Should Injuries Affect Unit Performance?

Discussion in 'StarCraft 2 Story and Races' started by Indigent, Feb 11, 2008.

?

Should units/ buildings perform differently under certain health?

  1. Attack speed, speed, and unit production rate reduced.

    33.3%
  2. Production speed is reduced.

    0 vote(s)
    0.0%
  3. Unit speed is reduced.

    0 vote(s)
    0.0%
  4. Unit attack speed is reduced.

    0 vote(s)
    0.0%
  5. Other/ Combination of them (What).

    0 vote(s)
    0.0%
  6. None of them.

    66.7%

Should Injuries Affect Unit Performance?

Discussion in 'StarCraft 2 Story and Races' started by Indigent, Feb 11, 2008.

  1. Indigent

    Indigent New Member

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    Well, I got the idea from some other person talking about health affecting the unit/ building appearance, and I thought, what about unit performance. So I made a poll about it. I think that units performance, due to the fact of realism and have not put much thought into it. So before I figure out what I did wrong, I am going to post.
     
  2. ninerman13

    ninerman13 New Member

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    Re: Unit injurries affect performance?

    With the exception of a unit like the Thor (if it still does its two 'death' thing), I do not think a unit's performance should be affected by its health. This would make the game unnecessarily complicated. Players have enough of an incentive to keep units alive and in good health - dead units can't fight. Gameplay over realism.

    You should put an option in your poll for people who disagree, like myself. :)
     
  3. Indigent

    Indigent New Member

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    Re: Unit injurries affect performance?

    My bad, I knew I forgot something.
     
  4. zeratul11

    zeratul11 New Member

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    Re: Unit injurries affect performance?

    im ok with it if they can make it right. but i doubt it. but still that would be cool although that would not be starcraft like anymore.

    anyway the only other thing that i can see affecting unit performance is the day and night cycle if implemented. IMO this would be greatest innovation for any rts. i hope sc2 be the first. i'll make a new topic about this the last one i made about this is already a long long long time ago.
     
  5. Kaaraa

    Kaaraa Space Junkie

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    This kind of reminds me of a long-ass post I made about veterancy, only this is in reverse. Someone in my topic put it perfectly, something along the lines of "no need to make a noob player get pwned that much harder." I personally wouldn't like to see a Dropship of mine carrying half the units it could normally just because it has X/X health. :)
     
  6. Shadowdragon

    Shadowdragon New Member

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    Well, it's a good idea, but it would make macro strategies inferior to micro (well, more then already). Being a macro player myself, I will say I’m against it.
     
  7. Ayzee

    Ayzee New Member

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    You do know that Warcraft III used day/night cycles and had units affected by this?
     
  8. don_bocci

    don_bocci New Member

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    Units being affected by their health would over complicate the game, lets just keep the tiny stuff simple and work harder on the larger more important parts, thats how blizzard has always worked anyway.
     
  9. ItzaHexGor

    ItzaHexGor Active Member

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    I wouldn't like anything like this to be implemented. It would mean that the weaker your army is, the less effective it is. It would also benefit Terran a whole lot more than the other races as well because they can heal all of their units with either the Medic or SCV.
     
  10. don_bocci

    don_bocci New Member

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    Actually it would be useful for the zerg to cause they regen, the protoss are the only ones who really would lose from this.
     
  11. AcE_01

    AcE_01 Active Member

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    ....i dont need to say much...i dont like it and i dont want it implemented..

    yes i agree with itxahezgor...and he already stated why i dont like it.
     
  12. don_bocci

    don_bocci New Member

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    Sorry Ind I think your idea died
     
  13. AcE_01

    AcE_01 Active Member

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    lol pwned...

    we still love you indigent =]
     
  14. ItzaHexGor

    ItzaHexGor Active Member

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    Zerg have a very slow regeneration rate, so it would take a long time before they reach their maximum potential after a fight. Terran can almost instantaneously heal any biological or mechanical units that are injured, so it would be extremely easy for them to get their army back up to their full potential.
     
  15. ijffdrie

    ijffdrie Lord of Spam

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    no way
    spare the noobs
    i have trouble enough as it is
    please dont make me slect units carefully aswell

    i beg you!
     
  16. furrer

    furrer New Member

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    It would also remove the microing idea based on: Get the damage spread out, so you units all can damage the enemy.
     
  17. don_bocci

    don_bocci New Member

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    I Know Itz I was just saying though that the Protoss would be worse off, because they don't heal at all so if they get injured they are stuck that way while zerg at least can hide out and recover a bit. Either way the idea just doesn't fit well with SC2, it works pretty well in dawn of war though.
     
  18. MarineCorp

    MarineCorp New Member

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    Once an unit is injured its injured however it still has the glory to fight until they die
     
  19. dewmonster

    dewmonster New Member

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    I don't think injuries should affect unit performance.
    The way I see it, having less health is already a disadvantage.
    Say you've got two zealots, one with 50% health and the other fresh out of the gateway.
    Now, the new guys going to win anyways, because he has the advantage of not already being injured.
    If you were to add other things, like reduced damage/attack speed etc to an already injured unit, it would be pretty much useless. At least the way it is now, a wounded zealot can still put up a fight.
     
  20. 10-Neon

    10-Neon New Member

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    I've played games where injuries make units slower/weaker, etc... it makes it really annoying. Squads won't stay together, if a quarter of the units are slightly damaged, they get across the map something like 10 seconds after the uninjured units... it makes you have to order the healthy units to wait up for the damaged ones. Annoying. Also, once a unit takes a little damage, when you're retreating, they're the first units to take more damage, then more, and they're pretty much doomed to die.

    I would much rather see graphical changes on damaged units. I can use more information, but not more stuff to babysit.