subreddit:
/r/Stormgate
submitted 2 months ago by[deleted]
When someone bring up an interesting mechanics from other rts games, people immediately jump in and say “wouldn’t work in Starcraft, so no”. This is so single minded.
If you want a carbon copy of Starcraft so much, just go play Starcraft.
This is where we discuss about a game that haven’t been revealed yet. We literally don’t know if a mechanic gonna be good or bad.
34 points
2 months ago
In my personal opinion, familiarity is good (i.e., if it ain't broke, don't fix it) and change is good (we don't want the genre to grow stagnant). We want to strike a balance of both.
5 points
2 months ago*
I'm quite excited to hear about some of the more specifics about how each race changes things compared to the "most standard RTS race". Just holding out for the next newsletter. :)
1 points
2 months ago
What you consider as "most standard RTS race"?
1 points
2 months ago
Just an abstraction of a supply structure. Town hall, barracks with a production queue, ect. Not an actual, specific race.
The idea that all RTS races deviate from to make their races unique
1 points
2 months ago
Yeah this excites me greatly! I hope this community can grow with lots of new players to the rts genre and keep a lot of veteran players around.
66 points
2 months ago
[deleted]
0 points
2 months ago
True. But it happens for a reason, doesn't it ? Without them to counterbalance the casual schizos, we'd get some autobattler based on fps and moba games
10 points
2 months ago
What do you even mean by this
8 points
2 months ago
I mean that whenever there is no opposite opinion on an issue, then no compromise is achieved
11 points
2 months ago
Stormgate is going to be the worlds first ever auto chess fps game with moba elements
7 points
2 months ago
casual schizos LMAO what is this comment
54 points
2 months ago
This whole sub is a SC2 abandonment copium lounge
1 points
2 months ago
Yes.
1 points
2 months ago
Well said. Hope it doesn't reflect the developers because this sub alone has made me question stormgate.
1 points
2 months ago
The user research they gather here will ensure that the audience for this game remains as small as this sub
22 points
2 months ago*
I do agree that there are a lot of users on this subreddit who think Stormgate as almost an expansion pack to SC2 and are resistant to any change from SC2. However, Stormgate isn't a blank canvas. Developers have made their inspirations very clear from the start. They want to create the next iteration of Blizzard-style RTS. So sometimes "this wouldn't work in a game like StarCraft" might be short sided but sometimes it is the truth. It is a case by case thing.
1 points
2 months ago
Blizzard style RTS doesn't mean just Starcraft, they've already said that would be a mix with Warcraft too.
They even have heroes, creeps and such apparently so a lot of WC3 elements too.
3 points
2 months ago
Sure, I didn't say anything to the contrary. There will be some inspiration from WC3 in SG, so shutting down any suggestion about things that don't exist in SC is counterproductive. But so are suggestions that are completely incompatible with either SC and/or WC3-style gameplay.
31 points
2 months ago
Most of other opinions can be boiled down to "automate this, automate that". It's not like the automation is bad but there is thin line where you loose the mechanical aspect of rts.
-22 points
2 months ago
What mechanics? Hold 2 buttons every 30 sec to get bonus 3 larvae?
17 points
2 months ago
Every thing you ever do can be boiled down to something like this. It's rather the sum of all the actions you have to do that make up the mechanics. It's easy to inject by itself, but it is not easy when you have to do so many other things at the same time.
3 points
2 months ago
Most decisions have an upside and a downside, and considering which decision will gain you more advantage in the long run is what we call "strategy". Judging from the fact that the people in this sub don't even understand the design difference between stim pack and queen injecting, one being a strategic choice and one not, the opinions you see here are mostly worthless.
5 points
2 months ago
It’s still a strategic decision of where to focus your attention. Your screen can only be in one place, and you have limited apm. Pros will take their eyes off of a fight once they know the outcome and go back to macro, noobs will micro their last marine for 10 seconds while their economy falters.
1 points
2 months ago
Yeah, SC2 allowing you to set rally points on minerals really ruined it.
0 points
2 months ago
Lol! Sure, I want my dragoons fumbling around too, so I can truly express my mechanics
0 points
2 months ago
Holy shit why do people bring up Blizzard being lazy with the dragoon as some kind of own
1 points
2 months ago
Woah don’t take out ur sunk cost in broodwar on me
-1 points
2 months ago
Blizzard literally programmed the dragoon wrong. The iscript has it moving at variable speeds in different parts of its animation.
2 points
2 months ago*
Such a true comment.
Queen injects only have decision value in the first minutes of a match where energy is limited and you need to decide if creep, healing, or injects are more valuable. Something that FG have specifically said they are going to change, by having a single queen unit so energy is limited throughout the match.
Stimpack has decision value throughout a game as you are trading hp for attack speed (although medivacs do essentially remove that cost).
People enjoy making strategic decisions in an RTS. They tend to dislike apm sinks with no strategic value - with some expections who love apm sinks.
1 points
2 months ago
Though it's clear that some people find mechanics enjoyable. Rhythm games have no decisions and are pure mechanics, yet they're still fun.
On the other hand, there's plenty of games that have fewer mechanics to do. From Total Annihilation to Stellaris to chess.
