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Old 01-22-2009
 
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Default SC:L Macro Contest Semi-Finalist Entries

The following mechanics are the semi-finalists of the SC:L Macro Contest which did not make it into the top 10:

Quote:
TLDR: Grind Mining Macro Proposal


Blue/Yellow Minerals would be blue minerals with a yellow core inside. When all the blue minerals had been mined players would be able to mine the high yield yellow min underneath. Workers would be able to "Grind" minerals to uncover yellow minerals faster. When Grind mining workers would seismic hammer/spit acid/psionic shock minerals to clear them. Workers would not return to base and players do not gain minerals from Grind mining. A maximum of three workers could Grind mine any one mineral patch and mineral patches could not be regular mined while being Grind mined.

If you wanted to get crazy you can also put green cores that have gas deposits. When harvesting green minerals you would get 5 min and 5 gas. This adds decision making. Do I grind down to get yellow minerals or do I need extra gas?
Quote:
TLDR:
Each production building will offer you to build a (unique to that
building) special unit. Special units are characterized by having one
strength and one weakness compared to regular units. Once a unit is
built in a building, it's special unit is removed and replaced by a
new one.
Typical strengths and weaknesses of special units could be:
+/- 20% hit points
+/- 1 attack
+/- 1 armor
+/- 15% attack rate
+/- 15% speed
+/- 15% range
-/+ 10% production cost
-/+ 30% production time &28&
Traits should be kept as simple as possible, with no change from unit
to unit except for availability. Visuals should be as clear as
possible, with both minor modifications to units and icons on top of
buildings giving clear indication of what it's current special
unit is. Creates macro, micro, and dynamic strategic choices.



Expanded Description:

Each unit type will have a pregenerated (always the same) list of
special units (all combinations) associated with it.
When a unit of that type is built, the next unit in the list will be
added (somewhere). By using this method, the frequency of the
different unit types among the special units will mimic how often
these units are built.

The purpose of this mechanic is not only to be strategic, but to also
be an attention sink for higher level games.
If the special unit offer will be available despite having several
buildings selected, then the order in which buildings are gone through
by MBS must differ from the order that special units are added to
buildings. If not, good players would be able to merely memorize the
lists.
Probably, MBS will go through buildings by the order of which building
is closest to finishing it's production queue.
Adding new special units could be done in the order of the buildings
creation. There would be further details to fill out such an
implementation, but as there are many ways to do it I will leave it
for now.


This macro idea is thought to be strategic in the following ways:
*For the beginners, the choice is if the unit is worth building at all
or not, and if it's worth looking for some special strength that they
might desire.

The strategic choice for the good players, will be, which special
units are useful regarding the current situation in the game?

Pros:
+ More, optional, macro.
+ Even more micro for the picky.
+ Even if regular players will be able to build lots of units,
building armies of special units will be rare.

cons:
-Slightly more difficult to balance the game overall.
-Units slightly more confusing.
(On the other hand, the regular upgrades has never been visually observable
in Starcraft, and the game has had great success despite this.)


Suggested traits in detail:
+/- 20% hit points
Visible appearance: Slightly larger/smaller unit.

+/- 1 attack
+/- 1 defense
Visible appearance: It is my belief that attack and armor upgrades,
even the regular ones, should be visible on the units in the game.
This would merely increase the amount of weapon/armor platings from 4
to 6.

+/- 15% attack-rate
Visible appearance: Small yellow/brown sparks flying from weapons or limbs.
+/- 15% speed
Visible appearance: Not much visualization is necessary, but perhaps
extra dust behind when units are faster.
+/- 15% range
Visible appearance: Not much visualization is necessary.

-/+ 10% production cost
-/+ 30% production time
Visible appearance: No unit visualization is necessary.

Extra possible traits:
+/- 3 sight range
+/- 50% energy
Quote:
TLDR

Assisting is assigning a worker to a building where, at a resource cost over time, it enhances the abilities of the building according to the building’s type. Possible uses of this concept include:
• Assisting a building under construction increases the construction rate
• Assisting a production building increases the production rate
• Assisting a supply building increases the player’s supply
• Assisting a research building increases the research rate
A player may assign multiple workers to assist a particular building, but there are sharply diminishing returns and/or an exponentially increasing mineral cost with each worker assigned beyond the first (subject to balance).

Expanded Description

History

Assisting is present in many popular RTSs in some form. In Warcraft 3, Humans can construct buildings faster by assigning more workers to the construction. Another modern RTS that uses assisting is Supreme Commander, where assigning more worker units to a production building increases the rate of production. Finally, one could even call repairing from Starcraft a form of assisting; the player assigns a worker to a mechanical unit, and at a mineral cost over time, the worker replenishes that unit’s HP.

Method of Use

1. The player selects a worker unit.
2. The player right-clicks or uses the assisting hotkey and clicks the building they wish to assist (if the building is not at full HP, right-clicking causes the worker to repair the building, thus the hotkey option is necessary)
3. A short animation shows the worker entering assisting mode, which can be different for each race (for example, Zerg Drones might latch onto the building like a parasite).
4. The worker unit enhances the abilities of the building based on its type, draining a certain number of resources per second similar to repairing.
5. For each worker unit beyond the first, the worker’s assisting provides diminishing returns and/or exponentially increases the resource cost over time
6. A worker(s) assisting a building continues to assist that building until given a different order by the player.

Advantages of Assisting

• Build Orders
o Provides more flexibility to respond to opponent’s actions
o Adds another layer – when to pull workers off to assist
• Negative Feedback
o Timing attacks are easier to counter if scouted
o Production assisting allows an army to be rebuilt faster if destroyed
o Supply assisting allows the player to partially “patch” the loss in supply from a destroyed supply building until a new one is built
o Construction assisting allows the player to rebuild a destroyed base more quickly, or expand quickly during an attack to offset the losses
o Research assisting allows the player to partially “patch” a army disadvantage by quickly gaining an upgrade advantage

Disadvantages of Assisting

• Weakens economy
o The player has to pull a worker off of mining
o Resource cost over time that increases with each assisting worker

