Blizzplanet has reported that Robert Clotworthy, the voice of Jim Raynor in StarCraft, will not be returning to reprise his role in StarCraft II.

I just found out today that I will not be returning as the voice of Jim Raynor. The casting director of Starcraft 2 contacted Blizzard and was told that they appreciated my work, but were going in another direction. I am obviously disappointed by their decision. I was looking forward to returning as Raynor and was hoping that Blizzard would at the very least have given me the opportunity of auditioning.

It has been my privilege to have been the voice of Jim Raynor. I am disappointed by Blizzard's decision, but I must respect it. I wish Blizzard only the best with StarCraft 2, and I am certain the game will live up to everyone's expectations. Thank you to all the fans who have given me their support and enthusiasm, it means a lot to me.

What does this mean for Raynor and his fans? Change is coming. While Mr. Clotworthy's voice will always have it's place in StarCraft, a whole new Raynor has been presented to the players: an older, more depressed Raynor. With that drastic and sad change comes a new voice, one that StarCraft: Legacy is sure will find a different, but no less loved niche in our hearts.

Sources:
Blizzplanet - Jim Raynor, Blizzard and the Ugly
Update: Gametrailers has uploaded a short gameplay video from GC 2008:



IGN released an article about StarCraft II's progress today:

So instead of writing yet another impressions piece, we talked with senior vice president of product development Frank Pearce about how things are coming along.


The article's tagline is: "The Process of Fine-tuning Continues." In short, this is a good summary of the StarCraft II's progress. This passage is of particular note:

Blizzard does, however, consider the single-player portion of StarCraft II to be the most challenging aspect of creating this game. The multiplayer balance, says Pearce, will happen if enough time is spent tweaking it, whereas the single-player features new elements. "We're trying to tell that story in a way we haven't done it before and incorporating branching missions that we haven't offered to the player."


If StarCraft II is trying to become the greatest competitive RTS, shouldn't a buzzword such as "balance" be the highest priority? This is cynical analysis, though, because Blizzard Entertainment's emphasis on Single Player shows a willingness to not pillage the style, atmosphere and history of StarCraft. Also, as Frank Pearce said, multiplayer balance will come with time. However, development shouldn't be on autopilot as gameplay (single, multi, otherwise) will require more then just time. The point-and-click Raynor mini-game throughout the Terran campaign, at a quick glance, is an example of one year meaning very little. Similarly, RTS' are often released as unbalanced products after a long development cycle.

Source:
IGN - GC 2008: StarCraft II Progress Report
Blizzard Entertainment has announced the official system requirements for StarCraft II and several Single Player graphics from the Terran campaign have been discovered by StarCraftWire.

System Requirements

There has been constant speculation about StarCraft II's system requirements since its announcement. The rumours have been put to rest with a partial announcement:

For Starcraft II, we wanted to maximize compatibility with less capable systems to ensure hassle free game play for as broad a player base as possible. Yet we also wanted to utilize the full potential of any available hardware to ensure the game's looks were competitive. This meant supporting a wide range of hardware, from ATI Radeon 9800/NVIDIA GeForce FX's to the ATI Radeon HD 4800s and NVIDIA GeForce G200s.


Technology advances continually, and Blizzard is trying to take advantage of this.





Single Player Graphics

In the past week, there have been rumours about the partnership between Blizzard Entertainment and AMD graphics. StarCraftWire has recently uncovered Single Player screens released to AMD. These graphics can be summed up by the following phrases: Wild Wild West, wooden saloon, Raynor's alcoholism. The former phrases are ridiculous while the later phrase has been known since StarCraft II's announcement. However, this announcement is unique because we haven't seen the Hyperion in over a year. Hopefully, Blizzard will continue to polish what will become a central location in the Terran campaign.

    


Source:
StarCraftWire - Single Player Screenshots
Karune released Q&A batch 43 today.


