Balance between Salvaging structures and other races?

Discussion in 'General StarCraft 2 Discussion' started by Takaim, Oct 21, 2010.

Balance between Salvaging structures and other races?

Discussion in 'General StarCraft 2 Discussion' started by Takaim, Oct 21, 2010.

  1. Takaim

    Takaim Member

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    I was thinking about this a few days ago and what do you think would be fair in exchange to the terran's salavage ability for their bunkers?

    Zerg's crawlers can move and such, but perhaps they should have the ability to "salvage" their spine/spore crawler and get no money back but get the drone back instead. Because sometimes you just need a bunch of spine crawlers but after you defend the attack you got a crap ton left over and no reason for them anymore.

    As for protoss, I'd say allowing their pylons to teleport into any of their power grids would be cool. Perhaps costing them 50 minerals or something or even having a 50 second cool down or something, but it would be nice to be able to teleport pylons into other pylons power grids. Would also be fun to macro. Terran's can bunker rush you, but salvage the bunker if they decide not to. Would be nice if you want to proxy but decide not to to be able to recall the pylon back to your base and start builing on it there.

    Just some random thoughs, what do you guys think?
     
  2. RushSecond

    RushSecond New Member

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    Here's a fair exchange: bunkers can be salvaged, other defense structures don't have to be manned by units.
     
  3. Takaim

    Takaim Member

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    What do you mean? The bunker is the only defensive structure that has to be manned by units. o.o
     
  4. Ste

    Ste New Member

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    How about the fact that T get scan, Mule OR supply call down, OR PLanetary fortress, or lift off?

    All P get is charge, hows that for comparison on a single structure?

    Edit: and oh, zerg don't really have anything cool on thier "command center"
    Seems very balanced..

    cough.
     
  5. Takaim

    Takaim Member

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    Well Toss's crono boost is pretty nice. Can speed up upgrades, warpgate cool downs, get workers out fast, get units out fast, and if you have a lot of nexus's that means a lot of things are coming out faster. lol
     
  6. Makki

    Makki Member

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    yeah crono boost rockz!!!! ;D but terran mules, scan and suply-drop is just to powerfull :C
     
  7. Takaim

    Takaim Member

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    IF you say so...
     
  8. Ste

    Ste New Member

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    Don't think you can compare 1 ability to 5 or 6.

    Even IF charge does rock, would still be nice to have some choices..
     
  9. marinefreak

    marinefreak New Member

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    Takaim that was Rushsecond's point :p

    Zerg produce 9 units at their command center and can produce up to like 20 units at once off one building...kinda crazy some of you guy's comparisons and trying to say whether or not it's balanced just off that the number of abilities Oo.

    I think the pylon tele and zerg salvage would add unneeded complexity. One race gets a little cool thing on buildings doesn't mean all races need one.

    3 abilities on a CC is a dynamic terran needs due to them not having any bonus to scv production like the other races and they lack any good scouting unit like the overseer, phoenix, observer.
     
  10. rifT_Theory

    rifT_Theory New Member

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    marinefreak is pretty spot on. Right now everything does seem to be balance. Or at the very least Blizzard is on their way to making StarCraft2 the most balanced RTS game there is.
     
    Last edited: Jan 23, 2011
  11. KHaYMaN

    KHaYMaN New Member

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    Tangentally related to the original post:

    A devolution ability for zerg units might be kind of neat. Target unit/structure devolves (i.e. morphs back) into its original form. No resource refund.

    So buildings devolve back into drones, banelings back into zerglings, broodlords back into corrupters, and overseers back into overlords. Limited usefulness, but could still have some value. The only two things that even have remote balance implications (imo) are broodlord to corrupter, and using overseer to overlord (for some presumable speed advantage at positioning creep-dropping OLs immediately on hitting lair tech). And of those two only the first truly seems like it could be of significance in game balance, both in terms of being able to utilize a broodlord then reverting to a corrupter to possibly counter a counter, and in terms of healing (devolving would probably result in a full heal just like morphing does unless Blizzard took specific care to code it otherwise).
     
  12. Takaim

    Takaim Member

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    Sigh.. To be honest.. I just want more buttons to click and more micro coming back to SC2. u.u Atleast get rid of the damn auto-mine ability. -_-
     
  13. Stirlitz

    Stirlitz Member

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    nah, I don't agree, these stuff have made sc a much more convenient game to play. Having no auto-mine won't help anyone, it will only take up some more apm to do stuff...

    The game is fairly balanced as it is right now, I see no need for needless changes, tbh...

    The salvaging mechanic was a very nice one as it allows for a free bunker to be made when needed. Like rushsecond said bunkers count towards the supply limit and they don't attack by themselves so it's quite a fair trade for them to have a full refund if they survive.

    Regarding bunkers: I think there should be more people using scvs in pushes with the main army and build bunkers on contains since with the upgrades for armor and extra slots they can be quite formidable Bunkers should be used more aggressively imo :p