Balance

A developer can balance assisting in a variety of ways. First, the forms of assisting do not rely on the others, so if a particular form is unbalanced, the developer can remove it with no effect on the other forms.
Secondly, the developer can balance each form by tweaking the rate of diminishing returns per extra worker, tweaking the base resource cost over time, or by having each extra worker affect the resource cost over time of all the workers assisting that building.
Finally, the developer can balance each form by introducing a scaling cost to provide negative feedback. Here are some examples of scaling costs:
• Production Assisting
o The base resource cost over time for each worker to assist a building increases with the number of production buildings of that type at the base
• Supply Assisting
o The base cost increases with the maximum supply the player currently has
• Construction Assisting
o The base cost increases with the total resource cost of the building
• Research Assisting
o The base cost increases with the total resource cost of the upgrade

This scaling cost is particularly useful in the case of production assisting, since it introduces a positive feedback loop into the game (as a player with an economic advantage can more easily spare workers to assist production). This does have the benefit of speeding up the late game, leading to reduced average match times. However, Starcraft already has a considerable amount of positive feedback, and Starcraft 2 even more so due to the removal of the negative feedback loop that SBS and manual mining supplied. Adding production assisting to the mix with no corresponding negative feedback loop runs dangerously close to the “slippery slope”, where an overbalance of positive feedback means that the player who takes the first advantage usually wins. A scaling cost would also prevent a situation where assisting is required to compete in the late game, due to the lesser impact the opportunity cost and base resource cost have on the player’s economy.

Racial Differentiation

Another benefit of assisting is that a developer can implement different forms for different races in order to increase the racial differentiation that is so crucial to the Starcraft “feel”. Production assisting is the exception, since to give it to one race only would give that race too much of an advantage; if it is implemented, it should be available to all races. An example of how a developer might divide the forms among the races:

• Terran: Construction assisting
• Zerg: Supply assisting (the worker latches on to the overlord)
• Protoss: Research Assisting
Quote:
TLDR:
The cost of Coordination.

Introduce communication as a play mechanic:
+Specific units and buildings form communication networks for each player
+Only buildings within the communication network can create units
while selected as a group (via MBS)
+Only buildings within the communication network can set rally points
while selected as a group (via MBS)
+Buildings outside of the communication network can still be mass
selected, they just don't respond to commands sent to the group
(they'll have greyed out icons or something)
+Buildings outside of the communication network can still create units
and set rally points while individually selected. (via SBS)
+Networks are formed by communication buildings with an Area of
Effect, like pylons, or with a finite number of connections to other
buildings.
+Satellite units help for mobile networking on the fly.
+Allies can share networks.


Expanded Description:
My proposed solution to the MBS controversy is a new play mechanic for
communication.
Each building will need to be within the player's communication
network in order to perform a unit production or to set a unit rally
location as a part of a selection group. Optionally, any rally point
may be required to be within range of the player's communication
network. Note that buildings outside of the network may still be mass
selected in a group, but will not create units or set rally points
with the rest of the group. The building may still be selected
individually in order to create a unit or set a rally point.

The rationale behind this is that in order for a group of buildings to
deliver a unit in the shortest amount of time, given a command to
train a unit, they will need to communicate to determine which
location can create and send the unit to the rallied location the
fastest. This will depend on what the buildings are currently
training, and where they are in relation to the rally point (This is
analogous to a 911 dispatcher receiving an emergency call, and
determining which ambulance to send).

Communication networks can be created in a variety of ways, including
both buildings and units.
I would suggest having both a building, and a satellite unit for each
race (or upgrades for existing units).

The buildings should be cheap, have low HP, and medium build time
(averaging about two cycles of unit creation). They would most likely
be tier 1.5 structures. The cheap cost would ensure that the
communication has a small impact on economy but should be expensive
enough to require a decision between a communication structure and
another building at the same tier. This will allow for more usage of
MBS, and help distinguish different play styles. The low HP and medium
build time will make the structures desirable targets for attacks
because of their impact on the enemy's macro.
A communication structure could have an area of effect, where all
buildings within a certain range will be able to communicate with the
rest of the network. Production buildings would simply have some sort
of Boolean variable determining if they are included in the MBS
network or not.

Alternatively, communication structures could have a fixed bandwidth,
allowing them to only connect to a certain number of buildings to
provide communication support. The player would then determine which
buildings are connected to the communication network through each
communication building.

Satellite units could be deployed to help cover more remote areas in
order to maintain the connection for sprawling bases or in order to
scout out locations for rallying.

This mechanic can be balanced based on the following attributes:
Range of each building/satellite unit
Cost
HP
Mobility
Build Time
Capacity/Connections (If using Bandwidth)

Implementation Ideas:
Protoss:
Building
- Meditation Chamber
- Pylon upgrade
Satellite Unit
- Observer upgrade
- Telepathy (Templar/Archon Spell or upgrade)
Terran:
Building
- Communication Array(Liftable)
- Communication Tower (upgrade for turrets)
Satellite Unit
- Satellite (build or perhaps launchable by ghost)
- Communication officer as a vessel upgrade
- include as comsat scan functionality
Zerg:
Building
- Hive Mind (could be limited to movement on creep)
- Hatchery upgrade
Satellite Unit
- Overlord upgrade
- Microlisk (quick flying spotter)
Quote:
Once a geyser has been depleted, a simple add-on can be built that allows additional gas supplies to be exploited from a dead geyser. However, these add-ons may add to strategic aspects of the game in a variety of ways by providing extra functionality (for instance an activate-able shield battery type effect for nearby friendly units). Such abilities may cost extra vespene gas to utilize. The add-on should not take grid space on the map, allowing players to maintain move-ability of units in such a cramped area.


--


Functionally, this works out very similarly to what Blizzard has already proposed - paying minerals and a certain time delay in order to obtain additional vespene from depleted geysers. However, this puts all of that into a building - which takes time and minerals and perhaps advancement on the tech tree to build. To balance this out, an additional drone/probe/scv should be required to maximally mine the gas from these enhanced extractors/assimilators/<wbr>refineries.


However, that is not all the add-on would provide. It should also include late-game relevance, such as the ability to detect nearby cloaked units temporarily (like comsat) or ability to damage nearby enemy air/ground units like a photon cannon or the ability to regenerate friendly units (like workers) nearby (like a shield battery but functional for non-protoss units) by activating the add-on. It does not have to have all these capabilities, obviously; this is up to the developers to decide. This is the kind of functionality players would expect from structures higher on the tech tree than your average refinery. However, controlling that extra functionality will require good timing and micro and being attentive of your workers.


