Tech tree across the trilogy

Discussion in 'General StarCraft 2 Discussion' started by jasmine, May 24, 2009.

Tech tree across the trilogy

Discussion in 'General StarCraft 2 Discussion' started by jasmine, May 24, 2009.

  1. jasmine

    jasmine New Member

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    I was just thinking about how the tech tree will be extended across the trilogy. I imagine each expansion will add around two new units to each race, maybe scrapping one unit here or there. I'm wondering whether blizzard would be planning what these new units will be from the outset, because of balance and counter issues.

    I'm also noticing how the GUI has a block of 15 keys instead of 9 in SC1. I'm counting no more than 15 buildings in each race's tech tree, so presumably there is no 'advanced structures' button, only one 'build' button that lists all buildings, as is done in WC3.

    This does present a problem for the expansions because there isn't room to fit any new buildings into that list.

    Also there will be a problem for adding new zerg units built from the hatchery, as it will be limited to 15.

    So I'm half expecting the new content in the expansions is going to be mostly campaign, and if any new units or buildings are added, for the zerg at least they'll be upgrades (or replacements) for existing ones.



    What are your thoughts about this? Can we speculate at this time which units could have metamorphic upgrades that don't already, particularly for the zerg? Are there are gaps in the latest tech tree where new units might be added to fill a niche?
     
  2. Kimera757

    Kimera757 New Member

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    "I was just thinking about how the tech tree will be extended across the trilogy. I imagine each expansion will add around two new units to each race, maybe scrapping one unit here or there. I'm wondering whether blizzard would be planning what these new units will be from the outset, because of balance and counter issues."

    I doubt it actually.

    In Brood War, some of the units added, like the valkyrie, were old units from StarCraft alpha. They didn't work, but after several months Blizzard changed the units. The original Valkyrie was a ground-attack bomber, but it became a splashing air unit to take the new air combat model into account.

    I think Blizzard will address "holes in roles" in the expansions by making new units to fill the gap. There would be even more units added to the campaigns.

    "I'm also noticing how the GUI has a block of 15 keys instead of 9 in SC1. I'm counting no more than 15 buildings in each race's tech tree, so presumably there is no 'advanced structures' button, only one 'build' button that lists all buildings, as is done in WC3.

    This does present a problem for the expansions because there isn't room to fit any new buildings into that list."

    For zerg, I'd expect some buildings to transform into other buildings. I don't know why you'd expect new buildings; Brood War had no new ones, and The Frozen Throne had, I believe, only one new building per race.
     
  3. jasmine

    jasmine New Member

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    I was expecting it because of the 2 expansions, there's twice as much to add.

    If there are too few buildings compared to the number of units, the production buildings become too versatile, which damages the strategic value of them. It's best to keep them in similar numbers, or have the number of units only slightly higher than the number of buildings.

    In my opinion, around 1/3 are base buildings, 1/3 are production buildings, and 1/3 are unlocking/researching buildings. So if the number of buildings = number of units, each production building provides 3 units, 1 or 2 of which require unlocking. And three is the magic number :D Two is an ultimatum, engineered for hard counters. Four is overly versatile, but with three you can make clever choices.

    The Zerg don't do this, as they're mostly unlocking buildings. This is largely why I dislike playing zerg.
     
    Last edited: May 24, 2009
  4. Kimera757

    Kimera757 New Member

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    Uh huh.

    I think a large portion of the fanbase is far more interested in units than buildings. I'd rather keep the number of buildings the same. I think Brood War did this just fine.

    Did the terrans really need a new building just to make Valkyries? I think not.
     
  5. Aurora

    Aurora The Defiant

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    Two units for each race in each expansion makes 18 extra units. Sounds like a bad thing for the hardcore ladder gamers. And the pro gamers, of course. This would mean that you have to re-learn the whole game each year or so. I was actually hoping for as little change as possible over the course of the trilogy, only balance changes in the patches. Then a year or so after Legacy of the Void, an expansion with the final missions to close the story for all races. That could contain new melee units.
     
  6. needler

    needler New Member

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    Close the stories? You mean like end the StarCraft universe? If you mean just end the events in Starcraft 2, then shouldn't that happen in Legacy of the Void?

    Back on topic, I don't think that the expansions change the tech tree that much. Maybe add one unit for each race and a couple of upgrades. The main thing is the campaign and bug fixing. Maybe they'll also add new things to the editor.
     
  7. ijffdrie

    ijffdrie Lord of Spam

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    you mean 12


    wings of liberty isnt an expansion, its the main game
     
  8. 10-Neon

    10-Neon New Member

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    There is nothing stopping Blizzard from splitting the tech tree into basic/advanced tabs- in fact, if I recall correctly, they are already doing that. They're definitely not going to see button availability as a serious limit for structures, and I don't see them using it as a limit for units, either. The limitations brought about by the complexity involved with balancing are probably a much greater priority.