tinker with supply?

Discussion in 'StarCraft 2 Strategy Discussion' started by BnechbReaker, Sep 29, 2007.

tinker with supply?

  1. Redlazer

    Redlazer New Member

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    Unit supply costs are perfectly fine as they are; I don't feel like playing Warcraft 3½, I want to play Starcraft 2.
     
  2. Can_2

    Can_2 New Member

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    I agree the supply food is perfectly fine, just the new units, i think maybe immortals will cost 2 supply etc. all the new units :)
     
  3. Gasmaskguy

    Gasmaskguy New Member

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    Immortals (and Siege Tanks) will cost 3 supply. Only one unit (the Scout) did that in SC1, but more units will do so in SC2 due to more varying unit strengths.
     
  4. I would like the limit to be set at 500 to 1000 as well. But with the same equivalent as before, but this equals alot of lagging and more computer requirements.
     
  5. Simbob

    Simbob New Member

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    I say keep the .5's in the supply crazyness. Its so wacky. Do you know of any other game that uses .5 of a supply? I sure don't. And having a zergling cost 1??? That is too much. Much to much.
     
  6. freedom23

    freedom23 New Member

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    well not really too much if they can produce twice more larva and cut the price to half wahahaha (salam alaikum)
     
  7. Earthbjorn

    Earthbjorn New Member

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    The OP didn't mean they should increase the pop cap, just that the numbering system be changed to give more intermediate values for unit supply. Such as the zergling being .5, I always love being able to produce 2 zerglings simultaneously for the cost of 1 marine. But it made Hydras feel expensive cuz 1 hydra = 4 zerglings in cost. I always thought their should be a unit cheaper than hydra but more expensive than zergling. Perhaps they can put the roach there. Though its prob better that the zerg dont have a marine equivalent. single zergling is weaker, single hydra is stronger than marine.

    It might be nice to double the scale of the units cost so there are no .5's( note there will still be same # of units in game) so that using SC1 units

    Zerglings, Scourge, Drone, SCV, Probe = 1
    Marine, Firebat, = 2
    Hydralisk, Medic, Observer= 3
    Mutalisk, Zealot, Vulture, Dropship, Shuttle= 4
    Defiler, Queen, Ghost, Goliath, Wraith, Science Vessel, Dragoon, Templar=6
    Guardian, Devourer, SiegeTank, Scout, Reaver, Arbiter= 8
    Ultralisk, Archon = 12
    BattleCruiser, Carrier = 16

    BTW does anyone know if the current Overlord takes up supply or has a limit. I guess they were basically counted as buildings in SC but I thought it was unbalanced that you could have infinite Overlords considering they are flying detectors/ transports.
     
  8. mudbum

    mudbum Guest

    This is a great idea, why can't this be implemented, why can't people get used to it if it is a good idea. Damn stuckism.

    The only problem with increasing cap is that you need to build more supply buildings, so decimal system works much better.
     
  9. overmind

    overmind Active Member

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    eh, the overlord doesn't take up control it makes it...

    well, in theory you could have any number of overlords, if your at the control cap, why not spend the extra minerals on defenses?
     
  10. Earthbjorn

    Earthbjorn New Member

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    The Overlord is the only unit in SC that you can make 'infinite' amounts of. Plus it can fly, detect and transport.

    Also what do people think about making workers cost same supply as zerglings so they don't take up so much of supply?
     
    Last edited: Aug 25, 2008
  11. 10-Neon

    10-Neon New Member

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    Workers are supposed to take up supply. They add to the player's income, paying for themselves in seconds, and construct structures. Decreasing their supply cost makes about as much sense as decreasing their mineral cost, if not less.
     
  12. Zerks

    Zerks New Member

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    i would rather keep to the old pops, easy on the producers and easy for us to get used to.

    -Zerks
     
  13. zerodown

    zerodown New Member

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    Sorry if someone said this already, but increaing their costs and then increasing the food limit is pretty useless, it doesn't change anything really, look at it this way:

    if a unit costs 1 and the limit is 10, then you can only get 10 units.
    now, we follow this idea and increase its cost to 2, but then increase the limit to 20, we can still build 10 units.

    there is no change, and I know some of you are thinking "well but you would need more supplies now for costlier units" well not really, cause if blizzard ups the costs and then limit, they would obviously up the limit for the supplies.

    or am i missing something here?
     
  14. VodkaChill

    VodkaChill New Member

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    There is no limit to create Overlord, yes, but you cannot make infinite numbers of them. Eventually you will reach the max unit/building/entities quota of the game.

    I did it once with my cousin, 200 unit (1 supply unit) of each race (200 obeserver, 400 zergling, 193 marines, 1 nuke, 1 ghost). You can see where this is going already ;)

    Burrowed all zergling at the same spot, stacked the marines on them, overlord in the middle with all observers on follow command on it. Then we spamed overlord like crazy and made them follow the single overlord in the middle. Eventually we hit the max unit in the game, we could not even construct additional building. Then we nuked the overlord in the middle, both ready to take screenshots of 794 units + unknow amount of overlords getting nuked. Both our game crashed when the nuke landed. Closed 56k connections, called each other and laughed for 10 minutes straight. Good times 1999.

    I need to try that with today's computer, was it a computer limit or SC limit... to be continued ;)
     
  15. Gasmaskguy

    Gasmaskguy New Member

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    It is a starcraft limit, but I can't remember or find what it is.