the building the unit spawns on.

    As to workers getting trapped, they should always exit on the side where there is available space. They should not be given an eternal free pass, but rather solved via a more intelligent 'end building' action.

    This should be on Blizzard's "ways of improving the UI" list, as its a direct way to reduce annoyances and at the same time increase the playability of the game.
    If your rally looks suspiciously as though it might spawn a Marine on the wrong side, use a waypoint to get them to come out on the proper side, but still go where you want them to go.

    No fixes necessary.
    http://img687.imageshack.us/img687/7699/commun1.png

  4. #24
    Junior Member
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    Default Re: Allow workers a free pass between friendly buildings

    Quote Originally Posted by pure.Wasted View Post
    If your rally looks suspiciously as though it might spawn a Marine on the wrong side, use a waypoint to get them to come out on the proper side, but still go where you want them to go.
    No fixes necessary.
    I don't think it works like that. I'm pretty sure I've tried that, but will have to check.
    The other issue is that sometimes theres no problem as to which side they come out, however as they spawn around the building - unit spawning next to the previous - there are instances where the Nth unit will spawn trapped between objects. Infact, I believe i've even seen this occur to the first unit - even with rally point set elsewhere (as eluded above).

  5. #25
    TheEconomist's Avatar Lord of Economics
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    Default Re: Allow workers a free pass between friendly buildings

    I hate it when my SCV gets stuck between my Refineries. It so broken. I blame Blizzard.

  6. #26

    Default Re: Allow workers a free pass between friendly buildings

    Quote Originally Posted by Norfindel View Post

    Also, nobody told the worker to position himself on the blocked side, you just told the unit to build something, and the worker chooses to be on the side it cannot go out. Why?
    This seems like a hold-over from SC1 and other previous Blizzard games. Unless waypointed/rallied to a specific location the units come out counter clockwise starting at about the 8 O'clock position and find the next open space available. This was true only of Toss and Terran in SC1 and extended to positions around the completed buildings for Terran. Can someone build a suppy by its lonesome and see if the SCV consistently chooses the same position to wait at upon completion and then add a building in this space to see where it waits and rinse and repeat until a pattern is noticed? This may answer the question.
    I am a master tactician. It is my execution that keeps getting me killed.

  7. #27

    Default Re: Allow workers a free pass between friendly buildings

    Quote Originally Posted by flak4321 View Post
    This seems like a hold-over from SC1 and other previous Blizzard games. Unless waypointed/rallied to a specific location the units come out counter clockwise starting at about the 8 O'clock position and find the next open space available. This was true only of Toss and Terran in SC1 and extended to positions around the completed buildings for Terran. Can someone build a suppy by its lonesome and see if the SCV consistently chooses the same position to wait at upon completion and then add a building in this space to see where it waits and rinse and repeat until a pattern is noticed? This may answer the question.
    I haven't done that, but I CAN tell you that way-pointing an SCV mid-building doesn't make it come out on the side you want.
    http://img687.imageshack.us/img687/7699/commun1.png

  8. #28

    Default Re: Allow workers a free pass between friendly buildings

    I'm not sure why they changed the way it works... in alpha the terran SCV wouldn't move through out the building but would just stay where you told him to. Like human peasants in WC3.

    I don't understand why they changed it, it's so much more tactical.


    The Mother of all Queens!

    Thanks to Dynamik- for the signature!

  9. #29

    Default Re: Allow workers a free pass between friendly buildings

    Quote Originally Posted by Aldrius View Post
    I'm not sure why they changed the way it works... in alpha the terran SCV wouldn't move through out the building but would just stay where you told him to. Like human peasants in WC3.

    I don't understand why they changed it, it's so much more tactical.
    It gives vT players too much of an advantage worker harassing at the beginning of the game. T would have to pull off an extra SCV any time a probe/scv/drone waltzed into their base.
    http://img687.imageshack.us/img687/7699/commun1.png

  10. #30
    Junior Member
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    Default Re: Allow workers a free pass between friendly buildings

    I have yet to hear any real/compelling argument as to why SCVs (workers) should NOT be trapped by buildings in cases where there are absolutely no exits upon completion of the building.

    I do not agree that a free pass between building is in order, as it can be abused to avoid being trapped in a corner by the enemy.

    Fixing this poses no advantage to T, it only removes an arbitrary (depending on which orientation ur base faces, and the choke faces, etc) disadvantage that may result.

    With all the new pathing routines, the worker should exit on any side that allows them to return to the CC/Nexus (then proceed to the queued point), while taking into account any buildings that are now in existance (even though they may have started building after the worker started).
    Last edited by Iceman_jkh; 04-01-2010 at 10:29 PM.

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