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Thread: Limiting Terran Lift-Off

  1. #11

    Default Re: Limiting Terran Lift-Off

    I think most people complaining about lift off are people that lost the ability to try and produce units that can kill them in the air. Say... a won base trade with pure ground forces while the terran floats his barracks away. You (the person that still has attacking forces left) should win, but you cant because the terran can fly his buildings into a corner where you cant get them. The result being a game of "who leaves/disconnects first", which is frustrating.

    Honestly, I dont care either way because its 1 game and it shouldnt be too common. It is annoying though. I hate sore losers. I just won a PvP the other day and his last probe went out to build a pylon so he wouldnt die, he accidentally built it next to one of my scouting probes so I just built a pylon with it and cannons right around while my army went for his probe. Soon after this, he pauses the game (thank god you only get 3 pauses) probably hoping I would hit surrender instead of unpause.

  2. #12

    Default Re: Limiting Terran Lift-Off

    Instead of energy they should just make it where if you are terran and you have no ground forces or non liftable buildings on the ground (i.e. your opponent has destroyed everything you own except the building you've flown off) a 5 minute timer should start. Landing at least a CC and producing an SCV would stop the timer. This would almost never need to come into play since 90% of games the terran loser flying a few building off only slightly delays his demise, but in the small number of instances where the opponent has only ground forces and no way to build air at least the Koopa Para-Troopa terran (get it? He's a FLYING turtle HAHAHAHahahahahhaha...) couldn't just lift off and go make a sandwich hoping for you to surrender. The timer could be longer, I don't want flying a command center off to another location to become not possible, I just hate when people just waste your time.
    I would rather be a superb meteor, every atom of me in magnificent glow, than a sleepy and permanent planet.

  3. #13

    Default Re: Limiting Terran Lift-Off

    Here's a 'simple' solution:

    Have it so that lifted-off buildings don't count as far as victory conditions are concerned. If the opponent has your buildings on the run and you have nothing on the ground, you lose. Moreover, this has the added benefit of preventing Terran players from rushing to a high yield mineral field right off the bat (thus reducing restrictions in balanced map design).
    Last edited by mr. peasant; 05-13-2010 at 05:57 AM.

  4. #14

    Default Re: Limiting Terran Lift-Off

    Zerg structures, larva, and defensive structures will eventually get a timed-life meter if they're off creep for too long.

    When all of the Terran's supply depots are destroyed, give lifted-off Terran structures a timed-life meter whenever they're flying.

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  5. #15

    Default Re: Limiting Terran Lift-Off

    Why bother so much? lifting off all your buildings will do you no good, it will just delay your inevitable death.
    I think Terran buildings are still very slow, at least not too different from SC1. Besides, I think Blizzard has already done enough improvements to SC to fix this considering that they're being revealed so you can know where their lifted off buildings are.
    If you can't get a single Phoenix/Viking/Mutalisc to destroy it, then you're either too lazy or you just suck.

  6. #16

    Default Re: Limiting Terran Lift-Off

    Quote Originally Posted by Josue View Post
    Why bother so much? lifting off all your buildings will do you no good, it will just delay your inevitable death.
    I think Terran buildings are still very slow, at least not too different from SC1. Besides, I think Blizzard has already done enough improvements to SC to fix this considering that they're being revealed so you can know where their lifted off buildings are.
    Its to minimize further frustration.

    The net effect would be that a player that has lost wont bother to frustrate the winner.. the mere fact that something like this is in place would make the loosing player more inclined to just hit surrender.

    The goal is to not make Terran players that resort to this to instantly loose, the goal is to give the Terran player less incentive to use the tactic and instead do something else.

    More players in the pool for the next game.
    Last edited by don; 05-13-2010 at 07:15 AM.


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  7. #17

    Default Re: Limiting Terran Lift-Off

    Protoss nexus now require pylon to power. Unpowered nexus will self-destruct after 2 minutes of unpowering.

    amidoingitright?

  8. #18

    Default Re: Limiting Terran Lift-Off

    Quote Originally Posted by pOtentiaLeaver View Post
    Protoss nexus now require pylon to power. Unpowered nexus will self-destruct after 2 minutes of unpowering.

    amidoingitright?
    Pretty much.
    "Living for the Swarm!"

  9. #19
    TheEconomist's Avatar Lord of Economics
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    Default Re: Limiting Terran Lift-Off

    Quote Originally Posted by Luminition View Post
    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.
    Assuming you have the ability to tech. Sometimes, especially in higher levels of player, this can be taken away.

  10. #20

    Default Re: Limiting Terran Lift-Off

    Yeah, I gotta say no to this. It isn't all that hard to track down a Terran building in flight. They aren't all that fast.

    Besides, there are only three big reasons for moving Terran buildings.

    1. You've built a second CC and need to move it to a new resource node.

    2. You are cheesing some poor guy with a backdoor racks or factory into his main.

    3. The other guy has you on the run, having overrun your main base or expo.


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