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masterofhobbiton
07-16-2008, 4:36 PM
Chat with Devs: Since the Worldwide Invitational in Paris, the topic of the new Vespene Gas mechanic has come up a lot across many different fansites and message boards. Thus far, this is one of the biggest changes which will affect the macro management of bases in StarCraft II. To shed some more light on this new mechanic, I have gotten a chance to talk to Dustin Browder, our Lead Designer for StarCraft II, about the progress thus far of the new mechanic, as well as the objectives this new mechanic is designed to achieve.

To start, the new Vespene Gas mechanic is to further distinguish the play style in which players gather minerals versus gathering gas. In the original StarCraft, the gathering of gas was very linear in the rate in which gas is gathered. Often, players would put 3-4 workers on the gas, and the players would forget about it until the geyser was depleted. Minerals on the other hand, were much more exponential in the rate of growth and were also often played differently amongst different races. Zerg would likely expand rapidly with less drones in each expansion and Protoss/Terran could sustain a sizeable force with higher numbers of workers on a smaller number of expansions.

How the New Vespene Gas Mechanic Works
For StarCraft II, with the new Vespene Gas mechanic, players will have 2 gas geysers at their starting position. These geysers will start with X amount of gas (currently 600 and subject to balance) and at any time players can purchase additional gas in their geysers for X minerals (currently 100 and subject to balance). With each purchase of additional gas for your geyser, the geyser increases with X gas (currently 600 and subject to balance) and the geyser shuts down for 45 seconds. When a geyser is depleted, workers will still be able to gather gas at a low rate of 2 per round (subject to balance).

How the New Vespene Gas Mechanic Plays
With this new gas mechanic, players have a wider variety of strategies in developing and maintaining their refineries, as well as additional attention needed to make sure they are collecting gas at the most efficient rate. On the production side, players now also have to decide between sticking to Tier 1 units longer, or to play it balanced with one geyser, or even max out on gas to invest heavily on teching and higher tech units. Additional, the relationship between minerals and gas have an added layer of depth since investing in additional gas will actually cost the player minerals as well. How often a player invests in gas will also not necessarily be consistent through the game too and will depend upon what units that player is currently choosing to mass. Scouting too has an added layer of depth as well, as a players gas collecting play style may determine if the player is teching to a higher tier mineral heavy unit (like a Dark Templar) or a higher tech gas heavy unit (like a High Templar).

Overall, players will have to build the appropriate buildings as well as gather resources in a particular method in order to execute a certain strategy at a professional level. It is the hope of the development team that this new mechanic will not only make gas collecting more interesting, but also increase the amount of macro management skill needed to compete in StarCraft II at the top levels while at the same time making the game playable for mid level players without using some of these more advanced techniques.

---StarCraft II Q&A Batch 41---

1. How exactly does the Corruptors attack work? Is it a stacking debuff that takes effect after a certain number of stacks? And if so can the debuff time out? Would you be able to hit and run kill for example Battlecruisers with a few Corruptors over a couple of minutes? (sc2pod.com)

The attack is technically a debuff, but does not do damage over time. Every time the Corruptor attacks a unit, it'll leave a debuff on it for a couple seconds. If the unit dies within those couple seconds, the unit will be corrupted.

2. What are the current stats and build times for the Queen defensive buildings? (starcraft2forum.org)

To catch us up, Zerg defensive buildings arent built by the queen anymore. Instead, they are built from the drone once again.

Spine Crawler:
- Only hits ground
- Health is 300 (uprooted health 100)
- Movement speed is 2.25 (1 off of creep)
- Damage is 20 +20 armored
- Range is 7
- Attack speed is 1.5 sec

Spore Crawler:
- Only hits air
- Health is 300 (uprooted health 100)
- Movement speed is 2.25 (1 off of creep)
- Damage is 15
- Range is 7
- Attack speed is .8608

3. The Queen seems to be a very potent unit, although its tasks are more defensive ones, it can be used in crazy rush strategies, according to Karune's experiences. Well, if the Nydus Worm was able to transport even queens, she would get even more potent. You could easily think of crazy rushes using your opponents creep to just overwhelm him with your units AND your defensive structures. So here is the simple question: Can the Nydusworm transport queens among all the other units? (starcraft2.4players.de)

Defensive structures will not be able to enter the Nydus tunnel network, but the Queen will be able to. Furthermore, the Queen will no longer be able to build defensive structures. Drones will morph into defensive structures, similar to the original StarCraft.

