Page 150 of 328 FirstFirst ... 50100140148149150151152160200250 ... LastLast
Results 1,491 to 1,500 of 3275

Thread: Macro Mechanics Discussion Thread

  1. #1491

    Default Re: Macro Mechanics Discussion Thread

    Quote Originally Posted by ArcherofAiur View Post
    I dont want to say it goes against Blizzards philosophy. I cant say that with 100% certainty because Blizzard has yet to clarify indepth on the design intent of the macro mechanics. What I can do is look at every version of the macro mechanics they have ever made and identify unifying themes.

    Every version of the macro mechanics they have made has had a regular interval of about 30 seconds

    Every version of the macro mechanics has had the player coming back to the base.
    What's funny, though, is that my suggestion will not stand in the way of your prized frequency. Adding a 50 mineral cost, but vastly increasing the repertoire of abilities it has makes it an even better option.

  2. #1492

    Default Re: Macro Mechanics Discussion Thread

    Quote Originally Posted by Draco View Post
    What's funny, though, is that my suggestion will not stand in the way of your prized frequency. Adding a 50 mineral cost, but vastly increasing the repertoire of abilities it has makes it an even better option.

    If you add 50 minerals it is presumed that you are decreasing the time MULE is used in favor of the other micro abilities. Thats the idea behind having the player choose whether he wants to use it, no?

  3. #1493

    Default Re: Macro Mechanics Discussion Thread

    Quote Originally Posted by ArcherofAiur View Post
    If you add 50 minerals it is presumed that your decreasing the time MULE is used in favor of the other micro abilities.
    It can only be presumed that it will decrease macro in other areas of your base. Using that Mule initially slows down your production or buildings or tech, and through the choices you make with the Mule, you can provide more than enough recompense in the desired area for whatever you sacrificed for.

  4. #1494

    Default Re: Macro Mechanics Discussion Thread

    Oh I see what your going for. You still have the player calling MULE to the base about every 30 seconds but now the player has to choose whether they want more minerals or faster construction.


    In that case let me pose this scenario to you. Suppose multiple SCVs could help construction. Could you now remove automining on the premise that the player has to choose where to send the SCVs he makes?

  5. #1495

    Default Re: Macro Mechanics Discussion Thread

    Quote Originally Posted by ArcherofAiur View Post
    Oh I see what your going for. You still have the player calling MULE to the base about every 30 seconds but now the player has to choose whether they want more minerals or faster production.


    In that case let me pose this scenario to you. Suppose multiple SCVs could help construction. Could you now remove automining on the premise that the player has to choose where to send the SCVs he makes?
    I don't really see a distinction between telling two SCVs to build different buildings or the same building in this respect.

    My suggestion definitely passes the auto-cast test since I highly doubt working build orders around Mules would be automated.
    Last edited by Draco; 09-28-2009 at 02:41 PM.

  6. #1496

    Default Re: Giant Macro Mechanics Discussion Thread

    Quote Originally Posted by MattII View Post
    Link?
    http://www.teamliquid.net/forum/view...opic_id=101195

    http://www.teamliquid.net/forum/view...opic_id=101782


    Quote Originally Posted by Nicol Bolas View Post
    The real problem is that potentially good macro mechanics are ignored in favor of mechanics that require frequent maintained.

    For example, in the category of altering the resource curve, being able to set workers to mine more minerals per-trip but waste minerals doing so (you get 8 per trip instead of 5, but the mineral patch goes down by 12 per trip) is an interesting one. You're sacrificing long-term prospects for short-term gain. This is a strategic tradeoff, and one that would create some variation in play.

    But no; ArcherofAiur and those who think like him will instantly point out that this is a simple on/off switch. It's not something you have to go to your base for, and it's not something you have to do regularly. Therefore, it is of no value towards creating interesting gameplay.
    That's my/FA's mechanic!!! DDDD

    Quote Originally Posted by Nicol Bolas View Post
    No. All of this centers on whether you think that having regular, "go-back-to-your-base" activities are central to creating the time pressure that an RTS needs.
    This in not only about time pressure, but also a variety of playstyles (micro- vs. macro-oriented one vs. a mix of the two) and reward for multi-tasking. Those two are some of the core concepts of StarCraft.
    Last edited by MaybeNextTime; 09-28-2009 at 03:20 PM.

  7. #1497

    Default Re: Giant Macro Mechanics Discussion Thread

    Quote Originally Posted by MaybeNextTime View Post
    This in not only about time pressure, but also a variety of playstyles (micro- vs. macro-oriented one vs. a mix of the two) and reward for multi-tasking. Those two are some of the core concepts of StarCraft.
    That's actually the point he's trying to make. Note who and what he quoted.

  8. #1498

    Default Re: Macro Mechanics Discussion Thread

    meh! just add a tetris mini-game on screen, and give minerals based on tetris skill

  9. #1499

    Default Re: Macro Mechanics Discussion Thread

    Quote Originally Posted by Norfindel View Post
    meh! just add a tetris mini-game on screen, and give minerals based on tetris skill
    lol, I just got this image of when the workers brought minerals to the CC the minerals would fall from the top of the screen as tetris pieces and you would have to prevent them from stacking too high, otherwise you wouldn't be able to see what was going on.

  10. #1500

    Default Re: Macro Mechanics Discussion Thread

    Quote Originally Posted by n00bonicPlague View Post
    lol, I just got this image of when the workers brought minerals to the CC the minerals would fall from the top of the screen as tetris pieces and you would have to prevent them from stacking too high, otherwise you wouldn't be able to see what was going on.
    lol awsome

Similar Threads

  1. New Article for the Macro Mechanics
    By RODTHEGOD in forum StarCraft Discussion
    Replies: 6
    Last Post: 09-29-2009, 10:43 PM
  2. What would YOUR macro be?
    By Xyvik in forum StarCraft Discussion
    Replies: 32
    Last Post: 09-24-2009, 09:02 PM
  3. Whose decision was it to have racially unique macro mechanics?
    By n00bonicPlague in forum StarCraft Discussion
    Replies: 155
    Last Post: 09-23-2009, 06:36 AM
  4. Press Update Discussion Thread.
    By Pandonetho in forum StarCraft Discussion
    Replies: 2
    Last Post: 06-29-2009, 02:20 AM
  5. Making the Macro Mechanics Permanent?
    By ArcherofAiur in forum StarCraft Discussion
    Replies: 47
    Last Post: 05-23-2009, 09:10 AM

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •