Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
StarCraft II Q&A - Batch 16 to 18
#1
StarCraft II Q&A Batch 16

For this batch, we continue to make headway into the latest development changes. Over the coming weeks, we can expect to see even more Terran related updates, as the Dev Team are working hard to have them play distinctly as the Terran Faction. In this latest chat with Lead Designer Dustin Browder, he was able to spill some of the beans on the latest Terran changes.

Chat with Devs: Since BlizzCon, the Terran Bunkers have been increased in size (to 3x and given added hit points, making it a more viable defensive structure for the Terrans. The Dev Team really wants to further define the uniqueness of how each faction plays, giving Terrans a strong character of defensive type tools. Watching the Firebats flame from these Bunkers sure do bring back memories!

Does the Time Bomb ability of the Mothership stop a Nuclear Missile (just like other missiles) when used on the area where the Nuclear Missile is about to explode? (starcraft4players.de)

The Time Bomb ability of the Mothership is designed to stop a Nuclear Missile if used at the right time, making a powerful counter in the hands of a skilled Protoss Player. This ability has still yet to go through the needed balance to make sure this is not over powering, but it is our intention to try and get that ability in the final version as designed.

In the UI there are little boxes just to the right of the minimap that have numbers on them. How exactly do these function? Different gameplay screenshots suggest different functionality. (Starcraft 2 - Unit Database, Forums, Game Guide)

I believe the small boxes you are referring to are the Control Groups used to select multiple units at a time, making it faster to give attack and move orders.

Does Drop Pads make new units or use this recruited before? (http://www.starcraftnet.pl)

There are plans to have the drop pods be manually loaded with units created by the player, to better allow the player to adapt to their current tactical needs.

What was the design team's rationale in adding a second siege style unit (Thor) to the Terran race? (http://www.starcraftcom.au)

The Thor's role compared to the Siege Tank, is more of an assault unit rather than a siege unit. The Thor is much more exposed when attacking an enemy location, while the Siege Tank has a much larger range and is able to hit the enemy at a larger distance. The range of the Siege Tank has also been increased since the BlizzCon Demo.

How do the Yamato and Plasma Torpedo upgrade work? Do you have to research these things only once or will you have to pay for each battle cruiser? (http://www.broodwar.de)

Battlecruisers can be upgraded individually with either a Yamato Gun or Plasma Torpedoes, but not both. After the Battlecruiser is upgraded, it can then use that particular special ability as long as it has enough energy to do so.

"With MBS (Multiple Building Selection) and automine in the game, what macro-specific features are going to be added to make sure that the player always has as much to do on the macro side as he does micro? Will a player still be able to favor macro or micro according to his own style?" - FrozenArbiter (Starcraft pro-gaming news)

It is our goal to allow players to micro more vs. macro more. This is something that was great about the original StarCraft and it is something we want to maintain while we add new mechanics as well as interface features. We are still evaluating such features as automine as well as MBS. We don't have an answer for this at the moment, but we are working on it.

StarCraft II Q&A Batch 17

First off, I want to thank everyone for sending in your feedback from our first ever Monthly Discussion Topic about the Protoss Mothership!

Chat with Devs: After bringing up much community feedback from the last Monthly Discussion, Dustin Browder filled me in on the latest role discussions about the current units in game. This is the thought that has lead to the introduction of the Firebat back into StarCraft II.

Furthermore, they have also changed the Terran Cobras abilities to take on what was previous known as the Protoss Stasis Orb (which is now removed from the game). The Terran Cobra now acts as a slowing unit, with an electrical attack. In addition, many of the units already seen in game are having their roles re-evaluated, to again make sure that every unit has a distinct role in StarCraft II.

Will the defensive matrix of the Terran Nomad apply to enemy units within its AoE (Area of Effect)? (StarCraft 2 - StarCraft2forum.org)

Yes, the Terran Nomads Defense Matrix ability will affect both friendly and enemy units, thus using this ability on a position that the player can hold will be wise.

What helps to delineate the Thor and Battlecruiser as both being high-tier support units? Lots of concern over this duality? (Starcraft.org - The Number One Source For All Things Starcraft)

Currently, the Thor has splash damage, whereas the Battlecruiser has direct damage in its attack. We definitely agree with most of the community that the Thors role overlaps with various other roles on the Terran Faction, thus we may modify that role or possibly cut the unit.

Will there be any consideration of having an oceanic battle.net server? (http://www.starcraftcom.au)

Unfortunately, this has not been decided yet, as many aspects of Battle.net has still yet to be implemented.

Will the Protoss Colossus be able to walk over Supply Depots like over cliffs? (http://www.broodwar.de)

This is an issue that is still being discussed quite a bit. We like how when enemy units enter your base, they are forced to deal with the layout of your base, but at the same time we are also dealing with the realism factor, where cliff climbing Colossuses ought to be able to step over Supply Depots. Many issues we face are similar to those debated amongst the community, and for this particular topic we dont yet have a final answer.

