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Thread: Macro Mechanics Discussion Thread

  1. #1391

    Default Re: Giant Macro Mechanics Discussion Thread

    Id rather have a quick ability that allows me to grab some minerals all the way across the map.
    But then it couldn't be attacked, which is half the point.

    You don't want to obsolete expanding entirely; you just want to provide a useful alternative mechanism that can provide interesting strategic play.
    "When I became a man I put away childish things, including the fear of childishness and the desire to be very grown up." - C. S. Lewis

    "You simply cannot design a mechanic today to mimic the behaviour of a 10-year old mechanic that you removed because nearly nobody would like them today." - Norfindel, on the Macro Mechanics

    "We want to focus the player on making interesting choices and not just a bunch of different klicks." - Dustin Browder

    StarCraft 2 Beta Blog

  2. #1392

    Default Re: Giant Macro Mechanics Discussion Thread

    Quote Originally Posted by Nicol Bolas View Post
    But then it couldn't be attacked, which is half the point.

    You don't want to obsolete expanding entirely; you just want to provide a useful alternative mechanism that can provide interesting strategic play.
    Does it have to be attackable?

    Also you can still have it be attackable without it being a Ferrying Creature. And expansions wont be obsolete as long as you get more minerals from expanding than from distance mining.

  3. #1393

    Default Re: Giant Macro Mechanics Discussion Thread

    Does it have to be attackable?
    If it can't be attacked, then there's nothing your opponent can do to punish you for trying to do it.

    Also you can still have it be attackable without it being a Ferrying Creature.
    The only things in the game that can be attacked are units and buildings (neutral or otherwise). So it would have to be one of those to be able to be attacked.

    And I never said it "ferryed" anything anywhere. I said it pulled minerals from a patch, and could place those minerals in an arbitrary location.
    "When I became a man I put away childish things, including the fear of childishness and the desire to be very grown up." - C. S. Lewis

    "You simply cannot design a mechanic today to mimic the behaviour of a 10-year old mechanic that you removed because nearly nobody would like them today." - Norfindel, on the Macro Mechanics

    "We want to focus the player on making interesting choices and not just a bunch of different klicks." - Dustin Browder

    StarCraft 2 Beta Blog

  4. #1394

    Default Re: Giant Macro Mechanics Discussion Thread

    Quote Originally Posted by Nicol Bolas View Post
    If it can't be attacked, then there's nothing your opponent can do to punish you for trying to do it..
    Yes. Why is that a problem?





    Quote Originally Posted by Nicol Bolas View Post
    And I never said it "ferryed" anything anywhere. I said it pulled minerals from a patch, and could place those minerals in an arbitrary location.
    So like a unit picks up minerals and then puts them somewhere else. Isnt that ferrying?

  5. #1395

    Default Re: Giant Macro Mechanics Discussion Thread

    In terms of the limitations you set Archer, I like Nicol's idea. Make a large unit than can go harvest one full mineral patch (like a max of 1500 or something) and then dump it anywhere in the form of a new mineral patch. This unit would have a very high gathering rate (either in terms of speed, in terms of chunks, or a bit of both), and, when finished, it would notify you of its completion. Then, the unit would need to be taken back to your base to be emptied. This shouldn't be automated because the unit has a very high risk of running into enemy units that could destroy it. It would be best to require the player to move it to a site and then back to base.

  6. #1396

    Default Re: Giant Macro Mechanics Discussion Thread

    Yes. Why is that a problem?
    It makes it less interesting. It's something each player just does as often as possible, rather than developing strategies and mindgames around it. It just becomes another form of "build more workers."

    If it's attackable, then players will now be on the look-out for them. Map control will be even more important, as will raiding units like Reapers and so forth. The "ninja mineral steal", where you send your cargo carrier to an unlikely location, isn't possible if it weren't actually dangerous to do so.

    Also if it's attackable, then you don't have to make up arbitrary rules about why it doesn't work in the presence of someone else's expansion. You just let them deal with it, or suffer the indignity of having minerals stolen out from under their own workers.

    Isnt that ferrying?
    Not in the same way that workers ferry minerals around. It's not automatic for one, since both where you want to load from and where you want to drop the cargo are strategic.
    "When I became a man I put away childish things, including the fear of childishness and the desire to be very grown up." - C. S. Lewis

    "You simply cannot design a mechanic today to mimic the behaviour of a 10-year old mechanic that you removed because nearly nobody would like them today." - Norfindel, on the Macro Mechanics

    "We want to focus the player on making interesting choices and not just a bunch of different klicks." - Dustin Browder

    StarCraft 2 Beta Blog

  7. #1397

    Default Re: Giant Macro Mechanics Discussion Thread

    It seems like a very risky idea and dissuades you from actually expanding because you're taking away from prospective spots.

    It can also be abused since minerals can serve as indestructible walls.

  8. #1398
    Pandonetho's Avatar SC:L Addict
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    Default Re: Giant Macro Mechanics Discussion Thread

    It can also be abused since minerals can serve as indestructible walls.
    lol this is a good point. All you'd have to do is put a few of these at your ramp or an expansion.

  9. #1399

    Default Re: Giant Macro Mechanics Discussion Thread

    It can also be abused since minerals can serve as indestructible walls.
    There are ways around that. For example, you can have the mineral patches it creates be destructable. This also allows you to attack someone's gathered minerals.
    "When I became a man I put away childish things, including the fear of childishness and the desire to be very grown up." - C. S. Lewis

    "You simply cannot design a mechanic today to mimic the behaviour of a 10-year old mechanic that you removed because nearly nobody would like them today." - Norfindel, on the Macro Mechanics

    "We want to focus the player on making interesting choices and not just a bunch of different klicks." - Dustin Browder

    StarCraft 2 Beta Blog

  10. #1400
    Pandonetho's Avatar SC:L Addict
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    Default Re: Giant Macro Mechanics Discussion Thread

    Here's a thought that just occured to me, not sure if it's been brought up before.

    What about an obelisk that's capped at one, given really REALLY good abilities to compete with PC (like abilities that the mothership should have...) and allowing it to go into a warpy phasey mode (like the old photon cannon) to allow it to move around. It wouldn't require pylon power and would be a strong building.

    Flame away, just throwing the idea out there.

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