So in another thread I talked about how CC gets stale for me and mostly mentioned mechanical things like lousy controls and chores. But I knew there was something more; I just couldn't put my thumb on it. But today I was thinking about it and here's the main thing I've come to:
- Lack of countering and strategy choice
Which is caused by:
- Upgrade path decided almost entirely on what minerals you get, which you don't have much choice in
- Lack of effective counter strategies (Though this is getting better)
- Difficulty in scouting what enemy has and obtaining information
Because this game is in Starcraft 2, I will explain what I mean by comparing the above bullet points to SC melee. In melee, strategy path is dependent on resource types just as in CC, but in melee you can actually choose your resource types. If you want to go a path that is vespene heavy, you can mine vespene or if you want minerals you can keep more workers on minerals and slow the vespene mining. in CC it's hard to deliberately mine a specific resource type, especially with ai miners and before scan is researched. Additionally, in melee you can scout your enemy and see what they are mining. Did they 2 gas early? 3 racks before gas? This information helps you get a handle on your opponent's plan. However, in CC the extent of scouting hardly gets past enemy BC location and primary weapon type. If you're lucky you might get a click on the enemy BC and get a glimpse of hull and energy. And lastly, even if you go through all the trouble to gain a tidbit of information on your enemy's upgrade path, what can you do to counter? Usually the only counter is the same thing as what the enemy has but slightly higher uprade level. But in melee you can actually come back if you're behind by producing an army that is less expensive than your opponent's but is superior due to countering. As I said countering is getting better in CC but it still has a long way to go.
So, how would the proposal of Fewer asteroid clusters that each contain more asteroids help fix these problems?
Well, you would have larger regions of asteroid types, making it easier to scout out locations of specific resource types. Human miners could intentionally go grab a specific resource type or BC could move adjacent to it and spur A.I. miners to mine it. So that's part 1: choosing your resource types. So now that you've scouted the resource fields, take asteroid field symmetry into consideration. You will now be able to watch what your enemy mines by watching minimap pings or ss scouting. That will give you a big hint on what upgrade path they are going. This might help give wraiths some identity back (which I think whytedragon was the one that mentioned lack of ss identity) because the wraith's miner ping and speed would be useful for scouting enemy resource income. So that's part 2: scouting enemy resources. Now the last and crucial piece is countering, which, unfortunately, is an entirely different issue and can't be fixed by this proposal. Without that the change in this proposal is a bit useless, but, countering is getting better so I posted this. Bottom line, I see potential for much more depth in this area of the game with some basic tweaks.
A couple of things to note:
- I'm only talking about
- I acknowledge that you might spawn a good distance away from the nearest field of one of the 3 basic resource types, making purchases of items costing some amount in each of the 3 very difficult. However, nearly all the early game purchases: ss upgrades, tier 1, and additional miners only cost amounts in 2. Plus as I said, it would be easy to intentionally go out and mine a specific resource type.
- Another (probably positive) side effect would be more ship movement early game and probably more engagements.
Thanks for reading; votes and replies are appreciated.