As mentioned in previous conversations, the development team is working extremely hard on the single player campaign, which we will be talking in more detail about at a later time. In the meantime, questions will be 'light' over the next couple of batches, to give the Dev Team ample time to work on their latest design challenges. There are also many preparations being made for both the Games Convention coming up in Leipzig, as well as BlizzCon, to make sure the StarCraft II community definitely gets their feed of info. Nonetheless, in this batch we were able to talk a bit more with Dustin and our balance designer to look into the current Zerg versus Zerg match up towards the end of our Q&A. Enjoy!

As always, feel free to give the Devs and I a w00t if your enjoying these Q&As!

---StarCraft II Q&A Batch 43---

1) What happens if a Nullifier targets a Colossus with the Anti-Gravity ability? (garmgarf battle.net)

When Anti-Gravity is used upon a Colossus, the Colossus will still be immobilized and lifted up, which will still allow it to be hit by units that can attack air targets. Colossi will not be able to shoot while under the effect of Anti-Gravity.

2) How many critters will there be available and will they have attack animations? (SatanicLaser battle.net)

There will be critters, but there have not been any detailed discussions yet about their attack animations. On that note, there is a possibility that BlizzCon panels may fill the community in a bit more on what type of critters there will be.

3) Can the Infestor infest any building, or only specific ones, such as Barracks or Gateways, if the Protoss can be infested? (Son_Of_Korhal Battle.net)

This is actually a mechanic they are currently testing quite a bit. It is undecided if the Infestor will be able to infest Protoss or Zerg buildings, as there are gameplay and lore reasons which support many different options. Either way, at the end of the day, the development team will choose an option that will be balanced and fun in terms of gameplay for multiplayer.

4) What units are currently undergoing major art changes? (starcraft2forum.org)

There are several artistic revisions every week, though the two newest units to get some artistic updates are the Nomad and the Stalker. The Terran Nomad is getting a complete artistic redesign from any versions the community has seen thus far. Furthermore, the Protoss Stalker is also being updated to look more similar to the concept art piece as seen here: [url]http://starcraft2.com/art.xml?s=6[/url]

5) How do Zerg vs Zerg games play out in SC2? Is it still mostly a battle of mutalisks and zerglings or have the new units changed things around? Ideas (teamliquid.net)

ZvZ (Zerg vesus Zerg)matchup usually opens up in 2 different ways, Zerglings or Roaches. Aggressive players can use Zerglings mobility to take control of the early game, whereas going Roaches is more of a defensive strategy. Zergling vs. Roach relationship is such that for cost, Zerglings wins out in the open, Roaches win at chokes, but in mid/late games when numbers are greater, Roaches can stand up to or even beat Zerglings for cost out in the open. Hydralisks dont have much use in ZvZ early game, as they are more of an anti air unit in StarCraft II.

The tier 2 battle continues with Banelings that can dominate Zerglings, but with micro, Zerglings can actually come out ahead in Zergling vs. Baneling battles. Similarly, Lurkers counter Roaches for cost, but Roaches have the mobility advantage. Mutaliks counter Zerglings/Roaches since these units cant hit air. Whats different in StarCraft II is that Hydralisks counter Mutalisks extremely well, meaning something like Roach/Hydralisk combo can stand up to the classic Zergling/Mutalisk combo. Also, another great way to fight vs. mass Mutalisks is to tech to infestation pit (same tech level as the Spire), and make Corruptors or Infestors. Infestors have the disease ability that is great for fighting vs. units that clump really well such as the Mutalisk, and Corruptors are Zergs anti air air unit.

Due to the fast pace of the ZvZ game, most games dont end up in tier 3, but ultralisks, with their cleave attack, or swarm guardians that use swarms to soak up a lot of ground vs. ground damage are great options if the game does happen to go into tier 3.

Overall, StarCraft II has a variety of options even in a mirror match such as Zerg vs. Zerg. Players can use different unit compositions to counter the classic Zergling/Mutalisk strategy that is a still powerful but not the only option.