In order to activate the special abilities of these enhanced refineries, it may be appropriate to pay a vespene gas price. This will cause players to really need to make decisive plays during the game and think about how they want to allocate their precious vespene gas resources. In certain cases, the added functionality of these buildings will save a player from near-destruction. But if they use them too eagerly, they will soon discover they do not have the resources needed to further their game position or make the units they need, ensuring the end of their game and gg.
Quote:
[TLDR]

The aim of this concept is innovating the Terran's gameplay by playing on Terran's ability to move buildings around, making it more powerful and more viable option.
There's a lot of small fixes that need to be done, but three pillars of the suggestion are:
- Give the Terran upgrade that enables unit production for buildings while uplifted (with certain limitations).
- Rebuilding Salvaged Structure takes 80% less time.
- Every building except defensive ones and Command Center can be salvaged.

Essentially, that's Terran's response to the Warp-in. While the Protoss and the Zerg were improving mobility of their units, the Terran instead boosted whole their base. After all, what fits Terran better than that? Amount of strategy options opened with this concept is also really great.

What that will add to the macro-management? Reallocating buildings will be less risky and definitely more useful, and as an example, to move a factory to new position you'll have to perform following actions:

1. Salvage add-on;
2. Lift off;
3. Point new destination;
4. Once building arrived, land it at new location and rebuild add-on.

Or:
1. Select SCV;
2. Use it to Salvage Factory and add-on;
3. Select SCV at new location;
4. Rebuild Factory and add-on.

All of them are timing-critical and more attention-consuming the more buildings you need to move around. It's not only fully capable to replace the macro-management taken away by auto-mining, but also greatly exceed it, especially if player decides to put more effort managing base.

Viability of the concept could be further increased. Here are couple ideas how (they aren't really a part of the concept but just examples of what could be added):
- Give Production buildings abilities that could be used offensively (this idea goes hand in hand with Supply Depot's new ability).
- Introduce concept of Wreckage for some structures. This will increase buildings vitality and will slightly reduce the risk of moving buildings around especially in late game when units are upgraded.
Both ideas are covered in more detail in the very end of "Not-so-trivia" Part and as I said neither of them is necessary for this concept.

[/TLDR]



Wings of Liberty

From the very first day, since announcement of the Terran, from the very first interviews of people who tried the Terran, it felt for me like the Terran lack something big. As LordofAscension put it in his Blizzcon2008 article at the SC:Legacy portal:
"...When I said that the Terran were boring - I mean in terms of innovation. The Protoss have warp-in, the Zerg have the Creep dynamic, and while the Terran have some neat infantry mechanics going on (the Reactors, the new role of the Ghosts, etc) there isn't any sweeping change for the Terran. There is no evolution. They are the middle of the road race; there isn't anything wrong with that - they're very solid. I would have just liked to see a little more innovation..."


The Terran have enough of changes to make them play differently from SC:BW version, but they still feel very... same. There's a lack of something big, but yet very natural to the Terran. Something that vastly innovates the Terran, but yet feels like it always was there.
This is the reason that made me write all this stuff. This, and the fact that unlike the Zerg or the Protoss, the Terran so far haven't seen any attention when it comes to macro-managment


Born to Crawl

http://img229.imageshack.us/<wbr>img229/7554/tmbcs0.jpg

But what is so natural to the Terran, and at the same time barely appears in real games? What idea is extremely persistent throughout the whole game – from single player to the multiplayer - but yet just not powerful enough to have any significant impact on the Terran gameplay?
What immediately comes to the mind is Terran's ability to move buildings and production line around. Remember one of the missions in the original Starcraft, when you start by flying your base onto the space platform? Or Blizzard's Terran introduction video at SC2 website? Or that epic FireBatHero vs sAviOr game at Python, where FBH flew across the map with Barracks and Factories, rebuild whole his base at the new expand, and then shockingly proceed to win the game (or more accurate, sAviOr shockingly proceed to lose it)?

So what if flying with all of your buildings around, constantly rebuilding and reallocating stuff was a significant part of the Terran's gameplay? What if Slow Push gets entirely new meaning as the Terran will now push not just with turrets, but also with factories and barracks, getting the whole production line closer to the enemy? I think making this concept viable, would give the Terran a lot more of the depth and a big room for different amazing strategies and tricks.

To get things started here is the very first major problem we have:
Problem 1: Having buildings in the flying mode is way too disadvantageous – you need your factories to produce reinforcement and when you fly with them you don't get any. This gives a good number of various reasons not to move Production Line around.
This is the first and foremost thing we need to deal with.


Starbase Operational
http://pcmedia.ign.com/pc/<wbr>image/article/810/810449/<wbr>starcraft-ii-<wbr>20070803003113193.jpg

Before we address the first problem, I ask you to remember a concept that was in the game about a year ago but was scrapped by Blizzard, probably, for being not effective – the Starbase. The Starbase was an upgrade for the Starport that allowed it to produce units while it flies. It was very fun concept in my and not only my opinion
http://www.teamliquid.net/<wbr>forum/viewmessage.php?topic_<wbr>id=60039&currentpage=2
But it just wasn't useful enough. However, I find a Starbase concept to be the best way to solve our Problem 1. I suggest to stretch the Starbase concept for our needs and Introduce a single upgrade that once researched allows all production buildings (except Command Center) to produce units in the flying mode.
I.e. after lifting off your Barrack, Factory or Starport you still will be able to purchase units from them.

You probably have two objections in your mind right now: firstly, that would be imbalanced and secondly, that just doesn't make sense.
For the former – it won't be imbalanced. In fact, it would be quite opposite of being imbalanced; it fits the Terran very neatly and naturally. The reason is simple – Add-ons. Add-ons are still in the game and flying Building counts as one without add-on. You need siege tanks? Land factory and attach tech add-on. You need faster marines' production? Land Barrack and attach reactor add-on.
For the second objection – upgrade makes sense for the Starport if even Blizzard tried it; if the Viking is the basic unit of the Factory, than it makes sense for the Factory too, since the Viking is basically a flying unit. Honestly, even if the Hellion is the basic unit of the Factory, it still won't be a big deal. Things get tricky with the Barrack, but we can utilize Drop Pod idea and make it look like if marines were dropped from the Barrack in the individual Drop Pods (solely visual trick, with as little impact on the gameplay as possible).

Here is a tricky part. What we mostly addressed with this change is a risk related to the unsuccessful attempt to push Production Line. Now in case of failure the Terran would not only be able to save Buildings as usual by lifting them off, but also will have easier time dealing with the counter attack. Pushing itself is still not possible though and main reason for that is:

Problem 2: Add-ons once again. Once you landed building at the new location you need to rebuild add-on and that takes huge amount of time.
With that in mind let's move to the next part.


