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#Post#: 656--------------------------------------------------
Transport Network along the edges of the map
By: WMaster Date: November 21, 2020, 9:50 am
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In the past I created a new trading network that would allow
players to send resources by air transport along the edges of
the map. Transport would be rather slow and would take more time
depending on how far the destination is. I showed the prototype
to a more experienced player, but it wasn’t received well so I
dropped it.
However I’d like to put such idea on the table again because it
could allow defensive players to send resources to an ally and
thereby be supporting. Balance should of course be a priority
and as we cannot have all players sending everything to one
player because that would mean researches would only have to be
done by one player.
I was thinking you could create a single transport ship from the
Construction Yard, It’ll then fly to the Command Center and once
there you can select it and choose what resources to send and
set its destination. It’ll then fly along the edges of the map
to another Command Center and deliver the resources. It is
required to fly back before being able to send again.
For balance it could be that the receiver only gets 50% of what
was paid by the sender. It would still be better than dying and
sending nothing. The 50% is an arbitrary value and could be
anything depending on balance. It would also be possible to put
a maximum capacity in place, limiting the maximum transfer rate.
It's just some idea to allow different play styles. A defensive
play style shouldn't deal more damage than an offensive one,
like it was the case with Firebats, but perhaps they can boost
the offensive players. Perhaps it would also reduce frustration
among the offensive players when they know they can be supported
by the ones playing defense. Let me know what you think.
#Post#: 661--------------------------------------------------
Re: Transport Network along the edges of the map
By: Oayoo Date: November 21, 2020, 11:25 am
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You can think about it but you need to be really carefull about
some stuff.
-Will it be really usefull for pushers ?
-At what timing should terran be able to use this ?
-is it possible to abuse this to, for exemple, max walls ?
-will good players even use/need this new thing ?
-Do you think random players will share between them ?
-is the map really balanced before i could make new stuff ?
I have no answers^^ but we need to be sure to have the answers
before creating this.
But i agree the Terran sharing system needs to we
reworked/removed because it is useless right now.
#Post#: 664--------------------------------------------------
Re: Transport Network along the edges of the map
By: GrumpyKitten Date: November 21, 2020, 12:13 pm
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[quote author=WMaster link=topic=78.msg656#msg656
date=1605973806]
In the past I created a new trading network that would allow
players to send resources by air transport along the edges of
the map. Transport would be rather slow and would take more time
depending on how far the destination is. I showed the prototype
to a more experienced player, but it wasn’t received well so I
dropped it.
However I’d like to put such idea on the table again because it
could allow defensive players to send resources to an ally and
thereby be supporting. Balance should of course be a priority
and as we cannot have all players sending everything to one
player because that would mean researches would only have to be
done by one player.
I was thinking you could create a single transport ship from the
Construction Yard, It’ll then fly to the Command Center and once
there you can select it and choose what resources to send and
set its destination. It’ll then fly along the edges of the map
to another Command Center and deliver the resources. It is
required to fly back before being able to send again.
For balance it could be that the receiver only gets 50% of what
was paid by the sender. It would still be better than dying and
sending nothing. The 50% is an arbitrary value and could be
anything depending on balance. It would also be possible to put
a maximum capacity in place, limiting the maximum transfer rate.
It's just some idea to allow different play styles. A defensive
play style shouldn't deal more damage than an offensive one,
like it was the case with Firebats, but perhaps they can boost
the offensive players. Perhaps it would also reduce frustration
among the offensive players when they know they can be supported
by the ones playing defense. Let me know what you think.
[/quote]
I like the idea, a lot of players just sit on their achieved
gas/eco in my experience.
They just settle after walling off, have 20-30 ish marines dont
really invest into anything.
If this easy enough to execute it could give players who are
scared to push something to help others.
5/7 idea, can work.
#Post#: 665--------------------------------------------------
Re: Transport Network along the edges of the map
By: RickSanchez Date: November 21, 2020, 12:32 pm
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Simcity Meta
People will be like "here 500 minerals i pay you an army" and I
will be like "no, wth, you grab your units go out and kill zerg
buildings your own. i have thingy things to worry about.
increase your apm please"
#Post#: 715--------------------------------------------------
Re: Transport Network along the edges of the map
By: Speed Date: November 22, 2020, 9:48 am
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I'm against this^^
Spending your resources efficiently and oriented towards winning
the game is a skill, just giving that money to another player
like: "here, I'm too lazy / bad to macro, you can have my money
and win the game for me, kthxbye"
And yes, the first thing people would try and do is to abuse
this mechanic to create some sort of uberterran that's fueled
with X amount of other terran's economy.
Sharing control imo is the perfect feature, I've killed zerg
with marines that I didn't own (got super hard focused with
speed 1, 3 dmg up and infestor before 10 minutes even passed)
before lol. Imo this is perfect, as it doesn't really create as
much of an advantage, you will have 100% my micro if I control
your units, but I'm limited by your macro and how much army you
make. Also this can only really be done for 1 player, adding
more players to control that army will likely cause more harm
than good.
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