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red_dragoon
05-25-2007, 07:08 AM
I think sticking with 200 limit for starcraft 2 will be a good idea, though I think they are adding a bigger limit. Too many units and the game gets less strategical and more "see who can build the largest army and charge!"

I hope the unit limit isn't too high. :(

Fenix
05-25-2007, 07:10 AM
I think sticking with 200 limit for starcraft 2 will be a good idea,


Oh God no. I need my massive armies. I need my huge, massive, crushing victories.

mc2
05-25-2007, 07:12 AM
probably 300 is the best........or maybe we need to go through stages of upgrades to increase the max limit

Fenix
05-25-2007, 07:14 AM
probably 300 is the best........or maybe we need to go through stages of upgrades to increase the max limit


300 XD
It would only work in the shade ;D

Ok, I'm done with that.

I like the idea of upgrading it.

red_dragoon
05-25-2007, 07:15 AM
Stages of upgrade sounds like an interesting idea.

Massive unit limits are hard to micromanage. It ends up being ctrl+1, ctrl +2 etc all the way to 9, and then mass order attack ground for all of them! It works with zerg race i think, but the others need more micro management :D

Fenix
05-25-2007, 07:16 AM
Oh....I liked my joke....

Anyhoo, yeah....I need more numbers when I play Zerg XD

mc2
05-25-2007, 08:26 AM
^ true ^ the zerg rely heavily on numbers....

related back to my idea......maybe:
Hatchery - 200 max
Lair - 250 max
Hive - 300 max

similar things can be done with terrans and protoss

Fenix
05-25-2007, 04:46 PM
Dude, that Zerg thing is awesome. I can totally see that working. Plus, it would also make a rush more viable in the late game.

10-Neon
05-25-2007, 08:17 PM
You wouldn't even feel the 200/250 limits. Who hits 200 without needing to upgrade the hatchery?

Fenix
05-25-2007, 08:21 PM
Me and my Hydralisks ;D

mc2
05-26-2007, 04:28 AM
You wouldn't even feel the 200/250 limits. Who hits 200 without needing to upgrade the hatchery?

true so maybe:

Hatchery - 150
Lair - 250
Hive - 350?

nexus - 200
templar citadel - 250
fleet beacon - 300
arbiter tribunal - 350?

Immortalrulez
05-26-2007, 06:20 AM
u know what i think? i think 400 or 800 or even 1293912472384618634681!!!!!!!!!!!!!!

Fenix
05-26-2007, 06:24 AM
u know what i think? i think 400 or 800 or even 1293912472384618634681!!!!!!!!!!!!!!


ZOMG Zerg Rush!!

http://i54.photobucket.com/albums/g83/mr_wizard_album/ZergRush.jpg

Immortalrulez
05-26-2007, 06:28 AM
LOLOLOLOLOLOLOLOL :o ::) :-X ROFL LMAO

ZerglingRUSH
05-26-2007, 06:45 AM
What the, LOL. That's scary. Where's it from?

Fenix
05-26-2007, 06:47 AM
XD y'all would lose all respect, little as it most likely is, if you new the source.

ZerglingRUSH
05-26-2007, 06:51 AM
ooook... sounds like it's better I not know ;p up to you ;)

Fenix
05-26-2007, 06:52 AM
Just google image Zerg Rush if you really wanna know.

mc2
05-26-2007, 06:52 AM
it appears that it's a group of fans (not sure fans of what)

and then someone photoshopping it with health bars on top, which is not even in starcraft, in SC the health bars r below the units

l2k
05-31-2007, 12:31 PM
Crazy Koreans.... ;D ;D ;D :D :D :D

WHAT!
05-31-2007, 02:19 PM
i think protoss should get a unit cap at 200..marines 250...and zerg 300..kinda to make it feel that zerg need numbers.protoss = spartans,and marines need a fine balance between numbers and quality.

TheDarkTemplar
05-31-2007, 03:42 PM
Just marines though. Forget about Siege Tanks, Goliaths, Wraiths, Battlecruisers, Ghosts and others.

;D

coalescence
05-31-2007, 03:50 PM
i think protoss should get a unit cap at 200..marines 250...and zerg 300..kinda to make it feel that zerg need numbers.protoss = spartans,and marines need a fine balance between numbers and quality.


Why different caps? We didn't need that in sc1, just make it so that units that are stronger take in more 'food'. Because if zealots take 1 'food'(but have a different cap) protoss will get a real big advantage in short games and the big cap will only get balanced in long games.

WHAT!
05-31-2007, 05:25 PM
damn i totally went blank and forgot about how much food a certain unit cost....