Salvage


Salvage is very neat Blizzard's take on adding emphasis to the fact that the Terran are survivalists. When things look grim for the Terran's colony – and they look grim very often – and the defense line can't hold on anymore, the Terran pack everything they can, lift off and fly away. Salvage is very fitting here.
Gameplay wise, it's a good addition, but it could be much more useful and hopefully with the next little fix we not only make it more interesting but also address our Problem 2.

For this suggestion I'm assuming that Salvage works this way:
- Requires SCV
- Completes in less than 5 seconds for any structure
- Returns 100% of the building cost
Proposal for the salvage: reconstructing building after it had been salvaged takes 80% less time.
Take your SCV, salvage the Supply Depot, and next time you build it with any other SCV, construction of this single new Supply Depot will be completed in a matter of couple seconds.

This way, the problem with add-ons will be pretty much eliminated as it will take no more than couple seconds to rebuild them, if you properly salvaged them before. Important thing you should keep in mind – this change won't allow you to tech faster or mass production buildings faster. It affects only how the Terran move buildings around.

Of course, the obvious drawback is how it would apply to the Bunker rush. I'm as a Zerg player definitely not interested in an even stronger Bunker rush, so in the next part I'll take the easiest path to solve it.


More Salvage

Let's get straight to the next issue.

Problem 3: unless Buildings fly ridiculously fast flying alone won't be able to release full potential of the concept.

Let me try to explain this problem a bit better. With previous suggestions in place moving around production line for the Terran will make significantly more sense than before. However, flying with buildings is still less effective than having them landed, since reinforcement from uplifted buildings will be limited to the basic units and they won't be produced at the same rate as with reactor add-on attached. This means that we can't fly with building for too long and as a result moving buildings at great distances won't be viable option most of the time. Slightly increasing flying speed for the buildings would help, but it won't remove this problem. Besides, what if you need to fly over the part of the map, which simply isn't a good place for newly build marines to pop in (i.e. you need to fly over the empty island)?

This problem has to be addressed in order to make concept much more entertaining and useful and Salvage can help us again. We need to change Salvage rule to resolve the problem. We need to make it so Salvage can be used on any building except defensive ones (and except Command Center).

Basically, we deny the player to salvage bunkers and turrets and instead allow him to salvage and then reconstruct Production buildings. Amazing thing about this change is that despite of how it seems it won't make ability to lift off useless, but rather greatly compliment it. Flying and Salvage have very clear distinctions:
- You need SCV to Salvage and then SCV to reconstruct building. There's no need in SCV to lift off.
- Reconstructing salvaged building still requires time (if we apply 80% speed-up to the SC:BW timing, for factory that would result in 12~14 seconds) and contrary to the enhanced Flying mode, reinforcement from the building will be completely cut-off.
This means that on short distances or in close proximity to the enemy flying is the best option. On long distances – salvaging and reconstructing is faster and more effective. But together they will tremendously improve mobility of the Terran's base.

This change will make concept much sounder and as a result of this, the flying mode itself will be used more often.


Not-so-trivia Part

In previous parts we constrained ourselves to the three major problems on the way of the Mobile Base concept and, in my view, successfully addressed them. It was pretty long read, but there is so much more to say – concept could take a good deal of balance tweaks before it flies. I don't want to bother you anymore though, so I tried to make the next list – the list of the most significant changes and problems that we purposely ignored before – as short as possible.

[Building Size: the less, the better]
Here is the deal: how do we move buildings around the map, if we can barely fit any outside of our main? This question is especially true for the maps with a lot of cliffs (think of Sin Peaks of Baekdu). It's not only hard to place buildings with add-ons anywhere outside expansions – those buildings you find place for will clutter movement of your own troops. Only way to deal with this problem is to reduce size of the Terran's buildings. It makes sense even without this concept: why would buildings with add-ons in SC2 take as much space as they take in SC:BW, when in SC2 having add-on attached is so much more important? In SC2 there's no reason at all in having buildings without add-ons, while in SC:BW that was a norm half of the time.
I don't know exactly why, but hopefully guys at Blizzard already made buildings take less space than before (in the Terran Gameplay Video you can see that Barrack is 3x3 and not 4x3). However they could be made even smaller with the minimal, but very interesting adjustments to the game art.
http://img231.imageshack.us/<wbr>img231/3295/tmbsizeue5.jpg
Imagine the Factory flying around being partially exposed, then landing and repairing itself by building an add-on.

[Add-ons are built without SCV – salvaged without SCV either]
Buildings construct add-ons by themselves, so it makes sense to allow them salvage add-ons without SCVs. That will also make pushing with Production line a bit more entertaining, much less troublesome and less risky. They still can be salvaged with SCV if there's need for that.

[As dynamic and fast-paced as possible]

In order to make this concept fit Starcraft game pace as much as possible we'll need to tweak several variables. One of them is the delay caused by the lift-off animation. Removal of this delay (only the delay, not the animation, of course) will allow the Buildings to start movement and unit production immediately after lift-off command was issued. A Building's flying speed also should be carefully balanced in order to maximize effectiveness of the concept.
As an experiment I would suggest completely separating lift-off and landing from unit production. I.e. once enhanced Flying Mode upgrade is done you can lift-off barrack while marine is in production without canceling it. All benefits of reactor add-on will be immediately lost though, and of course you won't be able to do same with units like Ghost or Siege Tank as they can't be produced without tech add-on.

[Tie ability to produce units in the flying mode with a building that is unable to lift off]
In case playing against this concept will get especially annoying for players, we can change prerequisites for the enhanced Flying Mode. Instead of making it upgradeable ability, we can make it depend on a certain expensive immobile Building that unlocks ability once built, and if the player loses this Structure he will be unable to produce units when his Buildings are uplifted. It will not only leave less room for abuses, but will also add a nice twist to the concept.

[Salvage costs 30%, returns 130%]

How is that different from simply returning 100% of the building cost?
o The need to pay for the Salvage before you can use it means that if for some reason salvaging wasn't finished the investment will be lost. That makes salvage more risky.
o The fact that the Salvage costs resources means you won't be able to use it in case you weren't careful and run out of cash. This puts the Terran at least somehow in line with other two races who can never get their resources back.
http://img228.imageshack.us/<wbr>img228/8226/tmbsalvagevp6.jpg

[Salvage doesn't work without Command Center]

Making Command Center a requirement for the Salvage will give opponent means to get rid of this ability, hence making Salvage a bit less abusive, especially considering that upgraded Command Center cannot lift off.