4. When the Zerg Sunken Colony is uprooted and on the move is it more vulnerable to enemy attack? (www.starcraft2.com.au)

Yes, the Spine and Spore Crawlers will have less hit points while they are uprooted. The actual number of hit points will be determined through balance testing.

5. In many cases, the micromanagement of units in StarCraft revolved around gameplay mechanics (Dragoon dance, Mutalisk stacking, Reaver/Shuttle micro, etc.), rather than special abilities with cooldown/charges (Stalker's Blink, Phoenix's Overload, etc.).

Is the amount of this kind of special abilities in SC2 a concern of Blizzard, and how would this affect the overall gameplay? -lepape (teamliquid.net)

Players will still have dependence on both gameplay mechanics as well as special abilities. For instance, Stalkers will have the basic dancing mechanic as Dragoons had in the original StarCraft. Marauders are another unit highly dependent on micromanagement to get the most effectiveness out of the unit, making sure you use their attacks slowing effect at opportune times.

Though for StarCraft II, we are introducing much more positional micromanagement, which will amplify units damage significantly. A Colossus will fire in a line and lining up that radius with the enemy units will be crucial in battles. Flanking Jackals from multiple angles will surely add to its potency as well.

Overall, we definitely want to balance the game with both plenty of gameplay mechanics as well as special abilities that create opportunities for the players to initiate clever strategies as well as innovative maneuvers on the battlefield.

6. Terrans currently appear to be at a disadvantage in terms of troop mobility, (as compared to 'Warp-in' and 'Nydus Worm') are there any plans to bring back the, 'drop-pod' or other new transport mechanic? (sclegacy.com)

Actually, we consider the Terran side to be quite mobile. Let us first look at the Reapers. This unit is the fastest ground unit in the game which traverses terrain without even having a spotter. In addition, the Medivac Dropships, allow added mobility to all Terran ground units. With the addition of the Dropship being able to heal, it has become even more of a staple in Terran strategies, giving even more increased incentive for players to build Dropships than the original StarCraft. On top of this, Vikings providing both ground and air support at a click of a button, gives that added support of mobility and options when moving a Terran army around.

The method in which Terran will be mobile is indeed different than Warp-in and Nydus Worm, though they are not considered less mobile than the other races.

---End of Transmission---

Ktan
07-16-2008, 4:52 PM
Ixius is still down (for me, at least) so I won't be able to post this at SC.org yet.

ZeratulStukov
07-16-2008, 4:59 PM
so I won't be able to post this at SC.org yet.

Hopefully, Proto will...

To catch us up, Zerg defensive buildings arent built by the queen anymore.

That is somewhat of a disappointment... :(
Having the Queen build defensive structures was making the game more unique... But anyway, Blizzard knows best :P

masterofhobbiton
07-16-2008, 5:00 PM
If Ixius is down, how would Proto be able to do it either? :D

ZeratulStukov
07-16-2008, 5:03 PM
If Ixius is down, how would Proto be able to do it either?

Oh... What is Ixius?

Ktan
07-16-2008, 5:07 PM
It's the thing we use to post news, submissions and other wonderful stuff

Protogod
07-16-2008, 5:15 PM
Hopefully, Proto will...

That is somewhat of a disappointment... :(
Having the Queen build defensive structures was making the game more unique... But anyway, Blizzard knows best :P

If Ixius is down, how would Proto be able to do it either?

Good catch, MoH. Zs is a little slow on...everything.

