On May 01 2024 03:54 Vision_ wrote:
Yes you re right i don t play anymore to the game and today i see many players with wounds (injury) at shoulder or feel stressed when they play SC2; maybe it s time to question why SC2 rewards more faster than smarter players.
That s said, of course, it s obvious that speed competition is a major part of the game, and even if you want you couldn t resolve entirely the problem because the pathfinding is acting like a grap of units (so area damage are insane)
From a project overview, the only long part inside concerning only these four first changes is 1) slow cooldowns attack (maybe slightly adapt weapons range and all spells btw, in considering a global scale every feature).
I m planning approximately to work ten days during summer to achieve mainly this one. let s see if it s enought, then a mapmaker would be huge (complete 3) allow natural base farest)
Thank for answer to my question about protoss, it can be helpfull to know what players doesn t like very much.
For mud, you re right it s not possible to affect only light units, then it won t change sry.
But mud is cool, it s smaller and it also combines the idea of Rotterdam which is to forbid building on some ground (here frequently mud would be placed in the last level, between cliffs).
Yes you re right i don t play anymore to the game and today i see many players with wounds (injury) at shoulder or feel stressed when they play SC2; maybe it s time to question why SC2 rewards more faster than smarter players.
That s said, of course, it s obvious that speed competition is a major part of the game, and even if you want you couldn t resolve entirely the problem because the pathfinding is acting like a grap of units (so area damage are insane)
From a project overview, the only long part inside concerning only these four first changes is 1) slow cooldowns attack (maybe slightly adapt weapons range and all spells btw, in considering a global scale every feature).
I m planning approximately to work ten days during summer to achieve mainly this one. let s see if it s enought, then a mapmaker would be huge (complete 3) allow natural base farest)
Thank for answer to my question about protoss, it can be helpfull to know what players doesn t like very much.
For mud, you re right it s not possible to affect only light units, then it won t change sry.
But mud is cool, it s smaller and it also combines the idea of Rotterdam which is to forbid building on some ground (here frequently mud would be placed in the last level, between cliffs).
My point was more, light units = a lot of your skirmishers and harass units, so slowing them actually disincentivises splitting armies because it makes it worse to do so.
It’s not actually the core idea I mind, some interesting ones can come from all sources, what I don’t see is a kind of joined-up idea of what you’re trying to do overall, ironically a lack of vision.
1. What is the overall goal with your tweaks?
2. How does this particular change fit into point 1?