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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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