A Topic of Dumb Ideas!
-
@IceDreamer said in A Topic of Dumb Ideas!:
@TheWheelie There are other solutions to the slow start in this game. The man is completely right: Clicking on rocks manually is an extremely lame mechanic.
A generally good rule of thumb when considering whether a concept is any good as a whole is to put yourself into a state of mind where the thing doesn't exist, and try to imagine the response if it were proposed. A proposal to add the necessity of manually clicking a bunch of rocks in the first few minutes in order to compete at high levels on certain maps would simply be laughed out by any playerbase which was not already pre-conditioned to accept it.
This...
When I posted this, I knew that people would hate the idea, but I also felt like this is just a clearly obvious (although admittedly minor) flaw.
And while I expected this to perhaps not be worth pursuing because its so minor and because it would be controversial, I never imagined the kind of reaction its gotten.
Its always surprising when sane, intelligent people take a clearly ridiculous position and dig in.
"You're just low rated and don't understand the depth added by all the tiny rock clicking"...
sigh...
-
@IceDreamer said in A Topic of Dumb Ideas!:
A generally good rule of thumb when considering whether a concept is any good as a whole is to put yourself into a state of mind where the thing doesn't exist, and try to imagine the response if it were proposed. A proposal to add the necessity of manually clicking a bunch of rocks in the first few minutes in order to compete at high levels on certain maps would simply be laughed out by any playerbase which was not already pre-conditioned to accept it.
Turning the concept around and attempting to propose the system in an unreasonably weak fashion - so much so that your original position appears stronger; is completely duplicitous, and a mockery of legitimate game design.
No sane individual - not even a novice designer, or a random pleb on a forum - would legitimately attempt to introduce manual reclaim to a game by stating "we should let people click on tiny rocks to gain advantages in the game." Doing so would be akin to pure idiocy, or in this example: be an underhanded tactic to garner support for the alternative position. One so blatant, and so weak, that anyone with a modicum of experience in any design field would be able to call out upon reading the post. As I am doing to you now.
We are after all; standing in a group of people who contort every word, grammar mark, or point of evidence, into something that may help envision themselves as some sort of hero. Fighting against an uncaring or otherwise elitist majority regardless of value or virtue, just like dear Moses is inferring in the post above mine. There is no way a legitimate proposal to the game would break from that trend when it implies no value to do so, and only a proposal that is inherently duplicitous would benefit from that.
People have already explained the merits of reclaim in depth, and trying to argue with people like moses who may or may not be afflicted with mental disorders is not going to change the opinion of anyone in the thread. Just don't try and contort design iteration into an argument. Especially one that infers that the community is a conditioned, perhaps even brainwashed mess, and that you are a hero for attempting to defeat them. It's not that people are "conditioned against you," its just that your ideas are bad.
-
Another dumb idea, seeing as curently SACU balance is been looked into, just remove the ability to upgrade them entirely and have a set of indevidual units the gateway can build. No longer would the devs need to balance mixing and matcing upgrades.
-
While on the gateway part why not allow to transport units between two gateways and allow faster repair for an acu that is sitting on top of gateway.
-
On the topic of unit repair: we got these incredibly op air staging facilities that can repair an expensive strat for free in two millliseconds. The only reason why everyone is not using them is essentially apm. How about creating the same for ground units? Basically a unit repair center, but you need to load units into it manually. You trade apm for free mass, much like reclaiming stuff. And it would make veterancy and micro more valuable, because you could heal up veterans and make so they get even more vet. I always missed a repair feature and think it would add depth to the game
-
@Whatisbennis actually sprint/ba have that and they are sort of usefull, currently repairing is waste of mass.
Having something repair proportional to 1-50 mass per second for example for 50-1500 energy per sec would be great addition (so better than regural fabricator energy to mass convertion). -
@Reckless_Charger this is considered cheating by mods "casue unfair advantage" lol, mod got removed from game)
-
Just make it that any unit that has not been damaged in the last 60 seconds gets trippled passive regen rate
-
@realslmshdy what mod was this? And it wouldn't be cheating if it was integrated and everyone could do move - patrol. We have attack - move patrol so what's the problem here?
-
-
@techmind_ that's auto reclaim for idle engineers. Not what I am talking about at all. I am talking about move-patrol. I.e cycling move orders (as against attack-move orders which patrol does).
-
Dumb idea: Paragon adjacent to artillery gives 2x fire rate increase. Paragon adjacent to shields decreases shield recharge time.
-
SACUS can shoot from transports xD
-