[Offensive capabilities]

Point of this idea is to make Production Buildings more useful outside of the Base and to give player more reason to move them around.
Could works like that:
Putting SCV inside the Barrack allows the Barrack to use its defense perimeter (needs activation which takes 2 seconds, works for 10 seconds attacking enemy units, then deactivates and goes offline for 5 seconds, so this ability itself requires to be activated at the right time)
Putting SCV inside the Factory allows the Factory to create minefield around itself.
It also worth considering whether Building can fly with SCV sitting inside or not.

[Wreckage]

The Wreckage I'm talking about is somewhat similar to the one that I believe was scrapped from the Thor. Some buildings (add-ons and Production structures) once destroyed live heap of the metal on the ground. This wreckage doesn't affect units' movement. It's neutral - that is, there's no need to destroy it in order to kill the Terran and moreover enemy Terran can use it for his own needs. How it's used? It can be either salvaged, in this case it won't give any resources but only speed-up bonus, or it can be repaired back into functional building with the help of one or more SCVs (or with the help of Nighthawk if it still has repair ability)


Summary


- This concept fits the Terran very naturally and yet may greatly renew the way the Terran is played.
- Despite the length of this post there are very few of actual changes and almost all of them are fixes of ideas, which had been or already are in the game. All of the proposed changes are small ones, but with big consequence, rather than absolutely new stuff, and that's very good.
- Salvage, Add-ons, Buildings' ability to fly, Supply Depots used as walls – all these mechanics will be significantly boosted and become much more important for the Terran.
- This concept will require huge effort to master, has big learning curve and pumps good deal of macro-management into the Terran when used on its fullest.
Quote:
NAME: ArcherofAiur

TLDR: Creep Casting

A player can click on a Zerg building and activate a Creep Casting spell. The player's cursor would then turn into a circle. This is the paintbrush tool. With the paintbrush tool the player can paint over creep to endow it with special properties. Every spell has a specific paint brush diameter and a set amount of creep that can be painted over. Spells would disappear after a time period. Most creep spells would require the player to start the painting at the building and drag the paint where they want it.

Expanded Description:

Rapid Regeneration Spell

Visual Appearance: The creep pulses with green veins.

Paintbrush Parameters: Player activates the ability at an Evolution Chamber building and gets a medium paintbrush. He can drag this paintbrush from the Evolution chamber and over creep for a medium distance.

Effect on Creep: Zerg units and buildings get enhanced regeneration on painted creep.

Extend Creep Spell

Visual Appearance: Creep would move forward to cover land by latching out with more and more tendrils of creep. It would look like the symbiote (venom) in spiderman 3 when it was crawling around and enveloping people.

Paintbrush Parameters: Player activates the ability at a creep tumor and gets a large paintbrush. By dragging this off the creep tumor and over uncreeped land the player could spread creep for a medium distance.

Effect on Creep: New creep would function the same as regular creep. Creep would disappear after a while unless secured with creep tumors or hatcheries. Note that with the extend creep ability you can easily create a creep highway into an opponents base. This allows you to creep crawl your troops right to his front door. Additionally, it creates an avenue of creep to cast your creep spells down.

Sticky Creep Spell

Visual Appearance: Painted creep becomes brown like mud or quicksand.

Paintbrush Parameters: Player activates this ability at the Deep Warren and gets a small paintbrush. By dragging this off the Deep Warren they can paint creep a medium distance.

Effect on Creep: Enemy units on affected creep have slowed movement.

Darkswarm Spell

Visual Appearance: Millions of orange insects crawl out of the creep and swarm over the affected creep.

Paintbrush Parameters: Player activates this ability at the Infestor Pit and gets a medium paintbrush. By dragging this off the Infestor Pit they can paint creep for a medium distance.

Effect on Creep: Units in the Darkswarm take no damage from ranged attacks.

Boiling Creep Spell

Visual Appearance: Painted creep becomes red and inflamed. It begins to boil with heat waves rising up.

Paintbrush Parameters: Player activates this ability at the Ultralisk Cavern and gets a small paintbrush. By dragging this off the Ulralisk Cavern they can paint creep a small distance.

Effect on Creep: Enemy units on affected creep take damage over time


Nydus Suction Spell

Visual Appearance: The creep would reach up and envelop zerg units. After completely enveloping them the creep would pull them directly into the ground. (Who remembers that bed sheet scene from The Grudge where she looks down and the thing grabs her and pulls her into the sheets. And then the sheets fall to the bed flat. Yah, just like that)

Paintbrush Parameters: Player activates the ability at a Nydus Network building and gets a large paintbrush. Player can paint creep over a large distance so they can select their whole army if desired.

Effect on Creep: Zerg units standing on painted creep would be pulled into the ground. The units would now appear in your nydus network. The player then clicks on any creep and the zerg units burst out of the creep at that location.

Additional Considerations

Creep Casting encourages players to strategically place Zerg buildings on creep patches throughout the battlefield. Spew some creep with an overlord and throw down a creep tumor. Now build a building with a creep spell to cast that spell. Creep Casting also scales from the early to late game. The player gains access to more powerful spells as he moves up the tech tree. Additionally, as the game progresses the Zerg can cover more and more of the battlefield with creep. This adds to effectiveness of his creep spells.
Quote:
TLDR: Harvesting Tentacles 2.0

When a hatchery is morphed into a lair it gains five fleshy orifices.
A Zerg player can order a drone to embed itself into an orifice. After
a morphing period the drone's tail erupts into a tentacle sucker
(think squid).

The player can now order this tentacle to mine from a nearby mineral
patch or extractor. The tentacle mining rate is more efficient than a
saturated drone line. The Zerg player can use the displaced drones for
buildings or transfer them to an expo that has not yet upgraded to
lair. When the lair is upgraded to hive its tentacles can attack.
Quote:
Summary:

Resource separation

1) Refineries will hold workers inside
2) Move Minerals and Vespene Geysers to separate locations

The first change means that Refinery will house up to 5 workers similar to Bunkers. The rate and speed at witch gas is being harvested over time will be influenced by the number of workers housed at any given moment. The Refinery's design must show how many workers are inside so that the rate at witch gas being harvested can be scouted. Also because of this change Refinery won't need a Headquarters to be near by. After the Geyser gets depleted no gas can be mined and the workers will be thrown out and can't be housed again.