And as fa as "Blizzard knows best" I disagree, and I intend to express that opinion in an SC2 editorial Im working on.

SilverCrusader
07-16-2008, 6:03 PM
Oh my god. They did not... *pulls out shotgun*
k blizzard, you've done some pretty stupid stuff, but the new vespene gas thing is crossing the line. *cocks shotgun*

DarkMirror
07-16-2008, 6:27 PM
Yeah, it seems kind of retarded.

ZeratulStukov
07-16-2008, 6:32 PM
For StarCraft II, with the new Vespene Gas mechanic, players will have 2 gas geysers at their starting position. These geysers will start with X amount of gas (currently 600 and subject to balance) and at any time players can purchase additional gas in their geysers for X minerals (currently 100 and subject to balance). With each purchase of additional gas for your geyser, the geyser increases with X gas (currently 600 and subject to balance) and the geyser shuts down for 45 seconds. When a geyser is depleted, workers will still be able to gather gas at a low rate of 2 per round (subject to balance).

Okay, this is too goddamn unique... >.<
I take back what I said about Blizzard

But anyway, Blizzard knows best worst

Lithium
07-16-2008, 8:54 PM
Okay, this is too goddamn unique... >.<
I take back what I said about Blizzard

Did you not read the OP? Shame on you.
-

About the Vespene thing, I think the Dev team is just trying to do something different. Again, they frequently used (not finalized) or any equivalents and if there's enough ranting I'm pretty damn sure it will be changed.

AJ
07-16-2008, 9:29 PM
It was in the WWI build.
It's not as terrible as you all think - just takes getting used to.

But it didn't play well because they had just added the mechanic but not balanced it - so the idea of it costing X minerals to refresh, and/or the amount when functioning at 100% vs. depleted, etc.

3Vee
07-17-2008, 1:52 AM
I still think the "new Vespene mechanic" is retarded. If you want to make it more complicated, make it a more than linear increase with extra workers, or declining productivity over time, or... something less inane.

It's not just whether it "plays well", imo - it helps if it makes sense, too. And this... doesn't.

HazzaDaShiz
07-17-2008, 6:46 AM
As far as I can think, I dislike the new Vespene aspect. I'd much prefer a gathering technique, expanding when required.
Shutting down for 45 seconds is a long time. You'd need multiple to make it effective late game, as far as I know, so doesn't that defeat the purpose to some extent?
Then again, I'm always willing to try something new. But if it doesn't go well = axed.

IrishDutchman
07-17-2008, 7:05 AM
I think this mechanic will make the game a lot less agressive. In Starcraft, not expanding meant sure death. You simply could not survive more than a rough 10 minutes on your original geyser. The small amount of gas and the speed at which you gathered it encouraged you to attack and expand. That made the game fast, strategical and exciting.
Now that you have two geysers you can gather gas faster, and you can do it for a longer time because you can replenish them. I don't think that's a good idea at all.

Ktan
07-17-2008, 1:54 PM
I still think the "new Vespene mechanic" is retarded. If you want to make it more complicated, make it a more than linear increase with extra workers, or declining productivity over time, or... something less inane.

It's not just whether it "plays well", imo - it helps if it makes sense, too. And this... doesn't.

3vee seems to have nailed my opinion on the head. I mean, 'restoring' a Vespene geyser sounds rather stupid. It may be an 'interesting' game mechanic, but it really doesn't make much sense. There are probably other ways to do this, maybe like a 'market' such as the system in Age of Empires II where, for a markup, you could trade one resource for the other. I can understand what they are trying to implement, and gameplay wise, it could work technically, but it doesn't make any real sense. As games develop further and further, there tends to be less suspension of disbelief required; what was once a 'graphical representation' of an effect can now be properly integrated into the game (such as with infantry and vehicle deaths). However, this mechanic throws us right back into the dark ages.

If you have the ability to spend minerals to 'restore' a geyser, then why don't you just manufacture vespene gas or trade for it? It seems like an artificially complicated system. I think, so as to look innovative (something Blizzard is actually doing quite badly with in SC II) Blizzard are trying to be far too clever.

