What if (Eco) buildings had no/minimal vision?

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What if (Eco) buildings had no/minimal vision?

Postby mirroredwang » 28 Dec 2015, 19:45

Sure, you could still tell by sound and sight what projectiles units are firing at your mexes, but you can finally conquer silently mexes and hydros like a real human bean. People thought about t2/t3 mex hp, i think its not the only stat that can be tinkered with.

Inspiration comes of course from Age of Empires, where buildings have no real vision too, unless you build t1 "watchtowers"
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Re: What if (Eco) buildings had no/minimal vision?

Postby Zock » 28 Dec 2015, 22:37

Sounds interesting, but it might be frustrating if your buildings die and you don't notice it?
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Re: What if (Eco) buildings had no/minimal vision?

Postby mirroredwang » 28 Dec 2015, 22:44

Dunno how to design it (hah) but the point is that you always hear your stuff being shot (maybe display projectiles to know exactly what hits the mex, thats what i mean with "minimal" vision)

you dont notice as easily your stuff getting captured/reclaimed by engineers. also better runbys of units (landscouts more important, even to beginning midgame) and you can play around with a hold fire acu ;)
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Re: What if (Eco) buildings had no/minimal vision?

Postby Myxir » 28 Dec 2015, 22:48

as an extreme example, playing roanoke 1v1. it's quite famous to use a transport, drop engies on the four small islands next to the map edge near the other player's starting island, and capture those mexies. i can assure you, it's already super hard to notice that one, even less vision would be horrible here
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Re: What if (Eco) buildings had no/minimal vision?

Postby mirroredwang » 28 Dec 2015, 23:16

Myxir wrote:as an extreme example, playing roanoke 1v1. it's quite famous to use a transport, drop engies on the four small islands next to the map edge near the other player's starting island, and capture those mexies. i can assure you, it's already super hard to notice that one, even less vision would be horrible here


Yeah but thats my point, encouraging more scouting

Scouting ftw
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Re: What if (Eco) buildings had no/minimal vision?

Postby Aulex » 29 Dec 2015, 01:22

mirroredwang wrote:
Myxir wrote:as an extreme example, playing roanoke 1v1. it's quite famous to use a transport, drop engies on the four small islands next to the map edge near the other player's starting island, and capture those mexies. i can assure you, it's already super hard to notice that one, even less vision would be horrible here


Yeah but thats my point, encouraging more scouting

Scouting ftw

I feel like this would just encourage radars everywhere and total awareness, which is good, but not that realistic and may just make the gameplay more frustrating for lower rated players
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Re: What if (Eco) buildings had no/minimal vision?

Postby mirroredwang » 30 Dec 2015, 18:45

much like walls have no vision either, but you can still easily discern whats firing at it
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Re: What if (Eco) buildings had no/minimal vision?

Postby briang » 30 Dec 2015, 19:16

No thanks. I don't see how this improves gameplay at all.
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Re: What if (Eco) buildings had no/minimal vision?

Postby yeager » 30 Dec 2015, 20:56

I see some positives, but they don't put way the negatives here. Also if it was like this when I was a 600 there would have been a lot of keyboard smashing and rage quitting.
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Re: What if (Eco) buildings had no/minimal vision?

Postby Morax » 06 Jan 2016, 23:56

T2 mex also has omni sensor gg no re
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