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#Post#: 1354--------------------------------------------------
Evolving complexity
By: ZergTriumph Date: December 17, 2020, 1:21 pm
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Most good strategy games have evolving complexity: Players start
off with a few simple to understand units and unlock more and
more viable units as the game goes on.
Zerg Hex is the opposite. Terran needs a complex composition of
marines, reapers and shock troopers in the early game, but in
the mid-game terran just needs a simple ball of vets. Likewise,
zerg has too many options in the early game, namely tanklings
and beastlings, but just needs a giant ball of roaches in the
midgame. The only complexity is adding ravators and maybe
infused. Lategame is only mildly complex for both sides.
Terran only needs elites and 1 or 2 italis, while zerg just
needs brutas and torras. Throw in spores and tanks in some
games, but they are usually just a distraction.
I think this is why noobs are such a problem in this game more
than in other games. They are given too many early options.
Noob terrans make marines and run out of energy. Noob zergs
make tanklings and beastlings. Game balance is designed around
noobs, with the result that very few games are ever really fun.
Either there are too many noobs, or there are so many good
players that zerg gets steamrolled.
Maybe we should redesign the game to be simpler in the early
game but have more complex unit compositions in the lategame.
Some ideas:
[list]
[li]Eliminate tankling and beastling.
[/li]
[li]Make reaper the primary early terran unit. Give terran 5-6
reapers instead of 3 marines at the start, and make terran
exercise the mechanics of powering with batteries before marines
are unlocked: require terran to charge their barracks with 50
energy before marines are unlocked.[/li]
[li]Nerf roach and buff primals and ultras. Take away Tar
Infection and Tar Spawn from roach and give them to primals.
Have ultras give an AoE buff to units around them, like how
infused buff roaches. [/li]
[li]Instead of upgrading marines to vets and elites, give terran
the option to add other units (e.g., marauders, and a factory
tech path with firebats, hellions, siege tanks, thors).[/li]
[/list]
#Post#: 1359--------------------------------------------------
Re: Evolving complexity
By: blah Date: December 17, 2020, 3:38 pm
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[quote author=ZergTriumph link=topic=141.msg1354#msg1354
date=1608232865]
Most good strategy games have evolving complexity: Players start
off with a few simple to understand units and unlock more and
more viable units as the game goes on.
Zerg Hex is the opposite. Terran needs a complex composition of
marines, reapers and shock troopers in the early game, but in
the mid-game terran just needs a simple ball of vets. Likewise,
zerg has too many options in the early game, namely tanklings
and beastlings, but just needs a giant ball of roaches in the
midgame. The only complexity is adding ravators and maybe
infused. Lategame is only mildly complex for both sides.
Terran only needs elites and 1 or 2 italis, while zerg just
needs brutas and torras. Throw in spores and tanks in some
games, but they are usually just a distraction.
I think this is why noobs are such a problem in this game more
than in other games. They are given too many early options.
Noob terrans make marines and run out of energy. Noob zergs
make tanklings and beastlings. Game balance is designed around
noobs, with the result that very few games are ever really fun.
Either there are too many noobs, or there are so many good
players that zerg gets steamrolled.
Maybe we should redesign the game to be simpler in the early
game but have more complex unit compositions in the lategame.
Some ideas:
[list]
[li]Eliminate tankling and beastling.
[/li]
[li]Make reaper the primary early terran unit. Give terran 5-6
reapers instead of 3 marines at the start, and make terran
exercise the mechanics of powering with batteries before marines
are unlocked: require terran to charge their barracks with 50
energy before marines are unlocked.[/li]
[li]Nerf roach and buff primals and ultras. Take away Tar
Infection and Tar Spawn from roach and give them to primals.
Have ultras give an AoE buff to units around them, like how
infused buff roaches. [/li]
[li]Instead of upgrading marines to vets and elites, give terran
the option to add other units (e.g., marauders, and a factory
tech path with firebats, hellions, siege tanks, thors).[/li]
[/list]
[/quote]
I think you make a good point. i agree it's worth trying the
first three bullet points, unsure about the ultra buff, but
roaches are useless vs vets and primals i have't had work, maybe
bc they require more supply and cant be massed as easily.
unsure about the terran suggestions.
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