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New SC2 Information

Discussion in 'General StarCraft 2 Discussion' started by Seradin, Jan 17, 2009.

New SC2 Information

Discussion in 'General StarCraft 2 Discussion' started by Seradin, Jan 17, 2009.

  1. Having normal Pylons do what Dark Pylons do for no reason is like having Zerg Creep make drones move faster. It doesn't make sense and ruins the whole point of the idea since it wouldn't be special. Why not just make the probes move that fast anyways since if there's no Pylon around the probes then it's likely that it's GG anyways.

    I think they should leave it as a cool down ability because it has the opportunity to increase macro.
     
  2. 10-Neon

    10-Neon New Member

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    I don't get why the ability has to be attached to the Pylon. Why not just attach it to the Nexus?

    I am not against "sticking a Pylon in my mineral line" since, when I play Protoss, I usually stick a Pylon and entire Photon Cannon battery into my mineral line, but the idea of a special building specifically for boosting one kind of unit seems a bit too contrived for my tastes.

    Here's how I'd do it: with this bonus activated, Probes will travel at their normal speed while mining and approaching a Nexus. When they release their cargo, they get a Charge-like* extreme speed boost that lets them return to the minerals quickly. The duration of the Charge effect could be determined though testing. Not only do you confine the ability to an appropriate structure, you strengthen the "race identity" by using similar abilities in different situations, with two different units. It would also be somewhat useful for defense, if you can micro it- by directing the Probes at enemy units right after they drop their cargo, or by ordering your Probes out of harms way before the enemy can get to them.

    I think the defensive characteristics would apply to the Dark Pylon implementation as well, but you get the weird effect of being able to place (or convert to?) Dark Pylons anywhere, but being generally useless away from the mineral line.

    I have similar feelings toward the "special SCV." There are a lot of ways you can speed up mining and create macro. This sounds like one of the least interesting ways it could be done. At least the ability is attached to the CC, though.

    I like that they're trying to squeeze in Drop Pod... but, again, it's contrived. The speed boost idea I proposed for the Protoss could just as easily be applied to the Terrans (or the Zerg). Perhaps, instead of Charge, give SCVs the ability to "overcharge" their jet packs, giving them the ability to briefly leap into the air, like a Reaper, straight into the minerals. This ability wouldn't necessarily make them cliff jumpers, though I personally wouldn't rule it out. (I'm kinda in the one-person camp that wishes Blizzard would make all workers cliff-jumpers.) The idea is just to give them a speed boost during one leg of their mining trip. It doesn't require calling in a new unit, it doesn't require placing buildings, but it would require the player to activate it once in a while.

    I do like the idea of being able to upgrade the Supply Depot for more supplies. Late in the game, Terrans have this annoying disadvantage of having to make these ridiculous, space-munching Supply Depot farms. The submerge ability helped a lot, but this will help even more. I'll be even more enthused if Blizzard opts to make the Supply Depot lose its submerge ability when it is upgraded, so it doesn't become a "no brainer" upgrade.


    *Or even Blink. Blinking Probes would be sweet. This has been sorta-done before, in C&C, with the Chono-Miner, except on the return trip instead of for the trip to the minerals. If placed alongside the Terran idea, well, I don't know. I just want cliff-jumping workers....
     
    Last edited: Jan 20, 2009
  3. Gasmaskguy

    Gasmaskguy New Member

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    @Last part: Supply Depots are 2x2 instead of 3x2 now so the depot farms have already been cut down by 33 %. Still I like this upgrade, and yes - making them lose Submerge would add to it.
     
  4. @10-Neon: I don't see why you have to change the Dark Pylon so drastically just to do the same thing.

    Also, does anyone know if the Dark Pylon still cloaks buildings?
     
  5. 10-Neon

    10-Neon New Member

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    Thanks GMG, I forgot to take the new size into consideration.

    --

    Tychus: I would have the Dark Pylon not exist. So rather than doing the same thing, it would do quite a bit less, being nonexistent. If you re-examine my post, you'll see that the whole idea is to attach the mechanic to the Nexus, and do away with the otherwise unneeded structure.

    The Dark Pylon is a mythical structure that nobody has seen our touched. For all we know, this week's build will feature the Dark Pylon spewing unicorns. Cloaking? Maybe it still does that too. Maybe they're invisible pink unicorns.

    If it makes it into the final (multiplayer) game, I don't want it to be a separate structure from the Pylon, and I don't want it shoehorned into some tiny role.
     
    Last edited: Jan 20, 2009
  6. I know but it's still basically the same thing. I don't see why it matters which one goes into the game if it does the same thing. Also, I'm sure they could give the Dark Pylon some other use like just cloaking units (do the Protoss have a field cloaking unit anymore?) or SOMETHING.

    That being said, I do believe this does sound too gimmicky and is probably fake.
     
  7. furrer

    furrer New Member

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    So far I know the Mothership is still cloaking. And I agree with Neon, why cant the Nexus not just take the role? Do we really need to make the game even more complicated!?
     
  8. Sure, the Nexus can. But, why does it matter?
     
  9. furrer

    furrer New Member

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    Because we dont have to build another building? I know blizzard likes making everything decisionbased, but it can be too much.
     
  10. kuvasz

    kuvasz Corrections Officer

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    Nexi can already warp in the mothership, I don't think we need to add anything to it. I like Neon's blinking probe idea as an upgrade, but not the charging one, especially when used offensively.
     
  11. Bthammer45

    Bthammer45 New Member

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    Well the nexus warping in the mothership really isn't a upgrade if you ask me its just where the mothership warps in (its too big so it has to independently warp in to a nexus area) and also this could be a hassle because when your warping in a mother ship i guess i takes time (although i don't know exactly how fast it does and if it is quick then nm).

    Just give something to the units forget everything else.

    Well lets look at this point too protoss players already have the ability to warp in as many buildings as they want, terran have to build, and zerg loss a builder when they create structures thus costing zerg units a extra 50 minerals to make a building not only that but you have to then make others for building so its
    protoss > terran > zerg
    i guess this counterbalances the cost of everything to it make everyone even in terms of ability to to create at a even speed in the beginning, so in essence you would have to probably make it
    zerg > terran > protoss in terms of a resource collecting ability to thus make it even