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Thread: MULE’s and Mining

  1. #1

    Default MULE’s and Mining

    So I am currently focusing on ways to improve the MULE. As a recap I think it should be a permanent unit with advanced mining yet different from the SCV. One concern is that there is really nothing Multi Use about this Multi Use Labor Element.

    So today I am theorycrafting and it occurs to me that the ability to drop anywhere on the map has incredible potential that just isn’t being utilized by a unit that can only mine. It needs something that takes advantage of position (one of the most important factors in SC). So what’s a good ability that takes advantage of positional freedom. Mines.

    Vulture mines contributed heavily to the Terran playstyle in SC1. They encouraged very dynamic play where Terran raced to set up a siege line which the opponent would try to break it before completion. Some of the most exciting players were when a Zealot destroyed a whole tank line bringing home a vulture mine.

    Giving MULE’s mines allows you to call down a MULE anywhere your forces are and begin constructing a mine field. But this ability is not without its downside. If your mule is setting mines some where then it cant be mining and your opponent will have the economic edge.

    Concern could be raise over the ease in which a Terran could drop a MULE in your base and begin dropping mines. To address this I believe spider mines should cost 25 minerals.


    MULE
    Permanent unit 100 HP
    Cost: 100 mineral, 50 energy

    Advanced Harvesting: Allows 3X mineral gathering. Can gather even if mineral patch is saturated.

    Spider Mine: Plants a Spider Mine for 25 minerals.

    Third Ability: A third ability. (Any thoughts?)

  2. #2

    Default Re: MULE’s and Mining

    Quote Originally Posted by ArcherofAiur View Post
    So I am currently focusing on ways to improve the MULE. As a recap I think it should be a permanent unit with advanced mining yet different from the SCV.
    That would be bad for the "must return to base macro" crowd. Even if it adds a lot to macro, if people don't go back to the base to use it, some of the old guard will be really upset.

    Now maybe their opinions don't matter. They don't matter to me much, but they seem to matter to Blizzard.

    One concern is that there is really nothing Multi Use about this Multi Use Labor Element.
    We don't even know if that's what MULE stands for. There may be another MULE acronym that works out to Multi Use Labor Element, but that may have nothing to do with StarCraft.
    StarCraft wiki; a complete and referenced database on the StarCraft game series, StarCraft II, Lore, Characters and Gameplay, and member of the StarCraft II Fansite Program.

    "Do you hear them whispering from the stars? The galaxy will burn with their coming."

  3. #3

    Default Re: MULE’s and Mining

    Quote Originally Posted by Kimera757 View Post
    That would be bad for the "must return to base macro" crowd. Even if it adds a lot to macro, if people don't go back to the base to use it, some of the old guard will be really upset.

    Now maybe their opinions don't matter. They don't matter to me much, but they seem to matter to Blizzard.
    Starcraft 1 macro consisted of going back to the base to generate a permanent worker. I doubt the "macro" crowd (of which I am definatly one) would have much of a problem with this.


    Quote Originally Posted by Kimera757 View Post
    We don't even know if that's what MULE stands for. There may be another MULE acronym that works out to Multi Use Labor Element, but that may have nothing to do with StarCraft.

    http://en.wikipedia.org/wiki/M.U.L.E.

  4. #4

    Default Re: MULE’s and Mining

    Quote Originally Posted by ArcherofAiur View Post
    Starcraft 1 macro consisted of going back to the base to generate a permanent worker. I doubt the "macro" crowd (of which I am definatly one) would have much of a problem with this.
    I think it matters since unlike SC1, SC2 doesn't require the player to go back to the base but simply hotkey the buildings and click build. Automine does the rest.

    No, I think a far better would be an ability that turns the MULE Miner into a MULE Mine that removes the countdown timer (i.e. it becomes a permanent unit). This way, players decide how closely they dare allow the MULE to continue mining before turning it into a mine, forgo mining and going straight into a mine or to not bother with the mines.

    This would synergize well with the Planetary Fortress as a whole (or whichever expansion it's supporting) by providing rudimentary defenses as well as additional miners.
    Last edited by mr. peasant; 06-12-2009 at 07:59 PM.

  5. #5

    Default Re: MULE’s and Mining

    Quote Originally Posted by mr. peasant View Post
    I think it matters since unlike SC1, SC2 doesn't require the player to go back to the base but simply hotkey the buildings and click build. Automine does the rest.
    I think you misunderstand me. You would still call down the MULE so you would need to go back to your base to summon it there (if you wanted it to mine which most of the time you would).

    No, I think a far better would be an ability that turns the MULE Miner into a MULE Mine that removes the countdown timer (i.e. it becomes a permanent unit). This way, players decide how closely they dare allow the MULE to continue mining before turning it into a mine, forgo mining and going straight into a mine or to not bother with the mines.

    This would synergize well with the Planetary Fortress as a whole (or whichever expansion it's supporting) by providing rudimentary defenses as well as additional miners.

    Hmmm interesting proposal.

  6. #6

    Default Re: MULE’s and Mining

    Quote Originally Posted by ArcherofAiur View Post
    Starcraft 1 macro consisted of going back to the base to generate a permanent worker. I doubt the "macro" crowd (of which I am definatly one) would have much of a problem with this.
    How does this make the player go back to the base, though? As long as you can hotkey whatever is making the MULE, you don't need to do that. (You can drop the MULE directly into battle if you so wish, even this version.)


    Like I said, there may be more than one MULE acronym. (That MULE doesn't necessarily mean the same thing as the MULE in StarCraft II.)
    StarCraft wiki; a complete and referenced database on the StarCraft game series, StarCraft II, Lore, Characters and Gameplay, and member of the StarCraft II Fansite Program.

    "Do you hear them whispering from the stars? The galaxy will burn with their coming."

  7. #7

    Default Re: MULE’s and Mining

    Quote Originally Posted by Kimera757 View Post
    How does this make the player go back to the base, though? As long as you can hotkey whatever is making the MULE, you don't need to do that. (You can drop the MULE directly into battle if you so wish, even this version.)
    You need to click near the mineral line to call-down your MULE there.

    Quote Originally Posted by Kimera757 View Post
    Like I said, there may be more than one MULE acronym. (That MULE doesn't necessarily mean the same thing as the MULE in StarCraft II.)
    Blizzard loves to make these kinda cultural references. I think they even said this was it.

  8. #8

    Default Re: MULE’s and Mining

    The only acceptable status for the MULE is non-existent. The entire mechanic disgusts me to my core.

  9. #9

    Default Re: MULE’s and Mining

    Everything seems to be disgusting you to the core these days, DS. Why not just at the cortex?

  10. #10

    Default Re: MULE’s and Mining

    Quote Originally Posted by mr. peasant View Post
    Everything seems to be disgusting you to the core these days, DS. Why not just at the cortex?
    Because that would implode the space-time continuum. And we can't do that again... not after the mess Terminator: Salvation created.

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