The second change will bringing new depth to expanding while raising a new dilemma: witch expansion to take at any given time, with Minerals or with Gas?


Additional Info:

As the role of Refinery types of buildings will increase those buildings may get a secondary function. For example, Terran Refinery could hold not only SCVs, but also a number of infantry units. Or Zerg Extractor could spawn Creep around itself to enable the player to build Crawlers around for defence purposes as there won't be any necessity to build a Hatchery near by.
Quote:
Here’s an idea for the gas mechanic, but I think it would actually probably apply for the mineral mining system as well.

With many activities in life, the more you do it, the better you get. What if this worked for the workers as well? What if the workers gained “experience” from working in the mining field, or in the gas refineries? If an SCV had been working in the mine field for a number of years, he would definitely get some tricks of the trade under his belt, and probably know how to operate his machinery better than some dude just coming off the line. I’m not sure how this works into the lore with probes (since they’re robots) and zerg (since they share a collective mind), but we could figure something out. Anyhow, as the workers gained experience, maybe the amount of time that they spend at the mineral patches or gas refinery is less, or maybe they are able to carry more minerals or more gas.

For instance, say that there is a bar on the probes, scv’s and drones that looks something like the energy bar on spell casters, but instead of showing how much energy they have left, it shows their experience level? And the experience level is maybe out of 50 or something. Workers start at 0, and every trip that the worker makes from the mineral patch or refinery gains them 1 experience. So, lets say that increasing experience decreases the amount of time that they spend in the refinery. So the formula could work something like this – time spent in the refinery = 1 second + 1 second/worker experience. Obviously, 0 experience wouldn’t make the function go to infinity, but a worker with 1 exp would take 2 seconds to mine from the refinery. And then the higher the level of experience the worker has, the closer to 1 second that it takes to mine gas from the refinery.

Now that the mechanic has been explained, consider how this would work into actual game play. For starters, for n00bs, they wouldn’t really notice a difference because they’re usually not so much concerned about which patch every miner is working on. But with experience, you really want to make your workers work more efficiently. So a worker of lower skill will spend longer on a mineral patch, but as they gain experience, the amount of time they spend there will be less. So you’ll want to get another experience worker on that same mineral patch. Or with the refinery, maybe when you just start out, 3 workers in the refinery will be the max that it can handle efficiently. But as the workers gain experience, you’re going to want to maximize efficiency in the refinery, and you’ll want to add workers as is necessary. At some point, maybe when they’re all maxed out in experience, you can have 5 workers in the refinery at any given moment, and the refinery is working at top capacity.

As it is, you want to minimize the worker count loss on raids, but if they gained experience, the workers with more experience would suddenly become much more valuable, because it’s an intangible “resource” that you’ve developed, and a huge asset to your economy. So there would be a lot of micro involved in making sure that you didn’t lose your workers, and if you did, it was the workers that didn’t have all the experience. And so if you lose the workers who were in the gas refinery, now you’ll have to train some new guys into the refinery, or adjust the workers so that you are again operating at top capacity.


Criteria
This mechanic is direct in its usage, and beneficial in gameplay.
This mechanic has the advantage of potentially providing great boosts to your economy, but the disadvantage of having to be much more cautious with your workers, and a little bit more anal about micro managing what they’re actually doing.
This mechanic doesn’t really have a drastically negative effect on your opponent, unless your opponent is completely oblivious to the changes it makes to the gameplay, and are unable to utilize it effectively.
This mechanic encourages micro.
This mechanic does nothing to alter auto-mine, or change MBS.
I’m pretty sure this ability could be balanced pretty easily, although I wonder how much it would affect a person’s ability to make a come back if their economy gets completely thrashed while their opponent’s is untouched.
It’s not forced on any map or player, it really is up to each individual player to take advantage of the micro-benefits involved with this mechanic. A complete n00b can use it and not even know about it, their economy and workers will go forward with it whether they know about it or not.
The mechanics of this aren’t random at all – the are completely calculated and they can be controlled
The mechanic really isn’t dependant upon the player’s choices, because this mechanic is automatically going to take effect whether they want it to or not. So I guess it doesn’t meet this criteria very well. But the other ones, I really think it could work…

I haven’t really thought through all the nuances with this—the idea just came to me for some reason as I was watching the Flash vs. BackHo semi-final from the GomTV season 1 invitational, and I knew I had to submit it. There are probably a lot of holes with this, but I really think it has a ton of potential. I’m registered on the site under the user X3N0N, let me know your thoughts on this!

 
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Old 01-22-2009
 
#2
United States Gradius
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More:

Quote:
Harvest Boost Upgrade:

Short Version:

Ability info:
Small splash radius to hit multiple workers
Effects last X amount of time
Small casting radius for gas buildings, but able to boost at least half workers harvesting near 2 geysers.
Costs X amount of energy

Each Race has its own unique boost:

Protoss - An ability that can boost resource gathering per trip(+ damage boost)

Terran - An ability that can boost worker movement speed

Zerg - An ability that can boost worker gathering speed(Time it takes for a worker to get a chunk of minerals/barrel of gas)(+attack speed boost)


Larger Version:

Ability info:
*Small splash radius to hit multiple workers
*Effects last X amount of time
*Small casting radius for gas buildings, but able to boost at least half workers harvesting near 2 geysers.
*Costs X amount of energy
*Each Race has its own unique boost:

*Protoss - An ability that can boost resource gathering per trip(+ damage boost)
*Terran - An ability that can boost worker movement speed
*Zerg - An ability that can boost worker gathering speed(Time it takes for a worker to get a chunk of minerals/barrel of gas)(+attack speed boost)

The reason I added the boost to attack damage/attack speed is because the one already has a boost in movement speed, which will help workers get to a place and build, or repair, etc. It just kinda adds a little more boost for the workers, and beefs them up just a tiny bit for a short period of time, while also fitting their races quite well...

How these abilities can be done, and explained lore-wise/game-play wise:

First of all, all of these abilities can be an early-mid game upgrade.

*For Terran: Movement Speed Increase

This can be done by a small add on built by the refinery, which creates, and shoots some sort of little gas bombs similar to what is in a stim pack. These bombs boost the power of the scv's thrusters, sending them forward faster. The effects of having this all the time would burn the engines out/hurt the brakes. This boosts the scvs movement speed for a short while, only without the harmful effects of stim(Which means no loss of health).