---End of Transmission---



Source:
Karune's StarCraft II Q&A Batch 43

StarCraft II Q&A Batch Archive - Batch 43

Blizzard is showcasing Starcraft 2 and World of Warcraft: Wrath of the Lich King at the 2008 Leipzig Convention Center through August 21-24. If you want a shot at playing the game, and/or wish a job at Blizzard come to Leipzig.

We're excited to be able to showcase some of Blizzard's games at this year's Games Convention in Leipzig from 21 to 24 August. We'll be providing playable demos of StarCraft II(http://eu.starcraft2.com/) and Wrath of the Lich King(http://www.wow-europe.com/wrath/), running tournaments and quizzes and providing some extra excitement with a Live Raid.

Looking for a job at Blizzard? Our Game Masters will be at the booth ready to answer your questions about recruitment and working at Blizzard. Bring your CV along and talk to us about how you can start your career at Blizzard.
http://eu.blizzard.com/en/jobs/index.html

We look forward to seeing you at the Games Convention, in Hall 5 at booth number D01!


Source:
WoW Europe.com - Blizzard at the Games Convention 2008
Dustin Browder has given us an update for the August Discussion Topic about gas mechanics:
We have been working hard for the last several months on ways to improve the gas mechanic in StarCraft 2. There are a couple of goals for this design change:

1) Gas doesnt always involve a lot of choice or strategy in SC2. You tend to just try to collect as much as you can as fast as you can and it involves only a few of your workers. Could a new way of collecting gas be another way to add more strategy to the game?

2) Base building and economy management isnt as strategically deep as we want it to be in StarCraft 2. StarCraft has always been a game where economy plays a large role in your strategy. Can we improve what we have?

The second issue is extremely important to us. Gas doesnt HAVE to be more interesting, but economy strategy and economy management must be an important part of the game. We have tried at least a dozen different gas systems in the last few months as we have explored what works and doesnt work inside StarCraft game play. We will continue to work on different ideas for a new gas mechanic until we find something that meets our needs or until we discover that all possible solutions are worse than what we currently have. What was shown at WWI was very much a work-in-progress, and while it continues to evolve it is valuable to be able to read forum posts from our fans about what they liked or didnt like in the last build they had a chance to play.


As always, feel free to discuss these new developments in our official forums.




An interview by the Orange County Register with Shon Damron, Blizzard's PR manager, revealed that Blizzcon tickets sold out in just 15 minutes.

Read the rest of the interview here.

Sources:
Battle.net - August Discussion Topic: Gas Mechanics
SC:L's August Discussion Topic: Gas Mechanics
BlizzForums' August Discussion Topic Thread: Gas Mechanics
OCRegister - Blizzard Says BlizzCon Snafu Might Have Been Avoided
Karune, Blizzard Entertainment's Community Manager, has announced the August Discussion Topic:

At the Worldwide Invitational in Paris, we had the opportunity to show you a new StarCraft II client. With this client we introduced a new idea on how our Gas Mechanics work. This would give the player more options and more economy choices. In the following days, Dustin Browder went more into detail on how these new mechanics can affect the game-play and we were able to get even more questions answered in the following Batch of the StarCraft II Q&A. Now we would like you to give us your feedback on the way Gas collection works now.


Dual Vespene Geysers has been an element featured, on a limited basis, on a few modern professional maps (such as Vampire). This implies you will have an optimal amount of  six workers - as compared to four in StarCraft - for a longer period of time. The total amount of gas per geyser may be lower, but this may be a large change. Combined with the ability to replenish depleted geysers, the new mechanics appear to change decisions for economy and expansion choice in particular.  Gas is considered the lifeblood of StarCraft; will this continue in StarCraft II?

See the August Discussion thread here. Additionally, you can see the gas mechanic thread here. StarCraft: Legacy has compiled information about the mechanic here.  Also, a firsthand impression from LordofAscension about the state of resources shown in the WWI 2008 build can be read here.

Monthly Discussion Topics, until today, had become uncommon. They have been used for a variety of topics, from units to core gameplay mechanics, historically. Do you think they have been (or continue to be) useful in impacting the ongoing design process?

