This just in... WC3 is a gimmickfest of a game, and, all its deserved accolades notwithstanding, is rightfully reviled for this reason by many fans of solid RTS design.
Mountain Giants. They're tanks because they FORCE enemy units to attack them when you press a button. Do I really need to say more?
(hint: there's a reason giving Ultralisks or Thors 'Taunt' was never on the table.)
Offer Protoss players some tactical ability on ramps?i.e. The force field example, the roach/infestor issue is just a wide blanketing thing...All ground units. It was obviously made as a design choice to offer protoss players some tactical ability on ramps.
Protoss players have nothing BUT tactical ability on ramps. Where have you been? They've had FF since forever, and have been abusing it to hell and back, ESPECIALLY vs. Zerg, since day 1. They decidedly did not need 'more.'
You get more traction with the "blanket" argument, but not by much. "All ground units." Need I remind you of the existence of Massive units, which run contrary to this claim?
So it's already "all ground non-Massive units. Unless they're Hallucinated, then it's OK!" Ground units and burrowed units being as different as they are on top of that, there's no blanket here to speak of.
I understand that most of these are based on balance concerns. I said as much in the OP. That doesn't mean I can't (or we shouldn't) point them out as shoddy game design. It's not like this game was announced last week.The ultralisk issue is a bit gimmicky, but they are trying to balance a unit and it just sucked ass last game.
I didn't say that nukes ARE units, I said they're "like units in at least some senses." As in, they are not a cut and dried ability, which gives them plenty of leeway as far as game mechanics are concerned. Which mechanics apply to them could have gone either way -- Reavers dealt damage with magic missiles too, but those magic missiles took armor into account.Your argument that nukes are purchased and are therefore units is a horrible and unsound argument. I stopped reading when I saw that.
If you'd read more closely, you'd know that I don't want identical copy paste units. I want consistent mechanics. There's a difference. If the game says "Massive units destroy Force Fields" -- FINE! But if it then says, "Except Thors," that's not fine. The game gives us no reason to think Thors are in any way special and should be treated differently in regard to Force Fields.Jesus if you want consistency, go back to WarCraft 1. Look obviously some of the things are not consistent and that's poor design from the get go, but then we'd be left with a blanket of vanilla units.
That's the level of inelegance I'm arguing against here.
From a panel hosted by Blizz, where they went on about the greatness that is intuitiveness in gaming. There's nothing intuitive about a Thor not breaking Force Fields when all other massive units do.
I don't know how it is you could know what others said and not know my response to them saying it! Quoting myself here: "As a rule I think that a mechanic/trait works much better if it is a trait of that UNIT, and not a "counter-trait" of whatever should be affecting that unit. Colossus being hit by AtA attacks because it is Tall is fine. Fungal Growth (fake example) working on everything BUT Thors, for no reason other than that's what it reads on the tooltip, is NOT fine."Like others have said, Marauders don't slow massive units. Vikings can shoot at Collussi in Flight mode. The Sun will rise up tommorow, except in Japan and that part of the hemisphere.![]()
Colossus being hit by air units is a characteristic of the unit. It's (fairly) intuitive, it makes visual sense. Most of all, it actually feels like game design is PROGRESSING because we've come up with the idea of new unit types (ones that can be hit by both ground and air attacks) that didn't exist before. Colossus and only Colossus not being affected by Random Ability X due to balance reasons is not the same. It is a regression in terms of game design.
As I replied to hyde, I don't think that the 'total blanket' argument holds up because of the fact that Massive units already laugh in the face of this mechanic. That said, you're absolutely right to bring up units' inability to burrow move underneath buildings. I think the main problem here is visual soup.
If you order units underneath an above-ground building like the Command Center, you won't be able to (easily) see/select them afterwards, and that's bad. Likewise, if you order units to pass under a submerged Supply Depot... well, first of all, they're tunneling through the Depot?Second, how would that look? The Depot is unharmed, yet there's spines moving on the top of it?
In the same way as air units cannot fly high enough into orbit so that they can't be attacked due to obvious complications that would ensue (space combat off-screen??), burrowed units being unable to pass under buildings is simply an accepted limitation. As long as it's consistent.
The reason we're not seeing completely eye-to-eye is that while you're approaching burrowed movement as "ground movement that happens to be cloaked," when I wrote the OP I approached it as "special movement, parallel to ground and flying but different from each." I THINK Blizz is leaning toward my interpretation... an older interview states:
I'm not sure if that's happened or not yet, but in either case, it shows that Burrow-move is not directly analogous to ground units Cloaking in Blizz's eyes. So with that in mind, I prefer to approach it not as "ground movement with benefits" but rather a different form of transportation altogether, sharing some similarities with ground movement. And from that perspective, a previously existing blanket has, indeed, been disturbed!We are also discussing the possibility of having some type of visual that may imply an Infestor is moving while burrowed nearby, similar to how cloaked/stealth units currently move above ground.
Actually they can't be stopped by Fungal Growth. And I totally agree with your approach here, as long as we look at things from the Ultra's POV -- ie, the Ultra is the ultimate battering ram, the Zerg version of the Juggernaut, unable to be stopped or moved... well, sure! But then what about the fact that it can't be affected by Neural Parasite? Where did THAT come from?!As for Ultras, it makes more sense if you consider it an effect of the Ultra, rather than the effect of a spell. Is there any way to justify that X ability works on all Y units, except Z? Yes, when Z has Q ability that stops all X-type abilities from working on it.
Of course, that's probably opening up a whole new can of worms, since Ultras, I believe, can still be stopped by fungal growth, so I reluctantly have to agree with you, since there seems to be little consistency as to what exactly constitutes a X-type ability.
Well, you have to understand that even as I say this, I am simultaneously EXCITED that the Zerg have got more harassment options opened up to them other than the predictable, stale Muta. It's not that I don't want Infested Terrans (or Infestors) to be awesome, it's that I want them to be awesome in a way that is also as elegant as possible.Now, for Infested Terran, I am going to fully and whole-heartedly disagree with you. Just like Ultras (though that is very fuzzy and not well defined), you have to consider it from the opposite angle. Rather than "Infestors can only cast Infested Terran while burrowed," think of it "Infested Terran can be cast while burrowed." What's the difference? Nothing but the language. It is the same result. Just like in the Dark Swarm example, you could list the units that are not effected, or you could point out what sets them apart. It is a little fuzzier, since you don't have a group of units to point out what is being set apart. But think of it, not as an exception by the Infestor, but as a function of the ability. If you look at it from the opposite angle, it becomes a little clearer.
This just ain't it! I'm not saying that it's better that we take away their ability to cast IT from underground... what I AM saying is that Blizzard still haven't hit the sweet spot and need to keep looking and looking. This is a better hold over than what we had, but we're not out of the woods.






Second, how would that look? The Depot is unharmed, yet there's spines moving on the top of it? 


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