Just a fun idea, Starcraft generals |
Just a fun idea, Starcraft generals |
19 Apr 2017, 14:56
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#1
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Group: Members Posts: 683 Joined: 2 April 2015 Member No.: 10992 |
What if, we create a game style that limits eco and units??
In sc unit production is limited to "200 overlords/pylons/depots" well i think that's kinda cool, cuz then we can actually balance all factions effectively. in my opinion, we are pretty ok with balance with 1.87, but some factions are the turtle factions, that pretty much become unstoppable late game.. reason being there is no limit/eco cap, you kinda know you can win by sitting back and massing eco and units.. Lets just say we were to limit unit production to the amount of tier 2 eco? here is a rough idea of what I am thinking.. :: and I mean rough.. im not really calculating anything, just proposing each player right off the bat gets lets say 70 combat unit slots teir1 will add 30 combat unit slots teir2 adds another 30 and to reach 200 unit slots, you now have to build tier 2 eco, and lets say roughly one supply dock/telecom tower/arm suppler/2 hackers.. gives 2 combat unit slots.. and gla merchant upgrades will increase by 15(first upgrade) 20(2nd) 35(last), and when the 200 mark is reached, you can't build more eco as far as units.. I think all tier0 and tier1 combat units/defenses take up one slot, tier2 units/defenses take up 2, super units and stuff may be a little more.. tier0 infantry should probably take up half a slot buildings don't take up slots, unless they are for example gla camo windmills lol, those should probably take up a slot drops? well id say if the limit gets exceeded when russia drops more conscripts for example.. thats fine, but units will have to die off, for more production. This also makes you think twice before you drop units. Think about it... Less mismatches cuz everyones crap pc can handle 200 units.. we can limit eca mines/gla demo traps/air spam/inf spam you need to think before you build a certain type of unit... eca gets limited defense spam/howey spam... alot of stuff that when spammed can get a deciding factor.. one thing we can agree upon is 2v2s are a bit unbalanced in rotr.. and for the most part all games become this mismatching eco spamming 2fps game style that can be balanced by making limits on units and tier 2 eco. Something similar has been proposed before, im sure.. and looking at the work no one wants to do anything.. but really I don't think there is that much work to it... biggest deal is balancing 2nd eco.. making sure x amount of hackers will not overpower china vs x amount of towers eca... so on and from there, limiting army size is easier, will take some time, but once completed.. there will be true balance in all factions.. generals powers might need adjustment, as well. all for a price to make the game better. Anyways this is more of a fun topic, what yall think? This post has been edited by Zion: 19 Apr 2017, 14:57 |
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23 Apr 2017, 8:16
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#2
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Group: Members Posts: 312 Joined: 16 June 2015 From: Argentina - Buenos Aires - GADA 601 Base Member No.: 11600 |
I would prefer to see some of the ideas of Lobo Solitario in game, specially the first one. The main reason is because another game made exactly with the SAGE engine did use it (Battle for Middle Earth) and because that way seems to be easier to balance applying a global percentage to every building/unit created like, for example:
USA second eco: 1 Supply Drop Zone: 100% income rate 2 Supply Drop Zone: 100% income rate 3 Supply Drop Zone: 100% income rate 4 Supply Drop Zone: 100% income rate 5 Supply Drop Zone: 80% income rate 6 Supply Drop Zone: 60% income rate 7 Supply Drop Zone: 40% income rate - Reduction limit - 8 Supply Drop Zone: 40% income rate * with other factions the decrease should be lower 'cause the income is constant. -------------------- AzizAmbush to Bruce: "No, you take the oil, you're America"
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