Sources:
Battle.Net - WWI Gas Mechanic
Battle.Net - August Discussion Thread
Hot off the heels of the new Mar Sara planet update, Karune posts Q&A Batch 42:

---StarCraft II Q&A Batch 42---

1. What was the main reasoning to shifting the Hydralisk backwards one technology level? How does this affect the Zerg early-game, especially since the Zerg will have absolutely no anti-air units before the Hydralisks? (gamereplays.org)

Actually, the Hydralisk has been brought back down to Tier 1.5, giving Zerg early anti-air capabilities without upgrading their Hatchery to a Lair. The test originally was to put Hydralisks at a later tech and have Corruptors be buildable earlier without a prerequisite building other than upgrading to the Lair. To make this happen, the Corruptors had to be nerfed appropriately to fit that tech, which made it very weak and much less fun. Additionally, without a prerequisite building, opposing players could not scout the Zerg player to see when they were going air, which did not fit the gameplay style we were shooting for.

2. What kinds of cheats will be included in Starcraft 2, and how will they be accessed/unlocked? (starcraft.org)

There will be cheats, but you wont know what they are from us :) sorry.  

3. Concerning resources there is one big issue for mapmakers: There are only two of them. For many UMS-maps you need more different resource-types than gas and minerals, thus mapmakers were forced to use even civilians as a sort of resource. So will mapmakers be able to place their one, gather-able resources on the map such as lumber or gold? (starcraft2.4players.de)

Yes, we have recently added support for one additional custom resource type. Additional custom resources types may be implemented in the future, but there are no plans at the moment.

4. With the Battlecruiser's new ability dealing splash damage to lightly armored air units, you could fear that the Thor has once more fallen into a role void. Is this the case or are the Battlecruiser ability and the Thor's anti-air capabilities tactically different enough? (Gamereplays.org)

The overlap is really no more different than a Siege Tank and the Yamato Gun ability or the Reaver and the Psi Storm from Brood War. The new ability helps the Battlecruiser against a specific group of units, which are units the Battlecruiser is already good against, rather than making it effective against all units. The last thing we wanted is for the Battlecruiser to kill groups of units that are supposedly effective at countering it, such as the Warp Ray.

5. Does the Battlecruisers new AoE affect friendly units in the area?
(thewarcenter.net)

No, the Missile Barrage does not affect friendly units.

6. Will it be possible to use the full 3D cinematics mechanic from the single player campaign in the map editor? (sc2pod.com)

Yes, we are looking forward to seeing some awesome custom cut scenes from the community.

7. Most users know that even invisible units can be seen by experienced players since they cause this nice little blur effect while in Warcraft 3 invisible units are indeed invisible aside from leaving footprints on the ground. So what about transferring the 'real' invisibility into the World of Starcraft by allowing mapmakers to choose from those two different invisible modes for each unit?
(starcraft2.4players.de)

Map makers will be able to remove the blur effect that is currently on StarCraft IIs invisible units.

---End of Transmission---



Source:
Karune's StarCraft II Q&A Batch 42

StarCraft II Q&A Batch Archive - Batch 42

Karune has notified everyone about the new Mar Sara update on StarCraft2.com. The update offers us a glimpse of the single-player Mar Sara tileset.

We have added a new planet bio, Mar Sara.

"The Sara system was initially catalogued by freelance prospectors and colonized by an expedition from Tarsonis several years later. Mar Sara formed the eighth of the thirteen core colonies of the Terran Confederacy. The Sara system was unusual for having two habitable planets, but Mar Sara was always a backwater colony compared to the more prosperous Chau Sara.

Mar Sara was one of the first planets to be infested by the zerg when they appeared in terran space. It was also the first planet on which the Confederates fought the advancing Swarm to any significant extent, although most of the actual fighting was done by local militia forces."

Read more about Mar Sara here. We have also added two new pieces of artwork and six new screenshots.