*For Zerg: Gather Speed/Attack Speed increase

This can be done by shooting some sort of liquid that the gas extractor building creates naturally, which also happens to cause the drones to have an increase of adrenaline, allowing it to muscle out minerals faster, and attack at a quicker rate. Too much of this stuff will cause the drones to get infuriated/confused and attack everything.

*For Protoss: Increased Gathering capacity/Attack Damage boost

This can be done with a power surge, produced using the gas in the assimilator. The assimilator produces a beam which can be shot into some probes that gives them a temporary surge of power, increasing their attack damage, and carrying capacity. The surge can be withstood for a short amount of time, but if added all the time would overload the probe.

All of these have a small splash area, so that they can get a small amount of workers close together, but at the same time prevent a player from huddling workers together for some sort of exploit.

All numbers, range sizes, are subject to balance and would have to be done by blizzard.
Quote:
TLDR Version:
Every Race should be able to decommission its building in one way or another, move them to another location or convert them to some form of resources needed for another build.
This mechanic allows for a resource efficient change of strategy, more ways to trick an opponent and better resource/building management.
At the same time, it takes time, planning and presents a window of opportunity for the opponent.


Expanded Description:
Protoss:
Just as the probes can initiate buildings with warping, they can also warp them back the same way, or to another portion of the map.
Sending them back to Aiur/Shakuras will redeem the resources spend on the building.
Sending them to another portion of the map will cost less than building them again.
In both cases the building will be warped for the same time as to warp a new one. In the second case, warping points will be present in the start and ending location and the building can be attacked at both. Still, a Protoss can chose to evacuate a whole base that has its defenses down to another location.


Terran:
One SCV builds a bilding but many can repair it at once. Terran are famous for being able to move their bases but some vital building cannot fly. So terran should be able to use one SCVs to deconstruct a building and recover it's resources.
5 SCVs can also be employed to speed up the process 5 times over making it more effective process of gathering resources than mining.
Retrieving those resources is done once the building is complettely decontructed. The SCVs can stop deconstruction at any time and one SCV can build it back again without the need for more resources.

Zerg:
They are able to mutate a building back into multiple drones equal to the price of the building in minerals. Any extra minerals or gas is recovered.
Example:
A lair costs a total of 450 minerals and 150 gas. It can de-mutate back into total of 9 drones and 150 gas. De-mutating takes the same amout of time as the total mutating time to get the drone to Lair.
While the Zerg cannot get the full resources, they can get workers that can gather, scout, fight or build other buildings. This mechanic can be also used to get some extra workers over the supply limit.


P.S. Deconstruction mechanic can also be implemented to units. It will be very useful in situation where the players are maxed out and send their workers to be destroyed.

Quote:
TLDR: allows you to choose how fast workers gather minerals, altering between faster minerals and gas collection.

Expanded description:

I think the problem people have with, for example, the new gas mechanic is that it seems to be making the game more cumbersome, just to satisfy the strong desire for increased macro.

My idea is simple. Enable players to choose the rate at which workers gather minerals and gas. This can be balanced out to not avail this mechanic until a later tier. It would work like this. The default rate of collection, as far as I have heard, is 5 minerals and 8 gas per trip. We should make this be able to change. For example, in a mineral heavy build, let the player chose that his units harvest 8 minerals per trip, at the price of 3 gas per trip.

For balance and gameplay issues, I believe their should be a timer which would require a resetting of this ability... ie, you can only change the harvest rate once every couple of minutes. however, there would be no beeping, and the harvest rate would automatically refresh to your last setting if you do not manually change it after the allotted time.

So for example, in a late game, where you have accumulated many minerals, but would like to start pumping a heavy gas unit, you can change your harvest rate to 2 minerals per trip, and 11 gas per trip. of course, the specific tradeoff would be subject to balance.
Quote:
TLDR Version - Three buildings which allow a single, manually excecuted mineral trip at a much higher yield every 10 seconds: the Protoss Energon Pylon, the Zerg Nydus Mine, and the Terran Mineral Synthesizer.
Expanded Description -
The crucial question of any new macro mechanic that might be added is this: what place does it have in the action cycle?

If the mechanic is a new building that can be set up and left alone, it has minimal impact on apm, and if it rewards each click, than it draws too much attention away from micromanagement. The answer is to have a mechanic which has a cooldown, either an explicit ability cooldown or the build time of a building or unit. This way, it is a predictable action that can be planned for, but must be attended to, even in the heat of battle, which is what makes it a macro action.

Protoss:

Energon Pylon

The Energon Pylon is an upgrade of the basic Pylon. It will serve the same functions as a pylon but have an additional ability:

Energize Crystal Formation: Use on any mineral formation within range (same as power range) to increase the mineral yield for one gathering action. This ability has a 10 second cooldown.

The mineral formation will change color and mining it will not be an automatic action. Once it is mined manually, it will return to its normal color and properties.

Once a Pylon has been used in this way, it will cease to glow until the cooldown on this ability is up. It will not power buildings during this period, so Energon Pylons must be built exclusively for this purpose (and to generate food). An energized mineral formation may also be mined by the enemy, so this mechanic is vulnerable to harassment.

Zerg:

Nydus Mine
The Nydus Mine is a building which resembles a giant mouth lined with crystals. It must be built within some distance from the mineral patches.
Workers who enter the Nydus Mine will return crystals as if it were a mineral patch. After mining, the jaw of the Nydus Mine will close for 10 seconds, after which it must be manually mined again.
The Nydus Mine will also close if attacked, so it is vulnerable to harassment.
Terran:
Mineral Synthesizer
The Mineral Synthesizer is a building which resembles a refinery and will billow blue smoke and light up when in use.
Instead of a worker returning a stack of minerals to the command center as usual, the unit may return their stack to the Mineral Synthesizer. The Synthesizer will then generate crystals over 10 seconds, totaling much more than the value of the initial stack. During this time, a vivid animation will let players know that the Synthesizer is in use. After it is done, it will be ready to recieve another stack of minerals.

If the Mineral Synthesizer is attacked while generating minerals, the mineral yield per second will be lowered (possibly to nothing), so it is vulnerable to harassment.

