on this screenshot there is a idle worker button ! ( left down in the screen) how do you find this ? Do you think that worker button may not be in the game because that must be a question of micro or you think that you need that button because so it's clearly arranged ? [img width=500 height=375]http://www.spieletester.com/system/pic.php?img_id=11598&size=full[/img] i have voted : "THAt the worker button must go because this is a question of micro.. " :gossip: :gossip:
I wouldn't be suprised if this is a duplicated topic but I'm sure it will stay, even tho it isn't that necessary since people survived for 10 years without it.
I almost voted "WTF is a idle worker button??" as in Where the f*** because I was looking for it on the panel where AOE has it. I still think it should be a server-side option or have a "classic" mode similar to the "classic UT" mutator in UT2004. This classic mode would leave every new mechanic out and would basically work as if you played SC1 with SC2 graphics and units.
I think the idle worker button is necessary. But, if jumping to the idle worker when clicking the icon removes too much m(a/i)cro, make it unclickable, but still show up when a worker somewhere is idle, just as a heads up. Kinda like a "You're under attack" message.
It should be in since babysitting your peons is not what the game is about. Compare it to fighting games, it is like a easy special attack command compared to a complicated one. Mechanically mastering the activation of the attacks is NOT what the game is about. Would be like adding quick time events to the cinematics - completely needless and annoying.
I voted keep it. Face it guys, this is Starcraft II, and Blizzard is going to be putting in some of the things that make RTS's easier to play. There will still be plenty of skill and micro/macro involved, so don't worry. An idle worker button isn't the end of the world. Remember that the only reason the original Starcraft didn't have these new mechanics is simply because they weren't really around yet!
Exactly. Searching all over the damned map looking for one spare worker is definitely not going to help me when the enemy decides to bust down my front door. I'd rather be at my base bolstering my forces instead of looking for some stupid SCV who got trapped on the edge of a cliff after building a missile turret.
One of the few reasons I liked protoss better than terran. I always seemed to get my scv's trapped against cliffs, rivers, and my own non-floatable buildings. I like the idea of a idle worker button. It makes it a little easier to make sure that your economic ability is at its max for the number of workers you have.