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Resources Idea

Discussion in 'StarCraft 2 Strategy Discussion' started by gtx75, Feb 9, 2008.

Resources Idea

Discussion in 'StarCraft 2 Strategy Discussion' started by gtx75, Feb 9, 2008.

  1. Psionicz

    Psionicz New Member

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    Makes sense lorewise too and it doesn't hinder the game IMO cuz the player who doesn't have enough expansions wouldn't have them either way since he is still stuck in his base. This just gives them a bit more of a fighting chance not that it will make a great change anyway. But yea it does allow the game to get more interesting when all minerals on the map are gone.
     
  2. Gizmo4life

    Gizmo4life Guest

    in starcraft the only way you can get a stalemate is with defensive structures, as then the player with the last unit wins, why not just take out defensive structures. Or have it enter sudden death when there are no minerals left and have all the defensive structures self destruct. but honesty if you are running out of minerals, expand. its the fundamental starcraft strategy, its all about commanding the map to gain resources. if you cant do that then its a poorly designed map or you are trying to turtle.
     
  3. furrer

    furrer New Member

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    What if we say the person with the highest score wins?
     
  4. Gizmo4life

    Gizmo4life Guest

    I like that, when no one has any more resources, and no more units then the game is over high score wins. ive maybe played one game where this actually happened tho.
     
  5. Hunter

    Hunter New Member

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    Wasn't this in SC already used?... I thought this was obvious. Than why would they use the scores after the game ended?
     
  6. Ursawarrior

    Ursawarrior New Member

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    build an engineer
    capture a tech. oil derreck (FTW)
    but seriously, an underground mining area would be cool, but to slightly even it up, mineral collecting would be like vespine gas collecting, one at a time XD
     
  7. furrer

    furrer New Member

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    Hunter that wasnt used in pro matches, because as far as i know, a few of them ended slatemate. Scores dont always shows who playd best, at least not in Korea :D
     
  8. Hunter

    Hunter New Member

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    Yeah but the longest pro match I saw lasted for 20minutes :9 and that is barely enough to use up all the resources. Usually after 30 minutes there is a "full scale" attack to decide the game..
     
  9. Gizmo4life

    Gizmo4life Guest

    exactly... while underground mining would look pretty cool its a totally unnecessary game play feature.
     
  10. gtx75

    gtx75 New Member

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    true, the highest score lets you win but, thats only if you're lucky enough to handle sieges to keep your mineral supplies(not money maps) and still be able to build a large army. Not everyone is lucky enough to be in a giant tournament and this is just an idea to fill in the depleted minerals factor for unlucky souls that do play for a long time and doesn't know whether they lost or not to still continue.
     
  11. Spacechick

    Spacechick New Member

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    Hit the Reset button,when your foe ask just say "Power off,let play again shall we?".That's my country's style,so noone win in that situation
    P/s:I'm in VietNam
     
  12. MeisterX

    MeisterX Hyperion

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    Hi Spacechick,

    Welcome to the forum. :D

    Anyway, we've talked about ideas like this a number of times, and the mention of the Terrans' ability to "salvage" 100% of buildings is to me ridiculous. I especially don't like the idea of being able to extend that the units and be able to "re-sell" them.

    Part of the strategic master of StarCraft is to build the correct units and make sure you take the correct build path in order to ensure success. If we allow players to suddenly halt their build order and change directions on a dime, then what use is scouting or counter builds?

    A player could simply feint to any strategy, and then change immediately. Since ATM this is only possible for Terran players, this gives that race an unfair advantage. While I understand the need for additional flexibility in SC2, I think that any return of unit or building revenues is a huge mistake.

    My conditions:

    1) 50-75% return maximum on building salvage.

    2) 0% return on units.
     
  13. BirdofPrey

    BirdofPrey New Member

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    Those are pro matches usually between 2 players. Most games are between casual players and a 6 player game can last a couple of hours if the players are evenly matched. Casual gamers aren't nearly as agressive.
     
  14. gtx75

    gtx75 New Member

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    Dude, if you're that easy to give up, then do so. This idea wasn't meant for you to just shove aside as if its your world, everyone else also has their opinions about how they work things.

    A supporter! lol (Thank everyone else for liking my ideas as well ^_^)
     
  15. Kaaraa

    Kaaraa Space Junkie

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    Having depleted mineral nodes that can still be mined sounds like a great idea to me. I always hated it when i had ~500 minerals and 20000 gas near the end of a game. :p
     
  16. 10-Neon

    10-Neon New Member

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    @Jon: The Salvage ability is not instantaneous. It is not possible to "change build order on a dime" even with 100% return. Time is the resource being spent here. While no minerals or gas are lost in changing from one structure to another, the time a) spent building the structure and b) spent deconstructing the structure, are both lost resources.

    On top of that, buildings being deconstructed will probably be disabled, and will probably experience decreasing HP, only giving the refund at the final moment. This means that they are not even guaranteed a refund at all, because it is possible for a smart enemy to capitalize on that weakness.

    Finally, and perhaps most importantly, Salvage is not available for the most critical production structures, just static structures. This means that actually meaningfully switching directions on the tech tree with just Salvage is not going to happen. Maybe a player can scrounge up more minerals for Marines after a group gets killed by Salvaging a few Supply Depots that are no longer needed, maybe they can get a Factory 20 seconds faster by sacrificing a defensive Bunker. It's all reasonable. We have the Protoss with an early-game, shoots-everything-detects-and-moves structure, which is very much the same idea on many levels. I really don't see why a 100% refund cannot make sense from a gameplay point of view.

    @ Having a problem with feinting a strategy. What is wrong with giving the Terrans a mechanic that allows them to trick their opponents? It means that their opponents have to keep a close eye on what's going on. This has always been necessary, and for good reason, why should it change? The Protoss are capable of doing things the Terrans can't, why shouldn't the Terrans get something of their own, too?
     
  17. Gizmo4life

    Gizmo4life Guest

    yeah but depleted minerals should at the very most give 2 minerals per worker. Im not totally against the concept of having unlimited resources, but the cost of the unlimited resources should be enough to force people to expand. for example, say you run out of minerals as zerg with 260 minerals left, its reasonable to be able to mine at a severely decreased rate until you have enough for a new hatchery. However im completely against it being efficient enough to support the building of an army.
     
  18. Tankman131

    Tankman131 Guest

    The entire point of a depleting mineral source is to think orf strategy... you should know how much mineral there is left, and expand accordingly if their was a way to gain resources once it runs out, then you defeat the poiunt of the strategy. if you waste your mineral, you deserve to lose (As i often do) so if there is or will be a way to remine the mineral, it should be a trickle barely enough to keep you expanding (One per gatherer)
     
  19. gtx75

    gtx75 New Member

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    well, not that there isn't some truth that i agree there but, what if it was one of those maps where you tried many times to expand but you get your new base blown up and you sought revenge by killing the new inhabitants of your ruined base and you recolonize and they destroy it again and etc... eventually you both would be drained. Also, notice that the terrans have a salvage ability now, where the protoss(which are mineral costly) and the zergs don't have an ability like that.

    Every little trickle counts, it won't give you a behemoth of a chances of evening your scores but, it may change your outcome.