Key Features of These Mechanics:
Good Visual Cues: Seeing a non-glowing Energon Pylon, a closed Nydus Mine, or an active Mineral Synthesizer will let the players know that proper macro is being done at this location, and the opposite will show that it is being neglected.
Harassment: A harassing gatherer could steal an energized crystal formation, setting the opposing player back. It could also stop the Nydus Mine from working by attacking it. It could also lower the crystal yield of the Synthesizer by attacking it. This will make for games that are more entertaining to watch and play from the beginning, since even a single worker can be used effectively on offense, doing serious economic harm, instead of simply being an annoyance.
Entertainment Value: A problem of classic Starcraft is that micro is very visual, whereas macro is not. These mechanics allow E-Sports commentators to spot when and where macro is being neglected, foreshadowing problems that may develop for that player over time.

Proximity to Resources: All these buildings, for different reasons, must be close to the mineral patches to be effective. This gives players harassing workers an additional, easily identified target. If the buildings could generate resources from anywhere, that would lessen the effectiveness of attacks on an opponent's economy.

Useful, But Not Necessary: While these mechanics will be mandatory for high level play, they allow players who prefer automated gathering to still have a chance at low or mid level play. This allows Starcraft 2 to appeal to RTS gamers of all playstyles.
Quote:
Objectives:

  • To give players the ability to control incoming resources by means of allowing harvesters to carry and drop-off resources less than its intended cargo capacity. (n<6)
  • Allow players to increase mineral acquisition by allowing multiple harvesters per patch.

Potential Results:

Mid-game and Late-game, given enough number of harvesters and expansions, the player may be able to quickly respond to a situation, or formulate combos and create a situation for an opponent.

Complement with currently revealed Gas-Mechanic:

Can utilize the gas miners to harvest minerals without having the miners wait in line, even in a harvester-saturated mineral field.

Warcraft 3 map example Observations:

Early game: mineral acquisition is about the same, both for Returning Cargo (when trying to rush build/train orders or responding to slight delays), and not using Return Cargo at select instances.

As the game progresses to 8-12 minutes, Return Cargo can yield noticeable effects.

http://sclegacy.com/images/uploaded/...est/macro1.jpg
Quote:
TLDR: Each race gets a building that is essentially a silo to contain resources. Workers can be set to auto-mine and rally back to the silo instead of their main structure (Hatchery/Command Center/Nexus). This silo has the ability to slowly replicate the resources inside it. As more resources are added to the silo, the more replication takes place, essentially increasing the overall resources the player has access to by a small (balance-able) percentage. The resources stored in the silo are separate from the resources the player has at their direct disposal. At any point, the player can access the silo and recover only the entire lump sum of the silo's contents (including all the extra resources created by the silo's percentage gain), resetting the silo to containing 0 resources. If the silo is destroyed, all resources held within the silo are lost.

Expanded Description: This idea promotes macro by creating choice of how to spend ones resources throught the game. Should the player mine as normal with 100% income right away to promote a strong start? Or build the silo and allocate several workers to stockpile resources inside it, having less resources at the start of the game, but get get access to a larger lump sum later for emergencies? Is it worth building the silo, or multiple silo's for that extra boost, even though they're a high priorty target for raids? Should I let the silo accumulate resources for an extended period of time to quickly produce an end-game strikeforce, or should I periodically recover my resources to ensure they are safe, but with less resource gain than I could have if I let it sit?

 
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Old 01-22-2009
 
#3
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Semi-finalist. Typical.
Oh well, its a loss for SC2, not me.
 
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Old 01-22-2009
 
#4
United States Gradius
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Quote:
Originally Posted by DemolitionSquid View Post
Semi-finalist. Typical.
Oh well, its a loss for SC2, not me.
Chillax, you submitted three entries, remember? :P
 
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Old 01-22-2009
 
#5
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If D-squid were to chillax and stop complaining my whole world would shatter!

I find that 'grinding' suggestion quite interesting
 
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Any sentence that begins with “Protoss cannot” is a flat out lie. Protoss can.
 

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Old 01-22-2009
 
#6
Canada DemolitionSquid
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Quote:
Originally Posted by Gradius View Post
Chillax, you submitted three entries, remember? :P
Oh I know, I'm just kidding around.

It's just the one posted in this thread was my favorite.
 
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Old 01-22-2009
 
#7
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Well looks like your favourite just doesn't cut it eh?
 
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Old 01-22-2009
 
#8
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Whoa that's a longggg read

But those kinds are mostly always the best~


-Psi
 
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Old 01-22-2009
 
#9
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Quote:
Originally Posted by WolfGangGrimmer View Post
Well looks like your favourite just doesn't cut it eh?
Acctually, I talked to Gradius and he explained it was because it was too good.
 
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Old 01-22-2009
 
#10
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Quote:
Originally Posted by DemolitionSquid View Post
Acctually, I talked to Gradius and he explained it was because it was too good.
Yeah, too good at making the game terrible. He only put it in semi-finals because there's no such thing as not making it into the semi-finals. Here's a harsh reality for you. Any "idea" that didn't make it into the semi-finals does not exist, because being in the semi-finals simply means that it didn't make it into the finals.
 
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Old 01-22-2009
 
#11
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Quote:
Originally Posted by WolfGangGrimmer View Post
Yeah, too good at making the game terrible. He only put it in semi-finals because there's no such thing as not making it into the semi-finals. Here's a harsh reality for you. Any "idea" that didn't make it into the semi-finals does not exist, because being in the semi-finals simply means that it didn't make it into the finals.
No. The ideas in here are the ones the staff liked the most. There were a bunch of others, but I wasn't about to post even more walls of text.

Quote:
Originally Posted by DemolitionSquid View Post
Acctually, I talked to Gradius and he explained it was because it was too good.
I'm not sure how you extrapolated that from our conversation, but alright.
 
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Old 01-22-2009
 
#12
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Originally Posted by Gradius View Post
No. The ideas in here are the ones the staff liked the most. There were a bunch of others, but I wasn't about to post even more walls of text.
I know, I was just kidding though.
 
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Old 01-22-2009
 
#13
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Yeah, you'd best lower down your gun. It's already disabled, and if you'd have kept it up, I would've snapped your neck before you even figured out that your gun wasn't firing.
 
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Old 01-23-2009
 
#14
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Ughhhhh! That was ridiculously long but from what I read the first idea was great. I might read the rest later.. but ... damn .... I might as well sit down and reread a StarCraft novel.
 
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Old 01-23-2009
 
#15
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I'm not sure how you extrapolated that from our conversation, but alright.
Lol, I'm just trying to screw with some heads.
 
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