Natural Ability of Workers

Discussion in 'General StarCraft 2 Discussion' started by AtlasMeCH, Aug 20, 2010.

Natural Ability of Workers

  1. AtlasMeCH

    AtlasMeCH Guest

    I guess the only thing I'm kind of disappointed with in starcraft 2 is the natural abilities of the workers.

    Scvs have the repair ability while the drone and the probe still have nothing.

    I think that this has prevented the game from truly evolving to become something more interesting. Like I would have liked to of seen scvs used in cooperative play for repairing stalkers. Or scvs being used to assist in the regeneration of health of an infested MECHANICAL unit. Something interesting like that.

    I feel like starcraft hasn't evolved to become something "MORE INTERESTING" like I was truly hoping for.

    Like I kind of felt like the natural abilitiy of drones shoulda been simply to burrow in the first place.

    But I wanted to see the abilities of each of the workers be unique yet balanced out somehow in order to give each race a unique edge.

    An interesting example and an Idea for a Rush that I came up with is exclusive to starcraft 2 mechanics when it comes to utilizing the repair ability that SCVS have.

    Scv rushes in sc2 should theoretically be more potent then before. Perhaps not against zerg since scvs would be slower on creep and drones faster...

    But imagine an scv rush where now you have one scv set to auto repair. The problem is however, that if you spent that first 50 minerals on an scv then you won't have any minerals to repair.

    But now imagine a 2v2 match... you could continually recieve minerals from your partner at start to keep producing scvs, and also have enough minerals to keep 1 or 2 scvs set to auto repair.

    Imagine how devastating that could be in 2v2? Is that even fair? you know?
     
  2. TheSneak109

    TheSneak109 New Member

    Joined:
    Jul 22, 2010
    Messages:
    70
    Likes received:
    0
    Trophy points:
    0
    From:
    Canada
    You forgot to mention that a probes natural ability is that it's shield regenerates very rapidly after not being attacked for a short period of time, and also that a drone regenerates it's health slowly over a long period of time.

    This applies to buildings as well, each race has their own unique stuff. Terran is the only race where if a building reaches red in health, it burns and will eventually blow up if it's not repaired. The shields on a Protoss building will quickly regenerate after not being attacked, and Zerg buildings slowly regain health while on creep (and lose health while not on creep, except for extractors I think).

    And also, what the hell? The lack of certain abilities for workers is what makes this game disspointing you? I'm sorry man, but that's just crazy :S
     
  3. Aurora

    Aurora The Defiant

    Joined:
    Sep 12, 2007
    Messages:
    3,732
    Likes received:
    15
    Trophy points:
    38
    From:
    The Netherlands
    Do you really need to ask in order to know that it's utter bull****?
    Only complete idiots would loose to such a rush, ever.
     
  4. Amberlamps

    Amberlamps New Member

    Joined:
    Aug 5, 2010
    Messages:
    132
    Likes received:
    1
    Trophy points:
    0
    What else would they add?

    I believe most scvs already do have an auto repair feature, but by the time you get to your enemy's base, he has twice as many workers as you do, so it wouldn't matter.
     
  5. AtlasMeCH

    AtlasMeCH Guest

    Responding to: "TheSneak" and "Amber"

    You know that's an interesting thought.

    I almost feel like that in order to balance out those abilities, including the slow zerg regeneration, and the fast shield regeneration of the protoss (In which case shields always take damage first), AS BLAND as those abilities are...

    That zerg should be able to flip on and off some switch at will which enhances the regeneration rate of all buildings and units, but for some kind of slow draining cost of minerals.

    It wouldn't be like you could focus and stack regeneration on one particular target, as terran does, but when turned on, the regeneration would be somewhat faster then protoss shields.

    If what you said was true amber, then there would no need to ever be offensive.

    This game was suppose to evolve to a true e-sport.
     
  6. Kayhoff

    Kayhoff New Member

    Joined:
    Feb 24, 2010
    Messages:
    28
    Likes received:
    0
    Trophy points:
    0
    ...It is a true E-Sport dude. Starcraft and Warcraft 3 are the most played competitive games in the world.
     
  7. TheSneak109

    TheSneak109 New Member

    Joined:
    Jul 22, 2010
    Messages:
    70
    Likes received:
    0
    Trophy points:
    0
    From:
    Canada
    So what if Zerg had a big stock-pile of minerals but also had a huge army in the late game due to insanely good macro skills? I dunno, I just don't see that working very well at all in any given situation.
     