An obvious goal (among many) for Starcraft2 is to maintain the profile of being an E-Sport. What facet do you consider more integral to the growth of that ideal: An extremely high skill ceiling that demands years upon years to achieve mastery, or an extraordinarily large base of interested players to provide the attention that such a sport needs in order to succeed and grow? Obviously both are important, but when it comes to design ideals, what has more pull? Accessibility or Longevity? Mora [/B](Starcraft pro-gaming news)

I think for e-sport we need the high skill ceiling. Though really as you say, both are very important. As designers we have spent years focusing on accessibility. Ideas must be accessible to even be put into the game. So we are just not as worried about making the game accessible. That will happen. What we are focused on, what is the more challenging problem is making the game last for years and years and years. So in our development cycle at the moment, longevity definitely has the larger pull. Longevity is the harder problem to solve, so we put way more effort into making the game as challenging as possible to master. Dustin Browder, Lead Designer of StarCraft II

How will unit collision and stacking be handled ? Can flying units pass on top the Colossus or is it blocking ? (SC2 Blog | Starcraft 2 News, Rumors, Interviews, Reviews, Videos and more)

No, the Colossus will not block a flying unit.

In terms of collision and stacking, units first always follow your order, and when it completes your order, they will stop and spread out. The area in which those units spread out will be slightly less than in the original StarCraft.

StarCraft II Q&A Batch 18: Map Maker Series 1

Hope everyone had a great weekend! For this batch, I'm pleased to announce the introduction of the Map Maker Series of Q&As, which will be mixed in periodically with our traditional batches of Q&As, to give map makers the 'heads up' on our powerful Map Editor for StarCraft II. I know many of you have great plans for mods and maps for StarCraft II, so I can't wait to tell you more about the program you'll be using.

Answering questions, we have Brett Wood, our StarCraft II Senior Software Engineer, but better known as our 'Superfly Father of ScumEdit Programmer by Day Ninja by Night.'

Will doodad placement values increase? (ie, more than 25)

[Brett Wood] We expect the doodad placement value will be on the same order as Warcraft III, which I believe was something like 10,000, so definitely way more than 25

Will the number of available locations/triggers increase? The current limit on locations really cramps some ideas.

[Brett Wood] Any limits on both regions and triggers will be at least in the thousands.

Will the new map editor include ALL the triggers in the program unlike Staredit?

[Brett Wood] Yes, even moreso than Warcraft IIIs WorldEdit. Weve been making a point of ensuring that ALL script functionality is also exposed in the Trigger Editor UI.

Will max unit limits increase? The current unit limit on maps is quite a crimper, and nobody likes CCMU (cannot create more units).

[Brett Wood] I dont recall the exact unit limit in the original StarCraft, but the StarCraft II limit will likely be a healthy boost over the limit in Warcraft III. The exact value hasnt been nailed down yet and will depend on optimizations near the end of the project (i.e. shortly before release).

Will the new map editor include unused units such as the crashed scouts, turrets, eggs, nukes, scarabs, crash command center, etc? Third party programs were needed to use these.

[Brett Wood] All units defined in the data files will be usable in the editor. I believe this was true in Warcraft III as well.
Reply


Possibly Related Threads…
Thread Author Replies Views Last Post
  Introducing StarCraft II Battle Reports Spitfire 2 774 09-13-2010, 12:43 PM
Last Post: 9433052
  Starcraft II Q&A Batch 48 Ares 0 955 01-29-2009, 05:15 PM
Last Post: Ares
  Starcraft II Q&A Batch 47 Ares 0 472 12-18-2008, 04:42 PM
Last Post: Ares
  StarCraft II Q&A Batch 46 Ares 5 802 12-04-2008, 04:38 AM
Last Post: d3stroy3err
  StarCraft II Q&A Batch 45 Spitfire 0 760 10-31-2008, 04:40 PM
Last Post: Spitfire
  StarCraft II Q&A Batch 44 Spitfire 0 344 10-31-2008, 04:40 PM
Last Post: Spitfire
  StarCraft II Q&A Batch 43 Spitfire 0 353 10-31-2008, 04:38 PM
Last Post: Spitfire
  StarCraft II Q&A Batch 42 Spitfire 0 338 10-31-2008, 04:37 PM
Last Post: Spitfire
  StarCraft II Q&A Batch 41 Spitfire 0 333 10-31-2008, 04:36 PM
Last Post: Spitfire
  StarCraft II Trilogy FAQ Spitfire 0 435 10-18-2008, 11:17 AM
Last Post: Spitfire

Forum Jump:


Users browsing this thread: 1 Guest(s)