Fenix
06-01-2007, 12:00 AM
protoss = spartans


Then shouldn't their cap be 300..... ;)

hillzagold
06-01-2007, 12:28 AM
u know what i think? i think 400 or 800 or even 1293912472384618634681!!!!!!!!!!!!!!


ZOMG Zerg Rush!!

http://i54.photobucket.com/albums/g83/mr_wizard_album/ZergRush.jpg
...truly aiur is lost

but anyways, 400 means moar carnage

reject_666_6
06-01-2007, 02:51 AM
No, 400 would mean boxing in the main base, and making cheap expansions to get more resources until enough units are accumulated to exterminate the enemy. 200 made you reach your cap in a reasonable amount of time, and you could make several controls of various units for many strategies besides *sigh* rushing.

Pix
06-14-2007, 07:19 PM
"In a lot of ways, Starcraft II is taking us back to our roots," Pardo continues. Designed from the ground up as a fast-paced multiplayer game, the key focus of the game is dynamic action and getting people into combat sooner. According to Pardo the economy of the game will still be important, players will have spend time managing their resource gatherers and making cost/benefit trade-offs between units, but the actual units will require less player involvement to do their jobs. Armies are much larger (he specifically mentions the large number of Zerg and removal of the unit control limit) and individual soldiers have more direct control over their special abilities -- they call it the "mover and shooter" design philosophy. Most importantly, players need to be able get into the action from the moment the game begins so the team is taking a serious look at the early tech tree, build orders and the mechanics of rushing. They want rushing to be viable, but they also want it to be a stoppable tactic assuming players of equal skill.

What do you think of this find, and what implications might the removal of a unit limit have on the competitive and casual multiplayer scene?

~Pix~

Nikzad
06-14-2007, 07:39 PM
I don't think it will have as much of an effect on protoss or terran as it will on Zerg. This is really good news for the Zerg players out there. I think we'll be seeing more of what the Zerg philosophy is all about: mass production and the "if you throw enough **** at the wall, some of it is bound to stick" mentality

no unit limit does not mean much to me, since I am a n00b-intermediate Protoss player on bnet, except that it will give me the opportunity to slow my computer down to a crawl with all of the units that I'll be making, assuming I can get good enough to mine and manage resources better

PowerkickasS
06-14-2007, 07:42 PM
kool starcraft2 finally adapting more modern styles. but in the game preview you still saw that the protoss player could only select 24 (or 36? forgot) simultaneously so is this open-control only going to be made available to zerg players? :O

coalescence
06-14-2007, 08:18 PM
Double topic.

http://www.starcraft2forum.org/forums/index.php?topic=100.0

Pix
06-14-2007, 08:31 PM
Oops, didn't realise since that was on a different forum. Well this has some proof and quotes, plus it's better placed - I could delete the thread, but I guess a thread merge would be more appropriate? :/
~Pix~

coalescence
06-14-2007, 08:40 PM
Just mail a moderator and change the topic name (put 'up for merging' or something on) or something and it will probably happen.

Ghost
06-14-2007, 08:50 PM
one word, lag. But me being a terran player finally packing those bunkers with M&M's wont take that much of a toll on my population limit... cuz there will be no limit.

Also, it does help the toss, the amount of workers they have wont topple their military faction.

UchihaItachi0129
06-14-2007, 09:18 PM
u know what i think? i think 400 or 800 or even 1293912472384618634681!!!!!!!!!!!!!!


ZOMG Zerg Rush!!

http://i54.photobucket.com/albums/g83/mr_wizard_album/ZergRush.jpg
...truly aiur is lost

but anyways, 400 means moar carnage


omg lol rofl lmao XD i love zerg rushes ^.^



protoss = spartans


Then shouldn't their cap be 300..... ;)


lol XD 300 Spartans >.< i need to watch that movie T_T

anyways i think there shouldn't be a supply limit ^.^ then you could make infinite zerglings ^.^ or whatever else you want to make infinite >.< i forgot the new carrier's name well you could make infinite of those too. it'd still be kinda fair unless you a noob and your opponent's pro because then they could have like 20 hatcheries and make an army faster than you when you only have like 10 hatcheries. but theortically it'd still be fair. it'll all just matter on your skill level.

PowerkickasS
06-14-2007, 09:21 PM
hey! we're not talking about unit limit. this topic's about unit control limit! (i.e. how many units you can select in 1 go)

Ghost
06-14-2007, 09:32 PM
Let the cap be: lets see how many supply depos u can get in one map.

JudasXPriest
06-14-2007, 09:37 PM
Gah, could anyone even imagine no unit limit? I imagine many computers crashing O_o. Just imagine.... an army of 5,000,000 zerglings raping your base.... i bet your base would be destroyed before half of the lings would get to your base....

coalescence
06-14-2007, 09:38 PM
There would never be enough money on a map for that....... unless you make some wacko map, but then you're asking for it yourself.