  8. AtlasMeCH

    AtlasMeCH Guest

    Well I would have to agree with you for the most part considering that the basic warrior of zerg, the zergling, posseses such little health that having a regenerative abilitiy doesn't quite make sense.

    I guess the zerglingling would have to be very fast, naturally, in order to be able to get in and out of fights in order to herass the opponent with out taking any losses so that the natural ability of being able to regenerate health could truly be utilized and taken advantage of.

    It almost seems like the lings would have to get in and out of the fight in a BLINK of an eye.

    Blink... but that is what is used by stalkers.... Why? because protoss is known as "The advanced race"

    Blizzard would never and COULD never give zerglings blink because zerg is a biological race... the only race that one could even fathom being able to get from one point to another would be protoss because they have the advanced technology....

    Sigh.....
     
  9. Kaaraa

    Kaaraa Space Junkie

    Joined:
    Sep 19, 2007
    Messages:
    1,335
    Likes received:
    3
    Trophy points:
    0
    From:
    United States
    Fantastic, another gem of wisdom from the great AtlasMeCH.

    News flash: Workers aren't supposed to do anything interesting, they're supposed to work to give you resources. If anything you should be happier with workers than anything else since all you ever talk about is homogenizing units and races, and workers share a lot of the same stats.
     
  10. snowden0908

    snowden0908 New Member

    Joined:
    May 26, 2010
    Messages:
    229
    Likes received:
    1
    Trophy points:
    0
    From:
    Chicago
    I don't really see what abilities the workers are supposed to have....

    Since terran are horribly, game-wreckingly, life-shatteringly OP, their workers should have a health drain (caused by their horrible smoking habit).

    Since protoss motherships have recall, I guess probes should have that ability as well because it is all protoss. Also, shield regen should be instant

    Drones look kind of like brood lords... so I think they should just scrap drones and have brood lords be the basic worker unit.
     
  11. Amberlamps

    Amberlamps New Member

    Joined:
    Aug 5, 2010
    Messages:
    132
    Likes received:
    1
    Trophy points:
    0
    LAWL.

    Funny. Now go whine to blizzard.

    And as far as this goes...


    This would basically make the repair feature of Terran more or less obsolete. It would focus fire on whatever building needed it based on what took damage, making it essentially a more efficient SCV. Terrible idea.
     
    Last edited: Aug 20, 2010
  12. AtlasMeCH

    AtlasMeCH Guest

    Well take a game like warcraft 3 where interesting functions and abilities were woven right in to the very most basic of buildings and units. This definitely made the game interesting, especially from the start. The only reason why it lacked is because the unit counter system was weak which resulted in the game turning more of a spell counter spell battle.

    But know how there is points earned for unit losses, in starcraft I know, haven't made this observation yet in sc2...

    You have units produced, units killed, and units lost. There were actual points given to you for losing units. At first thought it's like, how does that make sense?.... but I see the idea behind it... it promotes agression.

    Did you know that if zerg had a refund for all warrior units lost, that they would still fall behind economically? Like if zerg did a 6 ling rush and lost all 6 lings but was totally refunded on those 6 lings, zerg would still be behind because of the time it took to get those units acrossed the map and lose them, and then the time to remake the drones.

    The concept makes sense because it promotes agressive gameplay, and agressive gameplay is what players want.

    But blizzard took a step in the other direction giving zerg a defensive unit, the queen, which is not made from a larvae, which promotes more turtle style gameplay. And you can't argue that the chrono boost from toss, the reactor addon for the barracks, and the larvae laying from the queen does in any way work to promote agressive gameplay. These are just functions that appear to be fancy and interesting, yet it is still the same old thing as before. Makes the game seem different and evolved, when it is not.

    The theme of zerg is Bio, and at the root of Bio is the concept of cycle. Zerg should have been a race that mastered the cycle, hence RECYCLE. Like either a refunding of minerals for warriors lost.... Or perhaps some ability perhaps given to the overlord which allowed it to feed on the corpses of the dead in order to aquire minerals.

    Now that would promote interesting and agressive gamely, because then then zerg would then actually be trying to killl the opponents force, at the risk of their own, so that the overlord could harvest not only the opponents dead corpses, but there own, in order to get back larvae, or minerals, or some kind of return.

    Even if you don't believe or like that idea at all, then I still stand with the point that zerg should be able to flip on and off some kind of switch to regenerate all their untis and buildings to a higher degree but for the price of minerals.

    But maybe perhaps a much faster regenerative ability for the price of gas...

    I always thought that zerglings were kind of made out of vespence gas hence their green blood or acid spores, etc....

