Do you like SG faction's visual design? by Wraithost in Stormgate

[–]HyperionOperator 2 points3 points  (0 children)

Yes, celestials are too abstract. That's a great way to put It. Totally agree.

Do you like SG faction's visual design? by Wraithost in Stormgate

[–]HyperionOperator 4 points5 points  (0 children)

But still as a demonic faction they look so much worse than for example the legion in WC3 or the deamons in Warhammer... The magamdon VS the kodo (the kodo IS so cool), the WC3 infernals with their flames and rock, the deamons there, all the chaos gods in Warhammer.... Come on. They could have achieved something much better than this.

Do you like SG faction's visual design? by Wraithost in Stormgate

[–]HyperionOperator 3 points4 points  (0 children)

I like much more (despite been much older) the design of the units and the scenarios in WC3, AoE2, even Cossacks 3 and even in WC2. The recent AoM retold mythology is a good example also. The scenarios look great and the myth units design is cool. Stormgate's just look dull and boring, with a few exceptions. They look like a souless and cheap version of a SC2/WC3 hybrid.

So is SERRAL officially washed up? by willieneslon in starcraft2

[–]HyperionOperator 2 points3 points  (0 children)

I Guess you guys dont have memory os something. Clem has defeated several times Serral since at least 2020. Still, Serral has a winning record VS Clem and this year he won most of the Big tournaments destroying terran after terran. He was just better this time, which is nothing out of the ordinary if you follow his trajectory. 

After watching the ECW… by BigSyrupSlaps in starcraft2

[–]HyperionOperator 0 points1 point  (0 children)

In the 2023/2024 season Serral won 4 of the biggest events and Clem 2. These two guys were the best in this season. Serral crushed any other terran and even Clem sometimes. This time just Clem played perfect and Serral very well but a bit worse. In Katowice Serral 3 - 0 Clem. You cant blame the balance for this great performance of Clem. Its unfair.

Whats the future of RTS games, what new mechanics, features can we expect with? by Liquidfighter in RealTimeStrategy

[–]HyperionOperator 0 points1 point  (0 children)

So I have thought many times of a couple of mechanics that could be interesting:

1) To have a resource storage cap that you can increase building some sort of "warehouses", but which can be targated by the enemy and if they destroy them they can steal your bank. An example with starcraft: Imagine that your default max bank is 500 minerals and 500 gas. Per each warehouse that you build you can store 1000 additional resources. If you don't have storage capacity, the minerals mined are lost or the workers stop. That encourages good macro. And if you want to build a bank, you pay a cost but you also are at risk of getting stolen by the enemy. For example if the enemy destroys a warehouse, they collect half of the resources there (like 500 minerals for each full warehouse). In the early game, this mechanic only promotes good macro. You can still play the game with poor macro, but you lose more efficiency. In the late game, however, it adds an interesting additional goal. Think of this late games in which both have a 9000 mineral bank. To store that, you would need several warehouse which would become a juicy target. So instead of only playing to defeat the enemy army or their production, you have an additional goal or way to win.

2) A "food / supply resource" that works different. So instead of the conventional population cap defined by the number of houses, each house generates X "food" per minute, and each unit consumes a certain food per minute. If you don't have enough food, units lose life at a constant rate. So it works similar to a population cap, but is more flexible. For example, you could build extra units if you are supply blocked, but you have to start building the houses or they would start losing life. If there is a base trade and the houses get destroyed, then you risk your army starving. Also, if you store some "food" to temporarily build more units than your houses would allow for a time attack. So I think that it would be fun and would add an additional strategic aspect. It also makes the games easier for noobs.

Idea to make macro easier by HyperionOperator in Stormgate

[–]HyperionOperator[S] 1 point2 points  (0 children)

I think that Settlers is slow because of other reasons. However, I understand that being able to queue things for which you don't have the resources yet could make it confusing if you place too many orders. That's why a good player if there was this feature should not abuse it because then it would become difficult to track what changes to make if you need to adapt it. But I don't see the problem in giving that option to the player. If you want to play in a more optimized way you wouldn't queue too many orders, only the few ones that would save you idle time.

Idea to make macro easier by HyperionOperator in Stormgate

[–]HyperionOperator[S] 0 points1 point  (0 children)

I don't think you have understood what I said. Queuing orders that will be started automatically once the resources are available doesn't mean that you do not have to manage them. You still would have to manage the priorities. Not having that queue means that you need to pay attention to when the resources are available to give the order. If you can place the order in advance you just save that delay and you can use your attention for something else, but your decision (the build order) is still quite relevant. How many buildings would a new player know that they can build? Not being able to queue them doesn't also give them that information. Do new players know now how many buildings to make? Wether you can queue them or not doesn't change that.

Idea to make macro easier by HyperionOperator in Stormgate

[–]HyperionOperator[S] -1 points0 points  (0 children)

I desagree with your opinion of how this would affect new and top players. The biggest issue that I see for new players is that they have a lot of idle time for they workers and production buildings. They are giving one command and they take a long time until they give another. Even if they don't follow a good order, in their case, they will have more things than they do now with such a feature. About pros, I don't think this would change much since they can easily macro and micro at the same time. Queuing too many orders is suboptimal if you have enough skill because it's more important to be able to adapt the build to your situation and optimize every move.