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Old 06-20-2007
 
#1
United States 4pool
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Default Starting Minerals

Do you guys think games in SC2 will start the same way as they did in SC1 - that is, 4 workers, 1 cc/hatch/nexus, and only 50 minerals? Or do you guys think Blizz will repeat what they did with WC3 and allow for a faster start with enough minerals to build a few things from the get-go?
 
 

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Old 06-20-2007
 
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Default Re: Starting Minerals

from playing warcraft 3 and starcraft, i noticed by the time u got 3-5 footmen and a hero to set out in warcraft, its the same as getting enough zealots, zerglings, marines or w/e...the time difference in terms of getting the game going is not that much different at all + im not so sure anymore but im like 99% sure that the first hero is free...to get 6 zerglings in starcraft takes around 2-3 minutes......same thing to get like a few footmen in warcraft...
 
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Old 06-20-2007
 
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Default Re: Starting Minerals

I love everything about StarCraft's currently 'early game,' including the beginning economic situation.
 
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Old 06-20-2007
 
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Default Re: Starting Minerals

Meh, I hope that Blizz keeps the start in SC2 the same as in SC1, as in 50 minerals, 4 workers, etc.
There is no need for a faster start, as the gameplay in WC3 will be very different then the gameplay in SC2.
 
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Old 06-20-2007
 
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Default Re: Starting Minerals

I'd expect the starting units and mineral count to be identical. However we may see some tweaks to the tech trees, build times, and other things. Blizzard has stated that they're looking closely at the early game dynamics, but I would be very surprised to see major changes there.
 
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Old 06-20-2007
 
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Default Re: Starting Minerals

Quote:
Originally Posted by warrior6 View Post
from playing warcraft 3 and starcraft, i noticed by the time u got 3-5 footmen and a hero to set out in warcraft, its the same as getting enough zealots, zerglings, marines or w/e...the time difference in terms of getting the game going is not that much different at all + im not so sure anymore but im like 99% sure that the first hero is free...to get 6 zerglings in starcraft takes around 2-3 minutes......same thing to get like a few footmen in warcraft...
Well, by faster, I meant in comparison to SC1. Also, the only reason why WC3's initial setup isn't faster with the additional minerals is because of how different the economy is (limited gold mining by the workers) and the "wasted" time spent on building the hero building.

I think if Blizzard chooses to start games off with more than 50 minerals, depending on how many minerals we're given, the early game could change noticeably. Not only would some of the initial idle time be eliminated but imagine the potential for new strategies such as opting for a super early expo (I'm a zerg player lol) or a speedy cannon rush.

Though I realize everybody is used to starting out with 50 min and the idle time that comes with it (including myself), I just think that if Blizzard chooses to go about this new route, it would make SC2 a bit more interesting and flavorful.
 
 

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Old 06-20-2007
 
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Default Re: Starting Minerals

^ I'm sure they've at least tried it out internally with more starting resources. I'll just be surprised if they decide to go with it.

This might be something the end up playing around with in the beta, if they're seriously considering it. It's hard to predict how something will work until you unleash it on a significant body of players.
 
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Old 06-21-2007
 
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Default Re: Starting Minerals

Quote:
Originally Posted by UED Special Ops View Post
Meh, I hope that Blizz keeps the start in SC2 the same as in SC1, as in 50 minerals, 4 workers, etc.
There is no need for a faster start, as the gameplay in WC3 will be very different then the gameplay in SC2.
I agree, every starcraft player should have those first couple of minuites in which he has time to think about alliances, enemies, strategies and just where he is on the map. It is good to have a slow start.
 
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Old 06-21-2007
 
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Default Re: Starting Minerals

Tweaking, possbily yes, major changes, obviously not. The premise has been from the getgo to not get away from whatever worked in BW.
 
 

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Old 06-21-2007
 
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Default Re: Starting Minerals

I see no reason to alter the 50 minerals, and the 4 starting gatherers. The gatherers should also retain the same health and attack the did in SC1. They are a perfect place to start balancing other units from, right along with lot/ling/rine.
 
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Old 06-21-2007
 
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Default Re: Starting Minerals

Do you guys wonder if the workers might be differnt then they were before? I'm talking mostly about drones. I noticed they played around with ideas they had in the original alpha. So glich free flying drones anyone?
 
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Old 06-21-2007
 
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Default Re: Starting Minerals

Quote:
Originally Posted by kameo View Post
Do you guys wonder if the workers might be differnt then they were before? I'm talking mostly about drones. I noticed they played around with ideas they had in the original alpha. So glich free flying drones anyone?
If drones fly, so should SCV's and probes, or it will be imbalanced.
HOWEVER
If the drone were given an evolution (for whatever reason) later in the game, and it lost its ability to mutate into a building but gained flying, that I would be ok with.
 
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Old 06-21-2007
 
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Default Re: Starting Minerals

I have to say that again, blizzy wants to make only a few differences from BW to SC2, just graphics, IK system (I mean that allow you to climb cliffs), and new units.

"Notice that StarCraft is still a game where large armies fight against large armies"

Where WC2 was a several vs. several WC3 is TOTALLY DIFFERENT.

So the starting minerals have to change JUST (eg) if a marine cost is different, if you don't get 8 per crystal/vespane, ect...
Remember, in WC2 you get 100 gold in WC3 10...

--------------------------------------------------------EDIT--------------------------------------------------------

Quote:
Originally Posted by kameo View Post
Do you guys wonder if the workers might be differnt then they were before? I'm talking mostly about drones. I noticed they played around with ideas they had in the original alpha. So glich free flying drones anyone?
I'm just thinkin' why, if toss have those warp technologie, they don't warp minerals/vespane directly in the nexus oO
And why zerg, with their creep, aren't able to absorb minerals and vespane (with a building that could tranform it first). after all creep and buildings are all connected like a unique creature...
 

Last edited by REDartanis; 06-21-2007 at 01:54 AM.
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Old 06-21-2007
 
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Default Re: Starting Minerals

Quote:
Originally Posted by REDartanis View Post
I'm just thinkin' why, if toss have those warp technologie, they don't warp minerals/vespane directly in the nexus oO
And why zerg, with their creep, aren't able to absorb minerals and vespane (with a building that could tranform it first). after all creep and buildings are all connected like a unique creature...
You could argue those materials are too unstable to warp, or something like that.

The real reason is that it's necessary for the gameplay they want. There's no point trying to think logically about the way things work in StarCraft, because it really makes no sense at all. Marines shooting down BattleCruisers, and so on.
 
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Old 06-21-2007
 
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Default Re: Starting Minerals

I hope they keep it the same, I love the way everything went (early game) for starcraft1. If its faster or slower.. I think it will take getting used to..
 
 

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