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Thread: Limiting Terran Lift-Off

  1. #1

    Default Limiting Terran Lift-Off

    I've seen more and more complaints about this lately, and I've an idea to propose. First, give all buildings that can lift-off a pool of 200 energy, with a starting amount of 50. Make lift-off cost an initial 15 energy followed by a channeling rate of 1 energy per second (normal game speed) in order to remain in flight. The moment that a building reaches its destination and begins to land will be the moment that the use of energy will stop. Buildings that fail to land before their energy runs out will instantaneously explode, no matter if they are above land or not.

    This not only fits gameplay but also lore. Energy usage conflict regarding the Orbital Command can be easily resolved if the OC is built at the site of the resource node. An initial energy cost is used in place of a timed cooldown so that add-on switching can proceed virtually unhindered. The slow rate of energy use still allows a considerable distance to be crossed before needing to land. However, the energy is not infinite, and buildings will have to land if they want to have a chance at remaining operational. All numbers can easily be adjusted for balance.

    Your thoughts or own ideas?

  2. #2
    Luminition's Avatar Junior Member
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    Default Re: Limiting Terran Lift-Off

    I really don't think it is an overly huge deal, at least at my level of play. If someone just floats around at the end of a game refusing to lose they will be found and killed eventually. Also, they are a not very nice person, but who cares. They are wasting their own time too.

  3. #3
    Pandonetho's Avatar SC:L Addict
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    Default Re: Limiting Terran Lift-Off

    Fail, noobonic. Terran buildings can lift off, it's part of their style.

    Stop trying to nerf what you can't cope with.

  4. #4

    Default Re: Limiting Terran Lift-Off

    Ya, I've never really won a game with liftoff. It sometimes buys me a bit more time, but only when my opponent has really good timing and a really bad army.

  5. #5

    Default Re: Limiting Terran Lift-Off

    Quote Originally Posted by Pandonetho View Post
    Fail, noobonic. Terran buildings can lift off, it's part of their style.

    Stop trying to nerf what you can't cope with.
    I cope with it just fine — I'm a Terran player

    I gotta say this to the actual complainers, though: what is preventing you from using what you got to find and destroy these floaters? The only possible thing that could prevent you from winning is if there were absolutely 0 resources on the map and you had very little yourself. Even if it takes time, all you gotta do is collect enough resources to build at least 1 air unit that can find and destroy that wandering building. Once you get that one unit attacking the lone buildings, just walk away and go grab a drink or something while your opponent wastes his time trying to save that building.

    Ahh, but I digress . . .

  6. #6
    Pandonetho's Avatar SC:L Addict
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    Default Re: Limiting Terran Lift-Off

    I cope with it just fine — I'm a Terran player
    Then you should totally join my Terran Pride Social group! =p

    Also, pure.wasted needs to join as well. We need to bolster our numbers in a group that never has any discussion!

  7. #7

    Default Re: Limiting Terran Lift-Off

    well I did a quiet nasty lift off against Dropsonic, I took out all his probes and nexus' with my cloaked banshees, while he was raising my base, I then lifted off, and as he had no detectors I just jumping back and forth!
    If he had gotten all my banshees I would have given up, but frankly we could just make it a waiting game at that point! that's why we need a request draw function

    Quote Originally Posted by Visions of Khas View Post
    Just goof around and gain XP.

  8. #8

    Default Re: Limiting Terran Lift-Off

    i once had a floating command center and my opponent is mined out with only 2 vikings left. at first he was trying to switch mode with two vikings together so i just kept switching between air when they go air and ground when they go ground. then he became smart and left one in air while switching the other one, then i just kept spamming switch between air and ground and he couldn't hit me at all lolololol. (building invulnerable during switching phase)

  9. #9
    Alterran's Avatar Junior Member
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    Default Re: Limiting Terran Lift-Off

    Terran can lift, zerg move faster on their creep, protoss can warp in units into pylon power... All races have something their buildings give them, there is no need to nerf a lift off just cuz it will take you a bit longer time to win a game.

    If someone lifts off and you got no forces to kill him, what makes you think it should have been your win?

    Same with a nydus worm on a island or something, if you cant even kill it, it sure is a problem for you both, but at the same time you could both lose all your forces, money and probes to static defence, thats also a problem when no one can win.

  10. #10
    spychi's Avatar SC:L Addict
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    Default Re: Limiting Terran Lift-Off

    Quote Originally Posted by Pandonetho View Post
    Fail, noobonic. Terran buildings can lift off, it's part of their style.

    Stop trying to nerf what you can't cope with.
    I agree with ya, in SC1 it was this way
    maybe slow it down if people complain, I dunno I am a Toss player and I don't have anything against the lift off

    Mass Effect Universe Fan, I support Mass Effect 2 and Battlefield: Bad Company 2 for Game of the year award! ME2 still is being the best rated game this year! Keep it up

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