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[D] Moving bases för all units?

Forum Index > Closed
 
 NVRLand   Sweden. July 01 2012 01:58. Posts 181
Profile # 
Hey guys!

I am not quite sure if this should be here or in SC2 General so if a mod thinks it's misplaced, I'm sorry!

I create this thread to put forward an idea that has been bothering me for quite some time and it's the way terran can build their expand in their base. This has several pros to it:

1) If they are contained they can build the new expansion in their base so that they can start mining at once when they break the contain.

2) If a base is attacked they can lift it off and fly off.

3) Together with the wall-off, this makes it quite easy to play mind games. Just build the CC out of sight from the wall and the opponent has no idea what you're doing (I agree that experienced player probably can read it from other stuff tho)

So I am wondering, would terran suddenly be heavily underpowered if all races could move their bases?

Zerg - What if hatches could burrow and move while burrowed? They would still be able to take damage, no detection would be needed and they can only move on ground.
+ Well... you could move it..
- Can only move on ground
- Maybe only move on creep?
- Can't produce larvae while moving

Protoss - Warp the Nexus to the new place where you have vision.
+ Can move from one place to another without being spotted
- Can be attacked at two angles while warping
- Maybe lose all the energy?


I do not want to sound like I'm complaining about balance (But I think it does...?) but I was just wondering if there is any way it would be possible to implement moving bases for all races without breaking the game?

Terran would still have advantages as:
+ More moveable buildings
+ Can fly out of a battle (A nexus wouldn't be able to warp to another location before being destroyed by the drop/battle)

What do you think? Hoping for some good discussion!
Old Post

 
 zezamer   Finland. July 01 2012 02:01. Posts 1805
Profile # 
nvm..
Last edit: 2012-07-01 02:05:55
Old Post

 
 Licit   Sweden. July 01 2012 02:03. Posts 222
Profile # 
The swenglish is strong in this title
Old Post

 
 Facultyadjutant   Sweden. July 01 2012 02:06. Posts 1159
Profile Blog # 
Terran is by race design a defensive race, their whole race caters to this, that fact reflected by the defensive capabilities by their buildings.

Meanwhile zerg which is reactionary and expanding by design has a cheaper main building.

And last protoss is a race whom are based on timings where the nexus emphasize this by accelerating them.


It's racially motivated and plays into the race' synergy

Giving all races a defensive attribute would give them a racially inherent advantage over terran and plays against the overall design philosophy of the races.
Last edit: 2012-07-01 02:07:14
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Old Post

 
 Captain Marksie   July 01 2012 02:15. Posts 40
Profile # 
Protoss buildings have shields which essentially gives them more health and the shields regenerate. Nexus has 1000 health plus 1000 shields so 2000 total health. Orbital Command only has 1500 health but can be repaired at the cost of resources and mining time.

Hatchery has the 1500 health but it regenerates it's health slowly over time, or transfused by queens at the cost of energy. It also gains health when morphed into lair and even more when hive.

So basically each races buildings have pros and cons for balance. Yes terrans can lift off, but their buildings are generally the weakest. Add ons are also required for the efficient use of production buildings and these do not lift off. Protoss have the strongest buildings due to the regenerating shields so can survive much better than terran buildings. Zergs buildings are surrounded by creep which gives zerg and advantage.

I could go on for ever about the pros and cons of each races structures but i think i've got my point across that if all races had the ability to move their structures then all terran structures would need a buff to keep it balanced.



Old Post

 
 Whatson   United States. July 01 2012 02:37. Posts 4448
Profile # 
How about you bring these ideas to Blizzard instead of a forum. Even if 100% of TLers agreed with the changes you proposed, it would still be up to Blizzard to implement the changes. Leave the game-design or game-balance to the makers of the game please.
SlayerS_MMA | Flash | IM_MVP | EG.HuK | Liquid'TaeJa | ST_PartinG | Liquid'HerO | SK.MC | QuanticIllusion | Dignitas.SeleCT ¯\_(シ)_/¯ - TL user Pucca is a nosy idiot who shouldn't try to order people around
Old Post

 
 Gyro_SC2   Canada. July 01 2012 02:53. Posts 513
Profile # 
I hope blizzard will fix the bug of the flying ability of the planetary fortress
Last edit: 2012-07-01 02:54:30
Old Post

 
 Schnullerbacke13   Germany. July 01 2012 02:57. Posts 1170
Profile # 
would be cöol if workers also mine while burrowed .. or (whoa!) all units could cloak, fly + burrow ..
21 is half the truth
Old Post

 
 Archybaldie   United Kingdom. July 01 2012 02:59. Posts 754
Profile # 
Protoss and zerg can gain worker leads in their base ... so while a protoss or a zerg have to wait for their main building to build they can saturate a base faster with workers because of chrono and injects.
I'm in the bubblewrap league ... i just keep getting popped
Old Post

 
 MapleSparKz   United States. July 01 2012 03:03. Posts 61
Profile # 
Facultyadjutant really hit the nail on the head imo. The game was/is being balanced around asymmetrical races. For each race to have the same capabilities defeats the whole purpose.
Liquid NonY, why don't you win every game!?
Old Post

  Empyrean   July 01 2012 03:47. Posts 16299Profile Blog # 
We discourage hypothetical/suggestion threads on TL.
 
Old Post

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