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Hi,
I've always found Terran's ability to draw the game by floating away their buildings a very unsatisfying way for the game to end. And one that is without parallel for the other races.
I'm suggesting a very simple fix, Terran buildings take VERY LITTLE damage while floating, something along the line of a single HP per second. Meaning a command center would take over twenty minutes to die. But it would eventually die, making float away stalemate not viable. Maybe even give a certain grace period, having the damage only start after a few minutes floating.
Would like to hear your thoughts?
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Sold. Thematically they can just run out of fuel and then crash and burn.
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I don't disagree if we were designing the game from scratch. But the change is so minor, and the issue so rare, that I think you'll have a hard time convincing many people (much less Blizzard) that they should make this change. I for one hope that Blizzard doesn't change anything about scbw unless people find totally game breaking bugs or something.
I wouldn't say that Terran's ability to float buildings to create a stalemate is a totally game breaking bug, but if you were to have suggested this in 1998, I would have supported you. I think it's a reasonable fix to the issue.
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Maybe terran buildings could start taking damage only after staying up in the air for too long, i.e. floating in the airt at the corners of the map & waiting for the game to close.
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I'm a doofus and thought I was in the SCBW section. Please ignore the above lol.
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As a terran I'd support this change. But give at least a 3 minutes grace period or it could disrupt too much when proxy buildings are flying home or in base trade situations.
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agreed, the floating corner is total bs
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On March 17 2019 16:27 Highrock1 wrote: Hi,
I've always found Terran's ability to draw the game by floating away their buildings a very unsatisfying way for the game to end. And one that is without parallel for the other races.
I'm suggesting a very simple fix, Terran buildings take VERY LITTLE damage while floating, something along the line of a single HP per second. Meaning a command center would take over twenty minutes to die. But it would eventually die, making float away stalemate not viable. Maybe even give a certain grace period, having the damage only start after a few minutes floating.
Would like to hear your thoughts? i just had a game were me and zerg base traded and i managed to sqeeze out a banshee and floated my buildings, while he lost every building and had few drones but not enough to build hatchery (he just built extractors everywhere) and zero anti air units. So if you removed permanent floating for terran buildings, i would have lost that game since he had like 40 lings and 10 roaches and i had 10marines 2 medivacs and a banshee.
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On March 17 2019 17:11 skdsk wrote:Show nested quote +On March 17 2019 16:27 Highrock1 wrote: Hi,
I've always found Terran's ability to draw the game by floating away their buildings a very unsatisfying way for the game to end. And one that is without parallel for the other races.
I'm suggesting a very simple fix, Terran buildings take VERY LITTLE damage while floating, something along the line of a single HP per second. Meaning a command center would take over twenty minutes to die. But it would eventually die, making float away stalemate not viable. Maybe even give a certain grace period, having the damage only start after a few minutes floating.
Would like to hear your thoughts? i just had a game were me and zerg base traded and i managed to sqeeze out a banshee and floated my buildings, while he lost every building and had few drones but not enough to build hatchery (he just built extractors everywhere) and zero anti air units. So if you removed permanent floating for terran buildings, i would have lost that game since he had like 40 lings and 10 roaches and i had 10marines 2 medivacs and a banshee.
So you had a smaller army, and less buildings, and would have lost if you couldn't kill all his buildings with a single air unit in less then twenty five minutes.... I'm okay with this.
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On March 17 2019 17:18 Highrock1 wrote:Show nested quote +On March 17 2019 17:11 skdsk wrote:On March 17 2019 16:27 Highrock1 wrote: Hi,
I've always found Terran's ability to draw the game by floating away their buildings a very unsatisfying way for the game to end. And one that is without parallel for the other races.
I'm suggesting a very simple fix, Terran buildings take VERY LITTLE damage while floating, something along the line of a single HP per second. Meaning a command center would take over twenty minutes to die. But it would eventually die, making float away stalemate not viable. Maybe even give a certain grace period, having the damage only start after a few minutes floating.
Would like to hear your thoughts? i just had a game were me and zerg base traded and i managed to sqeeze out a banshee and floated my buildings, while he lost every building and had few drones but not enough to build hatchery (he just built extractors everywhere) and zero anti air units. So if you removed permanent floating for terran buildings, i would have lost that game since he had like 40 lings and 10 roaches and i had 10marines 2 medivacs and a banshee. So you had a smaller army, and less buildings, and would have lost if you couldn't kill all his buildings with a single air unit in less then twenty five minutes.... I'm okay with this. im not saying its ok or not, i guess its right now a feature of terrans that they have. If they removed it i wouldnt cry about it, but for example using factory or rax to scout for you have been in game forever, nerfing that, i wouldnt like it.
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how about floating buildings burns 1 gas after each minute, if no gas left they fall to ground or crash if there's no ground?
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On March 17 2019 17:21 skdsk wrote:Show nested quote +On March 17 2019 17:18 Highrock1 wrote:On March 17 2019 17:11 skdsk wrote:On March 17 2019 16:27 Highrock1 wrote: Hi,
I've always found Terran's ability to draw the game by floating away their buildings a very unsatisfying way for the game to end. And one that is without parallel for the other races.