[url]http://www.starcraft2.com/features/planets/marsara.xml
[url]http://www.starcraft2.com/artwork.xml
[url]http://www.starcraft2.com/screenshots.xml


As with the previous update about Char, the Mar Sara page comes with some planetary statistics:
    * Population: 80,000+ terrans, unknown zerg
    * Allegiance: Kel-Morian
    * Diameter/Gravity: 9265 km, 1.09 standard
    * Axial Tilt/Climate: 13.5 degrees, +/- 34 Centigrade, very low humidity
    * Geography/Major Settlements: 18 small dust seas, 28 upland regions (17 volcanic), 12 major settlements (destroyed), 86 mining outposts, 12 refineries
    * Moon(s): 2 -- Pyramus, Thisby (gray, medium size, >2000 km dia)
    * Dominant Terrain Classification: Wasteland/mountain/desert
    * Dominant Life Forms: Human -- Kel-Morian Combine/Terran Dominion
    * Indigenous Life Forms: None/zerg infestation (minor)
    * Imports: Mining equipment, personnel, food, water
    * Exports: Refined minerals, unrefined ore, vespene gas, terrazine gas, scrap salvage


The page reiterates mostly known information, but has a few unique tidbits,no obvious retcons and patches up a plothole from StarCraft: Ghost:
The Sara system was initially catalogued by freelance prospectors and colonized by an expedition from Tarsonis several years later. Mar Sara formed the eighth of the thirteen core colonies of the Terran Confederacy. The Sara system was unusual for having two habitable planets, but Mar Sara was always a backwater colony compared to the more prosperous Chau Sara.

Mar Sara was one of the first planets to be infested by the zerg when they appeared in terran space. It was also the first planet on which the Confederates fought the advancing Swarm to any significant extent, although most of the actual fighting was done by local militia forces.

Colonel Edmund Duke, commanding officer of the Confederate fleet in the system, subsequently arrested militia forces for fighting for their homes. These prisoners were later released by a rebel group called the Sons of Korhal. The rebels' leader was Arcturus Mengsk.

The Sons of Korhal helped evacuate Mar Sara after the Confederates abandoned it entirely. They also liberated secret information from a Confederacy research facility on Mar Sara called the Jacobs Installation. This information revealed that the Confederacy had known about the imminent arrival of the zerg and had been experimenting with captured specimens. It is believed the Confederacy deliberately sacrificed the planet in order to test a secret weapon that incited the zerg invasion.

To keep the infestation from spreading further, a protoss fleet under the command of Executor Tassadar incinerated Mar Sara from orbit, just as it had with Mar Sara's sister planet, Chau Sara.

After Mar Sara's incineration by the protoss, the Sara system seemed to have little left to offer the terran race. The subsequent collapse of the Confederacy left the system entirely abandoned. Nevertheless, prospectors from the Kel-Morian Combine found that minerals on Mar Sara had acquired unique properties due to the protoss bombardment. Shortly thereafter, the Kel-Morian Combine staked a claim to mining and salvage rights over the Sara system. Independent and indentured contractors soon began strip-mining both planets of their resources.

The Terran Dominion has recently shown a renewed interest in the Sara system and established several outposts there. The Kel-Morian Combine claims that these outposts have been established at the Combine's invitation due to security issues with piracy and mining camp revolts. There have also been reports of zerg sightings on the planet. It is believed that these organisms reinfested the desolate world some time after the protoss bombardment.


In addition, two pieces of artwork have been added to StarCraft2.com. The first artwork is what appears to be an infested Protoss city featuring a giant version of a Zerg eye-sentry described in many StarCraft novels. The second artwork is a Zergling standing atop a Marine.

Source:
StarCraft2.com - Mar Sara
Update 2 Karune has  replied to some of the fans who have been asking the same question: "Why change the Queen?" His reply:

Through balance, we deemed losing a Queen to be too punishing of a loss for a Zerg player, as they not only lose their most powerful defensive unit, but they lose the ability to build base defenses all together. Similarly, the loss of the Queen did also feel more like losing a Warcraft III hero, and we did not wish to have your race as dependent on one particular unit.