    If zerg could regenerate everything even much faster for a gas drain, that would be interesting because gas is a valuable thing... there is a clear and obvious and a large enough consequence to it.

    I mean, what is the goal anyways but to get gas units so that you can use those higher tier more specialized units to protect more bases so that you can get MORE gas, to make more higher tier specialized units.... bleh.
     
    Last edited by a moderator: Aug 20, 2010
  13. Aurora

    Aurora The Defiant

    Joined:
    Sep 12, 2007
    Messages:
    3,732
    Likes received:
    15
    Trophy points:
    38
    From:
    The Netherlands
    What?

    You lost me at the point where you claimed that ways to produce faster, are in fact not stimulating aggressive play styles. I don't know if you're high, brilliant or just really stupid, but none of this makes any sense to me. And it gets worse the more of your post I read. :/
     
  14. Lady Nova

    Lady Nova New Member

    Joined:
    Aug 19, 2010
    Messages:
    26
    Likes received:
    0
    Trophy points:
    0
    From:
    Australia
    His pretty much saying, that people want to see more Fighting, less turtling. And Blizzard put this in a 'old form,' but different pain basically.
     
  15. Aurora

    Aurora The Defiant

    Joined:
    Sep 12, 2007
    Messages:
    3,732
    Likes received:
    15
    Trophy points:
    38
    From:
    The Netherlands
    Well then he's spreading utter nonsense in this thread. Turtling is almost non existent in Starcraft 2. If you go with a 1 or 2 base turtle style against me, I'll spread all over the map and just starve you in your base. Try to push out once I got Mutas, Corruptors and Brood lords sieging your base after a while. Not to hard to get with full map control. GG
     
  16. AtlasMeCH

    AtlasMeCH Guest

    Dude, some thoughts and the last few posts just gave me an epiphany....

    Zerg shares economy with offense production. Zerg's economy sacrifices for all buildings. The overlord occupies additional space in economy (Larvae)

    It seems quite very clear to me that there should have never been a cap on the amount of larvae that a hatchery was suppose to hold....

    The queen in sc2 can spawn additional larvae which goes beyond the cap of larvae for a hatchery. This is just a weak attempt to cover up, but in the end gives a hint that there should never have been a limit cap for larvae.

    Here is my point.... If the game was balanced then there should not be a cap limit on larvae production by the hatchery. This would make zerg slightly more offensive, but why would that be necessary?

    it's necessary because neither a t or p should be able to get away with continual production of scvs and probes.

    That is, if zerg was going to attack, that wave must be powerful enough that a t or p would have to stop production of scvs or probes simply to focus on production or a defensive means to addressing that attack.

    But zerg's offensive strength is not powerful enough to cause this.... and it's a very simple and clear reason... It's the fact that larvae don't continue to pump out, having a cap limit of 3.

    My thought is that since there is a cap limit of 5 units in any other production building that is not zerg, that blizzard must have thought, oh, this means there should be a cap on the amount of larvae a hatchery should hold.

    That's horribly flawed thinking....

    Because zerg sacrifice drone, because zerg shares offense with economy, and because overlords occupy additional larvae, it's so clear and obvious that there should not be a cap limit of larvae on hatchery, that it is not even funny.

    If zerg cannot cause the opponent to halt scv or probe production with their key waves of agression, then the game is quite simply not balanced.
     
  17. kuvasz

    kuvasz Corrections Officer

    Joined:
    Jul 26, 2007
    Messages:
    5,143
    Likes received:
    15
    Trophy points:
    38
    From:
    Hungary
    The limit is there to prevent forgotten hatcheries from producing 100 supply worth of units in the time frame of one unit's production time. It's actually the limit that achieves balance. Funny how you don't seem to have thought of that when you give the impression you can analyse things.
     
  18. Aurora

    Aurora The Defiant

    Joined:
    Sep 12, 2007
    Messages:
    3,732
    Likes received:
    15
    Trophy points:
    38
    From:
    The Netherlands
    I keep thinking this while reading these (troll?) posts.

    It's called Corruption. Learn to play.
     
  19. kuvasz

    kuvasz Corrections Officer

    Joined:
    Jul 26, 2007
    Messages:
    5,143
    Likes received:
    15
    Trophy points:
    38
    From:
    Hungary
    It's actually contamination :p
     
  20. Aurora

    Aurora The Defiant

    Joined:
    Sep 12, 2007
    Messages:
    3,732
    Likes received:
    15
    Trophy points:
    38
    From:
    The Netherlands
    Give me a break, I just woke up. :p
    Anyways, Overseer abilities are underused, and way to many people who complain don't take them into consideration.