Change Worker mechanics

Discussion in 'StarCraft 2 Strategy Discussion' started by Earthbjorn, Aug 21, 2008.

Change Worker mechanics

  1. CyberPitz

    CyberPitz New Member

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    I feel that if you are going to change any part of the worker mechanics, it has to stretch across the board and mirror. It will be a little too complicated to switch it all up completely. It's not like there is an issue with it right now, is there?
     
  2. overmind

    overmind Active Member

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    poeple want to make each race seem more unique in gethering mechanics.

    i agree that the zerg resource lines seem a bit genaric for such a unique and different race.
     
  3. Earthbjorn

    Earthbjorn New Member

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    Hey everyone, thanks for all the constructive criticism. I realize I didn't quite think this through. I think the gas mechanic is balanced since only one worker is in the refinery at a time so each race will always get the same production rate. (Each probe takes twice as long in the refinery but costs twice as much supply etc.)

    But I had trouble figuring out the mineral mechanic.
    First I had:

    This was imba so i tried:

    This was more balanced in early game but imba in late game when you reach worker cap.

    So I will suggest a third and final option:

    You get two drones for 1 food, each takes 5 seconds to harvest
    SCV cost 1 food, each takes 5 seconds to harvest
    Probe cost 2 food, each takes 5 seconds to harvest
    Each will carry 8 minerals.

    I think this solves are major balancing issues early and late game. And makes it so the worker mechanics line up with the three races so that all are balanced but Protoss have half as many twice as good, etc.

    I apologize for taking so long to figure this out, but that is what this thread was for. Thanks
     
  4. Jissé

    Jissé New Member

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    Starcraft is far from being perfect to me, this is just this game is the most entertaining, challenging, fair and interesting RTS I know so far, and I would be glad if this new version would not be Nubcraft, with the invinsible Protoss played by fanboys versus the ridiculous Zerg played by suckers.

    Warcraft 3 has been ruined because rangecraft and summoncraft have been pushed too far, and micro masters rule the game without any need to expand or to play the map or whatever, just by harassing you and teching to flyers. I think Starcraft II has the potential to be a great game, for both nubs and gozus, micro and macro players, gamers and mappers, fanboys and strategists etc, and when I read "let's buff this already-buffed race and nerf that already-nerfed race", I am sorry but I just feel like saying "No thanks".

    Anyway, whatever we are discussing, we do need at some stage to realise ingame how it is exactly to figure out if this is finally a good idea or not. Depending on how the editing tools will be, I bet there may be good mods around after a while.
     
    Last edited: Aug 24, 2008
  5. overmind

    overmind Active Member

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    umm, that makes the protoss spend twice as much psi to get the same result and zerg spend half as much control.

    hugely imbalanced, zerg would rush twice as fast and protoss would take forever because of "you must construct additional pylons".

    i know where your coming from, making each resource gathering slightly different, but changing actual it like this would be impossible to balance in such competitive gameplay.

    EDIT: Jisse, people in this topic are working on trying to balance the op and others ideas, sorry if i snapped it just seemed like you were trying to [/thread] because a change you didn't like.
     
    Last edited: Aug 24, 2008
  6. Earthbjorn

    Earthbjorn New Member

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    Refering to the Gas collecting mechanics as stated in the OP and the mineral collecting mechanics updated in the preceding post^, I just want to reiterate that my idea allows the gathering of resources to remain virtually the same as original SC, and is still balanced allowing each race to harvest equivalent amounts in equivalent time with equivalent resources early game and late game. (whew!)

    In reply to comments:

    with the updated mechanic each race will gather equal amounts of resources with equal supply cost and in equal time.

    No, Protoss will need same supply as all races.

    Zerg tend to have more 'Town Halls' any way so this won't be a problem, plus it fits with Zerg having twice as many units anyways, it will also help lower cost of building for Zerg because you have more workers to work with.
    For Protoss: see above comment.

    Thanks for point this out, I fixed it so now each race is 'equal'.

    I see the logic, balance and gameplay value in my idea, please check my updated resource mechanics and reconsider your opinion.


    With the updated resource mechanic, none of these problems exist. Let me know if you don't believe me. ( I do make errors as we have seen, but the 'theory' is good)

    I realize this is a 'risky' proposition, and I can't know for sure if it will work, but I have thought about it alot and after rethinking about it I believe I have worked out all the bugs. SC has always worked well even though Zerg had twice as many units and Protoss had half as many. I am only extending this concept to the worker line, but I am confident that I have kept the economics balanced.

    I don't like the idea of giving the workers new abilities.

    Too much like the SCV, SC is best when the races are different but balanced. Always think of that when coming up with new ideas. The more different and the more balanced the better.

    These ideas are too complex, we want to keep this as simple and elegant as possible. My ideas are not 'new', but simply reflecting that of the original SC. Use the spirit of SC1 as your guide.

    This is the first Idea that I like and find interesting. This would really change things, but it would be too difficult to balance.

    I like these Ideas too, I would like to see some improved AI for workers such that zerg can use nydus canals etc. But this isn't necessary and prob takes too much micro out of gameplay.

    I'm sure you have heard me by now, but I am looking for a BALANCED game with DIFFERENT races. Let me know if you think it is not balanced or different enough or if you have any more suggestions.

    I mostly agree with you here, and my intent is to keep to the original mechanics as much as possible, but to give a more StarCrafty feel.

    Protoss always have fewer higher quality units while Zerg always have many cheap units. I am attempting to bring this philosophy to an area of the game it has yet unreached.

    I wish I could 'show' you how this will work but I have never modded anything before, and have barely touched Campaign editor. I would really appreciate anyone who Can Edit original SC to my specs and prove me right or wrong. Until then, seriously consider what I am trying to accomplish and let me know what you think.

    Thanks
     
  7. overmind

    overmind Active Member

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    again, for more seperation in gathering styles i would suggest slightly diiferent mechanics as opposed to changing numbers (which surpirsingly ends up as more of a balancing act).

    zerg -either the tentacle thing, or added nydus awareness.

    protoss -an upgrade that allows probes to warpout your resources, not having to return to the nexus (only within pylon power i would suggest).

    terran -SCVs should be able to traverse cliffs with their jet packs (with an upgrade, assumedly) allowing them to quickly move to a location to build a base or jump across cliffs to a CC built at a more "secure" location or run away from less mobile enemies.
     
  8. Earthbjorn

    Earthbjorn New Member

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    I like these ideas. Especially the reaper style SCV's. I would love to be able to send my SCV's over a mountain, down a cliff etc to harvest minerals without necessarily buidling an expansion. (This doesn't hurt the game as it is still better to make an expansion)

    The Zerg Tentacle concept makes me want to see more lively Zerg structures. We need to see a Zerg Hive that is brilling with movement and squeamish life. Giving the Hatchery the ability to latch on to a mineral patch really gives it that alien feel that I love about the Zerg.