Nonetheless, the Queen will still be a very valuable asset within a base, especially for defense. We have just toned it down a notch, that is all.




Update Many fans have been questioning this new gas mechanic as a problem to the balance and the difficulty of the game. Other implemented ideas into the game have also raised concern. Karune has once again proven to be a light unto this uneasiness saying:

You can be sure that if the game turns out to be too difficult for new players to get into, we will make necessary changes to fix that. As we keep progressing through the development phase, we are seeking to give expert players more depth in gameplay as well as make the game playable and fun for beginning and intermediate players.

The solutions to both of these goals lie both in gameplay design as well as in our future battle.net plans. This will no doubt be one of the biggest challenges in creating StarCraft II and we are spending the necessary resources in making sure both goals are achieved.




Karune has finally given the StarCraft community a new Q&A batch, after a long dry spell of little to no new information regarding StarCraft II.

The Chat with the Devs section focuses on the newest mechanic in StarCraft II: replenishable Vespene Geysers. The numbers from the WWI have changed and they are likely to change again. It is very interesting, howerver; to see how this affects the gameplay. Other questions focuses more on the Zerg and their various traits.

Chat with Devs: Since the Worldwide Invitational in Paris, the topic of the new Vespene Gas mechanic has come up a lot across many different fansites and message boards. Thus far, this is one of the biggest changes which will affect the macro management of bases in StarCraft II. To shed some more light on this new mechanic, I have gotten a chance to talk to Dustin Browder, our Lead Designer for StarCraft II, about the progress thus far of the new mechanic, as well as the objectives this new mechanic is designed to achieve.

To start, the new Vespene Gas mechanic is to further distinguish the play style in which players gather minerals versus gathering gas. In the original StarCraft, the gathering of gas was very linear in the rate in which gas is gathered. Often, players would put 3-4 workers on the gas, and the players would forget about it until the geyser was depleted. Minerals on the other hand, were much more exponential in the rate of growth and were also often played differently amongst different races. Zerg would likely expand rapidly with less drones in each expansion and Protoss/Terran could sustain a sizeable force with higher numbers of workers on a smaller number of expansions.

How the New Vespene Gas Mechanic Works

For StarCraft II, with the new Vespene Gas mechanic, players will have 2 gas geysers at their starting position. These geysers will start with X amount of gas (currently 600 and subject to balance) and at any time players can purchase additional gas in their geysers for X minerals (currently 100 and subject to balance). With each purchase of additional gas for your geyser, the geyser increases with X gas (currently 600 and subject to balance) and the geyser shuts down for 45 seconds. When a geyser is depleted, workers will still be able to gather gas at a low rate of 2 per round (subject to balance).

How the New Vespene Gas Mechanic Plays

With this new gas mechanic, players have a wider variety of strategies in developing and maintaining their refineries, as well as additional attention needed to make sure they are collecting gas at the most efficient rate. On the production side, players now also have to decide between sticking to Tier 1 units longer, or to play it balanced with one geyser, or even max out on gas to invest heavily on teching and higher tech units. Additional, the relationship between minerals and gas have an added layer of depth since investing in additional gas will actually cost the player minerals as well. How often a player invests in gas will also not necessarily be consistent through the game too and will depend upon what units that player is currently choosing to mass. Scouting too has an added layer of depth as well, as a players gas collecting play style may determine if the player is teching to a higher tier mineral heavy unit (like a Dark Templar) or a higher tech gas heavy unit (like a High Templar).

Overall, players will have to build the appropriate buildings as well as gather resources in a particular method in order to execute a certain strategy at a professional level. It is the hope of the development team that this new mechanic will not only make gas collecting more interesting, but also increase the amount of macro management skill needed to compete in StarCraft II at the top levels while at the same time making the game playable for mid level players without using some of these more advanced techniques.

