09-28-2009, 02:23 PM
#1491
09-28-2009, 02:24 PM
#1492
09-28-2009, 02:28 PM
#1493
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.
09-28-2009, 02:32 PM
#1494
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?
09-28-2009, 02:37 PM
#1495
Last edited by Draco; 09-28-2009 at 02:41 PM.
09-28-2009, 03:13 PM
#1496
http://www.teamliquid.net/forum/view...opic_id=101195
http://www.teamliquid.net/forum/view...opic_id=101782
That's my/FA's mechanic!!!DDDD
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.
09-28-2009, 03:35 PM
#1497
09-28-2009, 03:39 PM
#1498
meh! just add a tetris mini-game on screen, and give minerals based on tetris skill![]()
09-28-2009, 03:48 PM
#1499
09-28-2009, 04:19 PM
#1500