Idea: Speed up the initial deployment of the base.
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*Greetings to the forum members. As a longtime fan of this game, I've had various ideas for improving it. But lacking the necessary knowledge (I'm an electrician), I've been stuck in the dark for a long time. Ideas accumulated and changed, reworked, discarded, and then revived in new forms.
Today, I decided to start posting ideas for modifications. Perhaps some of the modding enthusiasts will like something, and they'll be able to implement the idea in code.
The idea for modification is as follows.*Briefly.
It's proposed to speed up the very beginning of a game by reducing the initial base construction time. This idea is an advanced version of the "prebuild" option, which is highly questionable and rarely used (and then only in modifications). It involves adding a temporary buff to commanders – the ACU.Why? The modification will speed up the most tedious and boring part of a game – the use of standard initial construction patterns, repeated from game to game.
And it drags on for a long time.Here's how it looks from the player's perspective.
After the "transition" effect, a boosting effect is applied to the player's ACS.
Similar to a temporary shield that flickers for the first few seconds.
The name is tentatively "one-time consumable kit."
This kit provides a temporary boost to construction power for the first few seconds of its action. It grants x7 base construction power, and then decreases over time (approximate values; balancing is required).Important: the effect's duration is only consumed during construction or assistance.
More precisely, the duration and decay rate of the effect must be adjusted so that it ends by the time the minimum base is completed (approximately: 1 factory, 4 extractors, 8 generators).The player's perceived strength of the temporary effect should depend on the remaining duration. The buff decays smoothly (not linearly) or in stages (there are quite a few time intervals; the shorter the remaining duration, the longer the duration).
The main condition is that the engineers who appear must be able to compensate for most of the buff's loss. This prevents a sharp drop in overall construction power after the effect wears off.
I hope this proposal will appeal to enthusiasts.
Thank you for your attention. -
Well there are some issue with this:
More buildpower without increase in ressource generation means you basically empty your initial storage within seconds and then proceed to stall while building. The normal opening will then no longer be first fac.
Giving ACU massive buildpower in the beginning removes any very early rushes, such as first bomber or lab (which is not necessarily bad, but these will no longer exist).
Some maps are a bit awkward where you are "supposed" to move your commander early. Or even maps where you have to decide between moving com and using that buildpower get their decision taken away because you must keep your acu in base.All this is just what I think for ladder or 2v2 though. For any teamgames that are larger than 2v2 I think this is a bad change. Teamgames arent as volatile in the beginning as ladder so I dont see the point.
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Okay, maybe there are some improvements?
Here, the enormous construction power lasts for a short time and then quickly declines.
Perhaps we should also increase resource generation during this short period...What other options are there for getting the first buildings and units up and running relatively quickly?
For example, while the commander is building, there's a resource bonus; if he stops building, the bonus disappears.
...the prebuild option is essentially a bit of free mass...
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I wouldn't want this. I spend those first 45 seconds looking at the map, where reclaim is, and how I want to expand.
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I think that the starting "calm" time helps to determine positions on the map, develop some tactics on brain, and also, for example, click on reclaim rocks manually
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Essentially all of this already exists, its called no rush timer
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Hmm, okay...
Not suitable for mainstream gameplay.As a standalone modification to replace the prebuild, or for group play, or for single-player games with mod packages against bots. Where normal conditions aren't required...
For example:
The first effect of increasing construction power wears off over time as described.
The second effect also increases the commander's storage by the amount of mass and energy equal to the prebuild option....not ranked...
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From a trainer perspective:
The majority of low ranked trainees I've had over the past years struggle with the initial buildorder. It has to be memorized sadly and you usually see the struggle as most of the units they build are idle around the base. Giving the ACU a boost will make things worse as now they have to think even faster what buildings to place next -
Okay, I realized this isn't what I need.
At least, it's not suitable for the main part of the sessions.
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