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The Max Cap in Starcraft 2

Discussion in 'General StarCraft 2 Discussion' started by Sagathox, Aug 16, 2007.

?

Which is the perfect max population for Starcraft 2?

  1. 200

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  2. 300

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  3. 400+

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  4. Player can decide before the match begins (like AoE, Supreme commander, etc)

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  5. Upgradable: i.e (Hatchery - 150, Lair - 250, etc)

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  6. other

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The Max Cap in Starcraft 2

  1. needler

    needler New Member

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    I voted for players can decide, because it adds more fun to the games. And that would be also good for laggers, because in smaller games they don't lag so much or dont even lag at all.
    I agree with Gah345 about the campaing thing, so i would also learn to attack earlier. :)
     
  2. Daduffian

    Daduffian New Member

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    I think that if a player can get the resources and time to get 250, 300, 350 food of units, he should be able to get them. At some point you have to worry about lag, so I'm not sure if I would go much higher than that.
     
  3. Unentschieden

    Unentschieden New Member

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    Remember that higher Foodcap is a Handycap to Zergplayers. It is easier to control smaller rather than bigger numbers of units.
     
  4. pro

    pro New Member

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    300 because this is sparta
     
  5. PSIchotic

    PSIchotic New Member

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    most importantly smaller pop limit (i.e. 200) makes for an easier comeback... try stopping a rampaging horde of tripods in C&C3. With the lower limit you can quickly amass a worthy army to help out your allies. Effectively being behind on cash is therefore not as significant as if the pop limit were 400, in which case the momentary advantage could be pushed to the point where no comeback is possible.

    In 1v1 games a comeback is less likely, so it doesn't apply that much.

    I agree with Une about zerg; its hard enough controlling 100+ lings and hydras and still provide sufficient dark swarm cover with defilers. Try doing this for an army twice the size.
     
  6. -LT-

    -LT- New Member

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    Upgradable: i.e (Hatchery - 150, Lair - 250, etc)
     
  7. Gah345

    Gah345 New Member

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    Everyone keeps saying 200 for their reason (eg. small armies= easy to control)
    and i can respect that but there are always some who like big gigantic armies

    DECIDE BEFORE MATCH!!!

    if most like 200 then most games will be set at 200 ....

    if some guys want a match with a treaty type setup from AOE so they can build a massive army go ahead ....

    If some think that even 200 is too big and want smaller easy to rebuild armies then set it smaller

    the variable POP is sure to please everyone (except those who want upgradable)
     
  8. Unentschieden

    Unentschieden New Member

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    But how will games be compared then? There has to be a official melee setting, remember that it´s also a balance issue. With more than 200 foodcap Peons might end up taking more than 1 food wich would slow down earlygame considerably.
     
  9. PSIchotic

    PSIchotic New Member

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    I think the point is to increase overall allowable size, not rescale all pop costs such that the limit really doesn't change. The cost of everything should be the same regardless of the population limit, otherwise it doesn't make sense.

    On a side note, doubling the cost of workers could be an interesting option for a different type of gameplay; and ladder would have to be standardized... to lets say 200 hehe...
     
  10. ijffdrie

    ijffdrie Lord of Spam

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    almost no game reaches 200 cap
    almost, games should not be hindered by a max pop cap, the pro players would still use at most 150 cap, the noobs would still try to mass carriers, the good players would sometimes reach 225 but never more, and medium players like i self would use 150-250 cap

    conclusion, it wouldn't matter for pro matches if the pop cap raised, and noobs would enyoi it, so i say up to 300
     
  11. Unentschieden

    Unentschieden New Member

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    Great post, but remember that even SC2 improved interface is not optimal to have "noobs" learn. If the "optimal" pop is 150 as of competative play more than 200pop would just promote mistakes at the lowest level of gameplay... and everyone has to start there. The reason for limited controlgroups in WC3 was most likely that having simoultanious control over your whole army was actually a disatvantage with all these abilities.
    Many complained that you now could select more than one building at once, but compare that to C&C where you don´t have to select your buildings at al to operate them.
     
  12. ijffdrie

    ijffdrie Lord of Spam

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    people always complain, thats why they are people, every noob has to start,l and he has to learn the hard way, there will be much pros from SC1 to learn from, they just need to watch replays
     
  13. CheddarCheese

    CheddarCheese New Member

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    Well, I'd like it to go well over the 200 cap, but then again it might get slow in 8 player games if its anything over 300.
     
  14. BruMeister

    BruMeister Guest

    It's going to be 200, its already been announced. I saw a video on it with one of the starcraft guys talking. I probably say it on IGN or sumthin...i cant remember exactly but I believe it was a long haired fellow