Really, I'm starting to think SC II's going to redundant compared to games that are trying to expand the field without gimmicks.

DarkMirror
07-17-2008, 3:01 PM
My best way at looking at how they can "refresh" a geyser is those minerals were spent tapping in and drilling even further into it.

Protogod
07-17-2008, 3:02 PM
Then how come the geysers in sc1 didnt need further drilling? lol.

masterofhobbiton
07-17-2008, 3:09 PM
Oh, come on, you can't use that argument. They'd just explan it away by saying that mining technology has improved in the last few years, or that it was a shortcoming of the SC engine or something. :P

DarkMirror
07-17-2008, 3:15 PM
By the same logic as "why didnt they do it in SC1?", I could ask why they didnt use transforming Vikings, Medevac Dropships, or Phase Prisms in SC1.

Protogod
07-17-2008, 3:37 PM
Because they couldnt, because the technology didnt exist. However, In SC1, geysers had way more gas without having to mine them. And in sc1, you didnt start with 2 adjacent geysers.

Ktan
07-17-2008, 3:42 PM
My best way at looking at how they can "refresh" a geyser is those minerals were spent tapping in and drilling even further into it.

That's a fairly plausible explanation. However, the 'drop off' after depletion I suspect is supposed to represent the point where 'no more' can be mined anyway. They can keep drilling, but they've already used the bulk of the raw materials.

Maybe it just srikes me as a bit odd that you get two geysers. Vespene is supposed to be a relatively rare commodity next to minerals. I wouldn't mind the mechanic so much if it was one geyser. I suppose it's obvious that the second is so that you can clock over some gas while the first one is out of action too but it begs the question, is it even worth refreshing a geyser until it's nearly empty anyway? As far as I understand, this mechanic simply stops the geyser depleting, it doesn't make the actual gathering any faster.

Perhaps a 'risk-reward' mechanic whereby 'drilling deeper' could increase the rate of gathering (either by making SCVs do it quicker or by making each barrel yield more) with the detrimental downtime.

I can't help but feel this would also prevent extra geysers superfluously cluttering the map up. Leave cluttering for the doodads and bases :P

Faiien
07-18-2008, 1:50 AM
I agree with 3vee and Kthan, this new Geyser mechanic seems very questionable. Hopefully in the months to come the development team can refine this idea or scrap it.

PaiN
07-18-2008, 10:40 AM
Meh.

I was hoping SC2 would be more of a "really big expansion" with new units/graphics/storyline, but generally the same fast-paced feel and game mechanics of starcraft: broodwar. I personally am against a lota these new changes =/

The Vespene geyser thing is simply realistically pretty stupid. It also makes barely any sense from why it would change from broodwar, and its going to greatly, as said before, decrees the aggression in the game to take new expos. At least thats what appears is going to happen.

gamer102
07-19-2008, 10:47 PM
Wow, the more specific times for attack speed, and it looks like creep is a speed bonus to zerg type buildings (at least) and maybe units. The visual of the editor in my head keeps getting better and better.

vIsitor
07-20-2008, 2:52 AM
The 'Vespene' issue seems to be the hot-topic as of late.

The way I see it, the mechanic is being tried out as a way to appease the more traditionalist crowd (i.e. those 'fans' who are vehemently opposed to user-interface streamlining such as multiple-building selection, rally-mining, and the like), without compromising their improvements to the UI itself. Although, personally, the I think the idea is so radical and new as to be inherently distasteful to the intended audience it is designed to placate.

Yes, I'll admit that the current state of affairs is hardly a perfect solution, but Blizzard is doing exactly as it ought to, by trying to compromise between two extremes instead of taking sides. The intent of the Vespene intrinsic is to increase Macro activity; time will tell as to whether or not it is successful to this end.