---StarCraft II Q&A Batch 41---


1. How exactly does the Corruptor's attack work? Is it a stacking debuff that takes effect after a certain number of stacks? And if so can the debuff time out? Would you be able to hit and run kill for example Battlecruisers with a few Corruptors over a couple of minutes? (sc2pod.com)

The attack is technically a debuff, but does not do damage over time. Every time the Corruptor attacks a unit, it'll leave a debuff on it for a couple seconds. If the unit dies within those couple seconds, the unit will be corrupted.

2.What are the current stats and build times for the Queen defensive buildings? (starcraft2forum.org)

To catch us up, Zerg defensive buildings arent built by the queen anymore. Instead, they are built from the drone once again.

Spine crawler:
- Only hits ground
- Health is 300 (uprooted health 100)
- Movement speed is 2.25 (1 off of creep)
- Damage is 20 +20 armored
- Range is 7
- Attack speed is 1.5 sec

Spore Crawler:
- Only hits air
- Health is 300 (uprooted health 100)
- Movement speed is 2.25 (1 off of creep)
- Damage is 15
- Range is 7
- Attack speed is .8608


3. The Queen seems to be a very potent unit, although its tasks are more defensive ones, it can be used in crazy rush strategies, according to Karune's experiences. Well, if the Nydus Worm was able to transport even queens, she would get even more potent. You could easily think of crazy rushes using your opponents creep to just overwhelm him with your units AND your defensive structures. So here is the simple question: Can the Nydusworm transport queens among all the other units? (starcraft2.4players.de)

Defensive structures will not be able to enter the Nydus tunnel network, but the Queen will be able to. Furthermore, the Queen will no longer be able to build defensive structures. Drones will morph into defensive structures, similar to the original StarCraft.

4. When the Zerg Sunken Colony is uprooted and on the move is it more vulnerable to enemy attack? (starcraft2.com.au)

Yes, the Spine and Spore Crawlers will have less hit points while they are uprooted. The actual number of hit points will be determined through balance testing.

5. In many cases, the micromanagement of units in StarCraft revolved around gameplay mechanics (Dragoon dance, Mutalisk stacking, Reaver/Shuttle micro, etc.), rather than special abilities with cooldown/charges (Stalker's Blink, Phoenix's Overload, etc.).

Is the amount of this kind of special abilities in SC2 a concern of Blizzard, and how would this affect the overall gameplay?
lepape (teamliquid.net)

Players will still have dependence on both gameplay mechanics as well as special abilities. For instance, Stalkers will have the basic dancing mechanic as Dragoons had in the original StarCraft. Marauders are another unit highly dependent on micromanagement to get the most effectiveness out of the unit, making sure you use their attacks slowing effect at opportune times.

Though for StarCraft II, we are introducing much more positional micromanagement, which will amplify units damage significantly. A Colossus will fire in a line and lining up that radius with the enemy units will be crucial in battles. Flanking Jackals from multiple angles will surely add to its potency as well.

Overall, we definitely want to balance the game with both plenty of gameplay mechanics as well as special abilities that create opportunities for the players to initiate clever strategies as well as innovative maneuvers on the battlefield.

6. Terrans currently appear to be at a disadvantage in terms of troop mobility, (as compared to 'Warp-in' and 'Nydus Worm') are there any plans to bring back the 'drop-pod' or other new transport mechanic?
(sclegacy.com)

Actually, we consider the Terran side to be quite mobile. Let us first look at the Reapers. This unit is the fastest ground unit in the game which traverses terrain without even having a spotter. In addition, the Medivac Dropships, allow added mobility to all Terran ground units. With the addition of the Dropship being able to heal, it has become even more of a staple in Terran strategies, giving even more increased incentive for players to build Dropships than the original StarCraft. On top of this, Vikings providing both ground and air support at a click of a button, gives that added support of mobility and options when moving a Terran army around.

The method in which Terran will be mobile is indeed different than Warp-in and Nydus Worm, though they are not considered less mobile than the other races.





Source:
Karune's StarCraft II Q&A Batch 41

StarCraft II Q&A Batch Archive - Batch 41


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