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Resources should be a little C&C3?

Discussion in 'StarCraft 2 Strategy Discussion' started by Lucratus, May 9, 2009.

Resources should be a little C&C3?

  1. Edruken

    Edruken Guest

    Why not just add more starting resources, increase the overall resource quantity of maps to really great amounts, and just alter the speed at which you mine them, forcing players to expand in order to achieve a larger resource output, and giving expanding players an advantage, but taking out the stalemate conclusion. (like making resource nods really big (+15000) per chunk, etc)
     
  2. 10-Neon

    10-Neon New Member

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    That's basically BGH, right there, and the philosophy that leads straight to money maps.

    The problem with that is that we want mineral fields to deplete. We also want income to fluctuate throughout the game. We want it to taper off toward the end, to make it difficult for games to just go on forever.

    I've heard a lot of people argue in favor of money maps, claiming that the high income makes games go by faster- it doesn't. It cuts out all the strategy related to resource management, making it easier to recover from even big strategic mistakes- so long as you survive. On normal-resource maps, a resource field provides you a finite amount of power, that you have to spend efficiently. On maps where more fields simply means a larger net income, forever, there is a actually much less dynamic environment to work with.

    Having limited resources means that doing things wrong hurts you, doing things right gives you a strong advantage, all leading to a satisfying resolution, where the outcome is the cumulative result of decisions made by the players, throughout the game.
     
  3. Edruken

    Edruken Guest

    i know that, and i don´t propose the big money maps, but somethings with loads of minerals and gas that give you a steady income to everyone, but expansions give you descisive advantage.
     
  4. Aurora

    Aurora The Defiant

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    15000 per chunk is still a large amount. Then you would be able to get way to many low tier units without expanding. Now people need to expand quickly to gain sufficient reserves. You know, for nuke tactics and such builds.

    For expamle: a Terran would normally want a couple of battlecruisers, which cost loads of minerals and gas to get. Now a player has little need for extra gas mines and expanding. Why? Low tier units require little to no gas. A Terran would just be able to flood the enemy with Marines non-stop. No way it will end, especially not when using a couple of MULEs to get even more minerals.
     
  5. Sueco

    Sueco New Member

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    Agreed that resource regeneration isnt a big issue since most games finish before that.

    But then once in a while you have these spectacular games that last way after naturals are depleted and more. Those games would benefit from a less abrupt end to the game economy. Say you control five depleted bases whose total resource output adds up to a regular base.

    You are still playing starcaft, and not a sudden death scenario which always is a weird anticlimax after 40 mins of epic battle.
     
  6. Lucratus

    Lucratus Guest

    Maybe it should be agreed that bigger maps with more expansion base possibilities could be a better alternative to this. More expansion possibilities could force more interaction between players the more expansion there is. The bases laying out as outpost could become the frontlines and the only way to maintain income is to secure more outpost positions and so on....

    This may have been a better thread than what i had originally put down. Still if you think about it, read all the post over again and it seems more and more without conciously doing it we're coming to the conclusion respawning eliminates SC original appeal, more resources at beginning will encourage a different type of play. Maybe i propose is just bigger maps with more resource points that are posted at key points in the map. Etc, etc.....
     
  7. cristiandonosoc

    cristiandonosoc New Member

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    IMO a good solution for the mineral depletion (gas is covered in the way that you still get a llitle gas from a depleted refinery) is to make High Yielding minerals work the same way vespene geysers does. I mean, when the high yielding is depleted, you still can mine it for 1-2 minerals in order to give the owner of this precious expansion a little income at the end of the game.

    I think its a good solutions that doesnt affect the overall SC fast gameplay and gives the players a chance of getting a little minerals at the end of the game
     
  8. Novacute

    Novacute New Member

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    Okay, tiberiums as you may already know, are acutally quite scarce in C&C3. Furthermore, the yield in which you obtain from a tiberium patch is not much, since you can most likely produce 10 predators or so at most. On the otherhand, SC2's mineral patches provide a basic 1500-2000 PER batch (multiply by another 7-9 batches). That allows the creation of up to 40 marines or so with one SCV. Also, keep in mind that there are countless opportunities for expansion in SC2 where even in a 1v1 map, there will be at least 2-3 additional expansion points for each player. This would keep the game going for at least an hour considering cetruis paribus (all else remain equal).

    Let's not forget that workers/miners such as the SCV is relatively cheap and unlike CNC 3, up to 50 can be built to maximise harvesting. In contrast, only 4-5 harvesters should be built during a match. Also, there are no long mineral trips, the workers in SC remain relatively close at all times. Lastly, unless you're modding, the crystals/tiberium does not 'automatically' regenerate at a near constant rate even with the growth worm. They infact, have a VERY LONG cooldown to the amount of minerals produced after exhaustion. So it's actually impossible to farm continuously.

    Prehaps the best solution in my opinion, derives from not placing the game under any changes in mineral mechanics. The current SC2 build is prefect; There is ample resources, and doodads that prohibit enemies from attacking your expansions in early games, which allows harassment to be minimsed. Furthrmore, SC2 is nothing like Warcraft 3, resources (Gold) doesn't simply run out in 10 minutes. An experienced player will be able to maintain defense and technology with relative micro management skill even with the starting base and initial mineral batch. This prevents players from expanding aggressively and win through masses of armies like CNC3 where the player with the most high-tech units will most likely win. So SC2 in that respect stands out as it relies on skill, not the masses and the heavy reliance on teching. I hope my opinion is sound.
     
    Last edited: Jun 7, 2009
  9. Billjoe

    Billjoe Guest

    wow.. Nova, it makes sense actually. I never really like CNC3, the system is too fast paced and harassment never ends. Thankf god for SC2
     
  10. Novacute

    Novacute New Member

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    RA3 is a far better game by comparison. Though, nothing beats Sc2
     
  11. SOGEKING

    SOGEKING New Member

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    It would be so easy to regenerate the resources even for a game like SC2. In our world there are less and less resources each day so Blizzard should even teach us that resources are precious so we can't find it easily (of course the main bases are close to resources areas) but can't be regenerable.
    Once the resources are gone there are no more, and that's true in our world.
     
  12. freedom23

    freedom23 New Member

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    That's a fact for every race and unless there was a special mechanic to make minerals regenerate or flourish, there's no way that the mechanic should be accepted. Besides, everybody knows that expansion is one big part of the game especially in e-sport and if we add mineral regenerative factor along with the harvesting mechanics of SC2, then we will probably be looking more into much stagnant like strategies that especially works for some races but would overall be imbalanced for the rest. I think that resources are just numbers and if some really wanted that so bad, they could just resort to map editor and make resources amounts very high or even infinite. Problem solved?