We all have our concerns on the matter; lets voice them in a civil manner. Decrying Blizzards as fools and frauds for such unexpected paradigm shifts is hardly proper conduct, especially when more preferable alternatives are so few and far between. If you do have a better idea in mind, then lets hear it! Who knows? Maybe it'll get noticed.

Vinzent
07-20-2008, 3:01 AM
Meh.

I was hoping SC2 would be more of a "really big expansion" with new units/graphics/storyline, but generally the same fast-paced feel and game mechanics of starcraft: broodwar. I personally am against a lota these new changes =/

I agree. I anticipate Starcraft 2 because it's, well, the sequel to Starcraft. I am fond of many of the additions (Queen, Colossus, Phase Prism, Mothership), but in some cases it seems to me that Blizzard is making things different for the sake of making them different, resulting in changes that seem arbitrary and artificial and which could potentially change the gameplay for the worse.

Fiendwurm
07-21-2008, 10:11 AM
Blizzard is trying to hard to change starcraft, sure it adds new mechanics to the game but it also makes it more complicated. Personal I liked how complicated starcraft 1 was, maybe a little more, but now your putting even MORE strategy in to mining!? The the game is getting harder and harder to master by the day!

Ktan
07-21-2008, 10:44 AM
Well, perhaps that's part of the appeal of SC. Really, as some RTS go, it's rather straightforward. However, it's simple, not simplistic. It strikes me as one of those games that's 'easy to learn, but hard to master,' and those usually seem to work the best. This is probably because almost everything works pretty much as you'd expect.

Unfortunately, as Blizzard throws in more and more rather unnecessary complications, they move away from this ethos. One point being this gas mechanic is simply not how common sense would dictate that mining actually works.

ChimTheGrim21
07-21-2008, 12:11 PM
I don't think the vespene gas system sounds that bad. I would wait to play with it before judging it considering everyone plays by the same rules..

BlackDefiler
07-21-2008, 2:11 PM
What I don't get is why need two geysers? That's just retarded. Why not raise the yields or make it possible for more than one unit to mine at once or make the gather times shorter. Eighter of the above would be better than having two geysers. It's like saying "I'm out of ideas let's just put another one there". The minerals for gas idea is also questionable. Although I do see some possible positive effects on gameplay decisionmaking, the whole idea is unrealistic at best. BUY more gas into the ground? Also it will slow the expansions down - as others have already suggested - makeing the game a lot less dynamic.

SilverCrusader
07-22-2008, 12:41 AM
We all have our concerns on the matter; lets voice them in a civil manner. Decrying Blizzards as fools and frauds for such unexpected paradigm shifts is hardly proper conduct, especially when more preferable alternatives are so few and far between. If you do have a better idea in mind, then lets hear it! Who knows? Maybe it'll get noticed.
I do have a better idea, let's leave geysers as they are.

I shall now crush any opposition advocating keeping the new concept:

1. SC2 is a sequel to SC1, so you'll be battling on some of the same worlds. Those worlds had vespene gas in locations spread throughout the map. And changing that as a "new mechanic" simply doesn't follow its predecessor. It seems Blizzard has been so cought up with the "This isn't just SC1 in 3D, it is entirely different!" mentality that they forgot they are making a sequel, not an entirely new game. While I agree change is good, you can't take away from elements that were fixed in the original game for the sake of difference.

2. It discourages expanding. This is something blizzard has been slowly changing about the Zerg. The Zerg are known as a terrifying race that would spread across worlds at an unparalleled rate. So first Blizzard introduces the new Queen, that makes defenses stronger, which was ok, because it was for the sake of balance and it was a good concept. But now, they introduce this new vespene geyser using the reasoning of, "Well players never really had that many options because they only had one geyser at their base." That's an ignorant statement. In StarCraft you have plenty of options. You can pick that high tech stuff if you want to. And secondly this is SC2, not SC1, so the mechanic might not be fixing anything.
Anyway, I got sidetracked, back to my point. The mechanic makes Zerg not have to expand. Now they can go tier 2 easily without even expanding. It is discouraging expanding and taking away from what the Zerg really are. The concept just doesn't fit.