JudasXPriest
06-14-2007, 09:42 PM
Noob maps ( Fastest Possible) ;)

T-man
06-14-2007, 09:44 PM
There would never be enough money on a map for that....... unless you make some wacko map, but then you're asking for it yourself.


Or if you just changed the Zergling cost to 1 mineral and 0 gas. :)

That's even possible using the editor, and a 200 unit cap: Just change them to 1 mineral and 0 food, instead of .5 food.
You couldn't edit supply in SC editor, but you could in WCIII editor, so I would assume they would give us that power in SC2 editor.
Come to think of it, there was no concrete unit cap in WCIII, the editor allowed you to raise the 100 cap to whatever you wanted (presumably within the limit of an integer variable...)

coalescence
06-14-2007, 09:58 PM
If you're ****ing around thát much you ask for your computer to crash xD, we're talking normal maps.

EdwardLuke
06-14-2007, 10:55 PM
Woo-hoo! MUCH bigger armies!

This brings a whole new meaning to a massive zergling attack. Imagine sending hundreds on zerglings in with a single click...

Ahhh, bliss.

Also allows the player to create more detailed armies (as in different units thus stratagies).
Although at the same time, I hope it doesn't take something out of the game. It effects gameplay A LOT.

All in all - good!

zeratul11
06-14-2007, 11:45 PM
true so maybe:
Hatchery - 150
Lair - 250
Hive - 350?


i think this is better.
Hatchery - 100
Lair - 200
Hive - 350

i think 350 population limit in campaign mode and 4on4 team battles will be enough. a one on one battle (multiplayer) will reach 1400 population not 800. now thats a lot.

Associate
06-15-2007, 06:20 AM
I think removing the unit build limit will do good for sides who relies most on large numbers to control the game, now the only problem will be the search for space for construction of pylons and supply depots, the zerg woudn't have a problem with this since their overlords does not require space. But this should allow the Terrans to build a formidable defense against powerful protoss and zerg attacks

T-man
06-15-2007, 06:35 AM
I'm totally against unlimited control. A larger control than 12 (perhaps 24 as shown in the video) would be great, but unlimited, heck no.
The point of the selection screen is to give a brief overview of your units' statuses, and if you had 200 zerglings selected, so much for statuses.
A limit to control means that you need more micro as well, which is always a good thing.

PowerkickasS
06-15-2007, 07:39 AM
A limit to control means that you need more micro as well, which is always a good thing.

but it'd be so fun multicommanding a whole 200+ odd zerg army with one click :P
nah j/k I agree with ya, it's against starcraft ethics to allow such a thing lol. plus would imbalance ums maps that involve multi-race control in favour of 'zerg-slot players' with convenience, infact is it even possibly to create different interfaces and systems for different types of players!?

I'm totally against unlimited control. A larger control than 12 (perhaps 24 as shown in the video) would be great, but unlimited, heck no.
The point of the selection screen is to give a brief overview of your units' statuses, and if you had 200 zerglings selected, so much for statuses.
it is possible to include both. (like dawn of war again -.-) you could have the control panel with a scroller

Associate
06-15-2007, 10:59 AM
increasing the unit control capacity should improve how players are commanding their units, plus it will allow them to include more units in their assault force. it shouldn't increase the difficulty of micro managing your units, it generally depends on the player

AntiTossWeapon
06-17-2007, 04:02 PM
Pls can anyone tell me ablut the pop cap, it is higher or what?
That would be cool for the terran, because of the bunkers in sc1 takes maries
Sorry if this topic is "repeat"

PowerkickasS
06-17-2007, 04:06 PM
yup. this subject already exists
http://www.starcraft2forum.org/forums/index.php?topic=100.0
enjoy reading its 4 loooonnggg pages :P

FlyingTiger
06-18-2007, 04:40 AM
haha

the proposed unit cap will be 200 according to Sigarty and that PCGamer article posted on SClegacy.com

yea and it also says the story is gonna take place 10 years from BW. i really thought they said 4, but it said on the article.

PowerkickasS
06-18-2007, 10:34 AM
TEN YEARS.....O_O

Zerat
06-18-2007, 11:40 AM
is gonna take place 10 years from BW. i really thought they said 4, but it said on the article.

as I remember, in the beggining it was supose to be max 1 month after BW

P.S. Sorry for Offtopic

FlyingTiger
06-18-2007, 02:35 PM
read the 1st partial paragraph. it says 10 years. man raynor is gonna be like in his mid 40s! lol

http://i10.photobucket.com/albums/a125/flyswimmer716/sc09.jpg