No, this isn't a "Terran is OP" QQ thread. I play Terran, so they're obviously UP and rock is IMBA. This is about discussing the rationale behind Terrans having so many flexible extraneous structures that simply give them versatility -- versatility that other races simply don't have. Let's go through the list of "atypical" structures for all races and what makes them atypical.
TERRAN
Command Center -- allows worker units to load and unload to keep them safe, or for transport.
Orbital Command -- an upgrade to an existing structure that turns it into a versatile caster with both defensive (anti-supply block, scan, MULE) and offensive (MULE repair, scan for vision of high ground) capabilities.
Planetary Fortress -- an upgrade to an existing structure that turns it into a high powered stationary defense.
Supply Depot -- can be lowered to allow units to pass.
Bunker -- repairable, salvageable stationary defense that can hold infantry units.
Sensor Tower -- gives Terrans 'sight' in a wide range.
PROTOSS
Pylons -- allow Protoss to Warp-in units within Pylon range. Thaat's it.
ZERG
Nydus Worm -- allows the Zerg to transport units quickly around the map.
Creep Tumors -- burrowed 'structures' that provide Creep and vision. A teensy bit hesitant on these, because hey, if we count them, why not count Terrans' Auto-Turrets?
Spine & Spore Crawlers -- can uproot. Again a little hesitant to give Zerg this because half of the Terran buildings can 'uproot'... and have like 5 times more flexibility while uprooted than these two.
We can argue about the specifics, but there's a pretty obvious trend forming here, isn't there? Now I'm not saying that Protoss and Zerg races aren't interesting by any means -- they have plenty of fun and unique racial mechanics. Where Terran structures burn down, Protoss have shields and Zerg regenerate. Terrans can repair, but Protoss can teleport their units around the map, and Zerg have flexible production via Larvae. I'm not saying they aren't creative.
What I'm saying is that the Terrans are... overly creative in individual cases. And what I'm asking is, why? This is a potential problem, because it gives the Terran player too many options, and it gives the Terran race too much depth outside of its units. Just look at the number of pros who've started using Planetary Fortresses as tools for area denial once they've reached the supply cap. Look at the versatility of the Orbital Command in allowing MULEs to land on the high ledge on LT to repair a Thor or Siege Tank. Supply Depots are now built in the middle of the mineral line, because that allows them to stay safe without getting in the way of your gatherers.
All of these options give players infinite depth to explore... depth that really isn't there for the other races. So, again, why? Was this a deliberate choice by Blizzard, in that it's supposed to be a characteristic of the Terran race to have gimmicky buildings that serve fun/gimmicky functions? Although that IS possible, I find it strange, because nothing about SC1's design hinted at it -- the only returning "atypical" structure being the Bunker with its non-standard mode of attack. All other weirdnesses are completely new and unprecedented. One possible argument could be that the Zerg replace weird buildings with weird units (Overlord, Queen), but it still seems disproportionate for the Terrans even so... and there's no remotely similar parallel for the Protoss.
So what do you guys think? Was this deliberate? Is it a creative oversight influenced by the priority to get Terrans right for the Terran-themed installment of the game? Should Blizzard be thinking about adding superfluous but fun mechanics to the Zerg and Protoss in the future to create more versatility in their respective playstyles, outside of managing units or simple macro?




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