Now, anyone else object?

Oh and edit ftw. I forgot to add something I didn't like Bllizzard doing. And that's their reasoning behind changing things many people don't like. They say, "Oh well, there are plenty of people out there you can't voice their opinion on it, but would want it this way, they're part of the crowd too."
Yes, they are part of the crowd and their opinion matters, but they are usually also inexperienced and could probably care less what type of features you add into the game. The majority of the people that don't voice their opinion probably won't even care what type of small things there are in SC2. Why? Because all of my RL friends fit into that crowd. All of them will buy SC2 anyway, with or without the thor. I'm sure they'll say that they want MBS just so they can macro better, but that's only because they suck. I played a 2v2 with my friend the other day. He was watching TV and playing SC at the same time, and then when he stopped watching TV he just sat there watching me macro the insanity out of my buildings because it was more like a 2v1. If you want to close the gap give those people focus pills, not add MBS. So everyone will still buy the game whether or not you put MBS in it.

vIsitor
07-22-2008, 2:36 AM
2. It discourages expanding. This is something blizzard has been slowly changing about the Zerg. The Zerg are known as a terrifying race that would spread across worlds at an unparalleled rate. So first Blizzard introduces the new Queen, that makes defenses stronger, which was ok, because it was for the sake of balance and it was a good concept. But now, they introduce this new vespene geyser using the reasoning of, "Well players never really had that many options because they only had one geyser at their base." That's an ignorant statement. In StarCraft you have plenty of options. You can pick that high tech stuff if you want to. And secondly this is SC2, not SC1, so the mechanic might not be fixing anything.

Anyway, I got sidetracked, back to my point. The mechanic makes Zerg not have to expand. Now they can go tier 2 easily without even expanding. It is discouraging expanding and taking away from what the Zerg really are. The concept just doesn't fit.

ô_o

I'm not quite sure I follow you here; you are quick to claim that this mechanic negates the Zerg player's need to expand, but you've failed to elaborate as to why. And, more importantly, you've failed to take into account that the developers have openly stated (several times!) that the technical figures are subject to change. It seems more likely, in my opinion, that Blizzard is attempting to move towards risk vs reward type tactics.

Mind you, I have my own reservations about the current state of affairs, but it seems clear in to me that if Blizzard decided to change things, then the old system doesn't work in the new enviroment. Blizzard has not reinvented the wheel--despite your insistence to the contrary--but the metagame enviroment is sufficiently different to warrant some sort of alteration.

The point is not necessarily to change on everything, but to improve upon everything. Its been ten years, and the fanbase's expectations are fairly high as a consequence. These expectations, however, can not be met if SC2 simply turns out to be a Brood War clone. As much as people want to maintain the status quo, as much as they fear change; in their heart of hearts, they want something new. And the more remains static, merely copied--verbatim--from the old game, the fewer chances for that intrinsic are inherently available. The original was a classic, but it was hardly perfect. There is room for improvement yet.

So if you can not take what is offered, then what is the alternative? Blizzard has admitted has admitted that their streamlining of the UI has left a void in macro-management; however, going back to the old UI is likewise not an option. If you really care, then your proper place is not whining incessantly, but thinking of valid altertaives. But solutions must be made, and not just copied from an earlier source; for although StarCraft borrowed heavily from its peers, it was the boldness of its implementation that made it successful.

masterofhobbiton
07-22-2008, 2:40 AM
His reasoning for the lack of expansion is that they give you two geysers at all. They say; 'if you want more units, you should just mine from one geyser, but for teching and stuff you can mine from two and use minerals to renew.' Previously a zerg player pretty much had to expand to get enough vespene for, say, lurkers. But the way they're making it out is so that if you were going lurkers you could do it from just your main because you can get gas at a faster rate. This is something that I agree with him on. But it's true that we don't know all the final stats yet, maybe tech will cost a lot more vespene than it did in SC1 too.