I'm suggesting a very simple fix, Terran buildings take VERY LITTLE damage while floating, something along the line of a single HP per second. Meaning a command center would take over twenty minutes to die. But it would eventually die, making float away stalemate not viable. Maybe even give a certain grace period, having the damage only start after a few minutes floating.
Would like to hear your thoughts? i just had a game were me and zerg base traded and i managed to sqeeze out a banshee and floated my buildings, while he lost every building and had few drones but not enough to build hatchery (he just built extractors everywhere) and zero anti air units. So if you removed permanent floating for terran buildings, i would have lost that game since he had like 40 lings and 10 roaches and i had 10marines 2 medivacs and a banshee. So you had a smaller army, and less buildings, and would have lost if you couldn't kill all his buildings with a single air unit in less then twenty five minutes.... I'm okay with this. im not saying its ok or not, i guess its right now a feature of terrans that they have. If they removed it i wouldnt cry about it, but for example using factory or rax to scout for you have been in game forever, nerfing that, i wouldnt like it.
Agreed, which is why I suggest the damage should be very low. And with a grace timer. I don't mind scouting floating buildings, nor do I want to overly change the balance of the game. Just eliminate a stalemate condition. But you did bring up an important case where that would affect who won, and I didn't think about that.
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I've always found Zerg's ability to draw the game by building away their broodlords a very unsatisfying way for the game to end. And one that is without parallel for the other races.
I'm suggesting a very simple fix, Zerg Broodlords spawn VERY LITTLE broodlodings while floating, something along the line of a single Broodling per minute. Meaning a command center would take over twenty minutes to die. But it would eventually die, making float away stalemate not viable. Maybe even give a certain grace period, having the broodlings only start after a few minutes floating.
------ I had more fun changing that than I should have... that series affected me deep inside.
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On March 17 2019 17:30 Doko wrote: I've always found Zerg's ability to draw the game by building away their broodlords a very unsatisfying way for the game to end. And one that is without parallel for the other races.
I'm suggesting a very simple fix, Zerg Broodlords spawn VERY LITTLE broodlodings while floating, something along the line of a single Broodling per minute. Meaning a command center would take over twenty minutes to die. But it would eventually die, making float away stalemate not viable. Maybe even give a certain grace period, having the broodlings only start after a few minutes floating.
------ I had more fun changing that than I should have... hmmmm
Happy you had fun, but I don't understand. Broodlords can be used to draw a game?
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On March 17 2019 17:32 Highrock1 wrote:Show nested quote +On March 17 2019 17:30 Doko wrote: I've always found Zerg's ability to draw the game by building away their broodlords a very unsatisfying way for the game to end. And one that is without parallel for the other races.
I'm suggesting a very simple fix, Zerg Broodlords spawn VERY LITTLE broodlodings while floating, something along the line of a single Broodling per minute. Meaning a command center would take over twenty minutes to die. But it would eventually die, making float away stalemate not viable. Maybe even give a certain grace period, having the broodlings only start after a few minutes floating.
------ I had more fun changing that than I should have... hmmmm Happy you had fun, but I don't understand. Broodlords can be used to draw a game?
In a way they do, there is no ground army that can engage it so the game devolves into what you just saw. Makes mass raven not seem all that bad.
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On March 17 2019 17:33 Doko wrote:Show nested quote +On March 17 2019 17:32 Highrock1 wrote:On March 17 2019 17:30 Doko wrote: I've always found Zerg's ability to draw the game by building away their broodlords a very unsatisfying way for the game to end. And one that is without parallel for the other races.
I'm suggesting a very simple fix, Zerg Broodlords spawn VERY LITTLE broodlodings while floating, something along the line of a single Broodling per minute. Meaning a command center would take over twenty minutes to die. But it would eventually die, making float away stalemate not viable. Maybe even give a certain grace period, having the broodlings only start after a few minutes floating.
------ I had more fun changing that than I should have... hmmmm Happy you had fun, but I don't understand. Broodlords can be used to draw a game? In a way they do, there is no ground army that can engage it so the game devolves into what you just saw. Makes mass raven not seem all that bad.
I know you're just taking the piss, but TBH I kind of agree. I think the Broodling pathing block decision was probably the single worst thing done for SC2.
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i always thought it would make sense to lose 1% hp/s while floating. like in wc3 when a ne building uproots its armor type changes. you can't get something for nothing :D
though this will only affect .1% of games, it would be good to implement such a change after g1 of scarlett vs maru just added to the hilarity that has been wesg
edit: i do like the idea of a grace period so you can barracks scout for a reasonable amount of time. obvious consideration i overlooked while jerking my knee
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Sure and while you are at it, make unpowered protoss buildings slowly die as well...
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On March 17 2019 16:39 Russano wrote: Sold. Thematically they can just run out of fuel and then crash and burn. Unless they fly to orbit
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On March 17 2019 19:19 Psychobabas wrote: Sure and while you are at it, make unpowered protoss buildings slowly die as well...
because these lead to stalemates how?
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