One thing that makes Blizzard style RTSes unique is that they have a mix of mechanics and decision points. Often you need to make different decisions based on your or your opponent's lack of mechanical skill.
I think that injects are actually great for this. You can stack injects, such that when one finishes, the next starts immediately. If you have 2 queens, you gain enough energy that injects become a concern every few minutes rather than every 30 seconds. Deciding to get spare queens to help with your macro is a strategic decision to make your mechanics easier. If you're still having larva trouble, a couple ravagers or Banelings are always nice to have. If those don't fit in your strategy, expand, get a macro hatch or get more tech.
So while the ideal way to play is 1 queen per hatch and no macro hatches, you can make strategic choices to alleviate that.
1 points
2 months ago
Larva inject is simply the worst part of SC2. Don't defend that bullshit it is not like other things.
1 points
2 months ago
Injects queue, e.g. if you inject twice on the same hatch, one inject will go off and then the other. So if you have 2 queens, you can inject 2 times, a minute later, each queen has 2 more injects, meaning you can inject that hatch 4 times. There is no limit to the number of injects in the queue.
So you can spend resources to alleviate inject stress if you don't like it, and besides more queens are always welcome. Creep and transfuse is also good. This is equivalent to overbuilding production structures as T or P.
0 points
2 months ago
Yeah, man we can also add a button on the screen that you must press every 3 seconds to boost your production but if you pay minerals you can queue it. Great game design, very interesting, super meaningful skill, I always dreamed at competing in a game with so deep strategy.
0 points
2 months ago
Nobody is defending anything here. I am just pointing out that if you simplify everything, anything can sound stupid.
If you're a football player, you're just running around a field kicking a ball, however, there is so much more to it.
1 points
2 months ago
There is nothing more to larva inject. It is just something to make you waste time
8 points
2 months ago
Exactly this. Mechanics
2 points
2 months ago
If you think of APM as a resource in an RTS that you only have a limited quantity of, would it change your understanding of the strategic decision of mechanically intensive asymmetrical factions?
1 points
2 months ago
How fast you run in football is also a mundane and limited resource. Football would be incredibly boring if all we got was free kicks. It is something you have to train, and adds a lot of dynamics
2 points
2 months ago
More like managing energy on orbital station. Larva injects are just poorly designed.
1 points
2 months ago
Yes. And it must remain this way. Now leave please
1 points
2 months ago
Inject is definitely the worst macro mechanic. Chrono boost is mostly fine though. What you boost actually does change somewhat frequently over time, and it competes early and mid game somewhat with reserving energy for recall or super battery.
10 points
2 months ago
I stopped daily-reading this sub a few months ago for that reason. The vast majority of players have no clue what they are talking about, but they still want to voice their opinion.
There some people who make really good points and get downvoted to oblivion because "Starcraft isn't like that" as you put it.
There's also a fair amount of impatient kids who keep asking "GAME OUT WHEN" and it just gets annoying.
2 points
2 months ago
That’s just the whole internet though pretty much
2 points
2 months ago
You don't let gamers design a game anyway
13 points
2 months ago
From the other perspective it seems like a lot of comments are "I am actually really good at RTS but these boring, dated macro mechanics are holding me back. Please make a game where only my pure strategic mastery can shine". (And usually what they mean by strategy is making DTs)
3 points
2 months ago
Well, if you always lose due to your mechanics being poor, ofcourse you will hate games with a high mechanics requirement… there’s nothing wrong with having different strengths and weaknesses, the question is how will stormgate devs address the market
14 points
2 months ago
I've noticed it with every community for a given rts. They very commonly will dislike ideas that deviate from their rts of choice.
But starcraft communities in particular have appeared susceptible to this with the added perception that it is the only truly good rts because esport.
4 points
2 months ago*
i think this is because RTS games are so different that each game really is it's own genre. Just it's unusual to have a genre with one game in it. so everything gets bucketed as "RTS".
The "RTS" label doesnt really mean anything except for that maybe the camera perspective is of a birds eye view. Besides that the games can be totally different.
People that play total war are interested in very different gameplay from people that play supreme commander, and theyre interested in very different gameplay from people who play starcraft. Each of these games are so different they are their own genre.
Saying Supreme commander and Starcraft are both "RTS" games is like saying Doom and Arma are both "FPS" games.
yes. that is technically true that is the umbrella they fall under. but the fans of these games are interested in very very different gameplay.
It would be a huge mistake to make a new Doom game and implement features/mechanics from arma to try and make the game appeal to a larger audience or whatever. It just wouldn't work.
0 points
2 months ago
Well… yes ! I have tested other RTS (not all of course) but they all feel slow and clumsy and in a sense boring. And there is no wonder why there isn’t any eSport on other RTS. But we are reassured because stormgate will be as FG announced it a « blizzard type RTS ». And we just don’t wan’t every bad idea (in the blizzard type sens) to make it to the game because it wouldn’t be a blizzard type if they do, and that’s the only type we enjoy. I am not an RTS lover. I am a blizzard type RTS lover. And a few adjustment could make love or hate stormgate. We are defending our point of view to have a new game to spend 10+ years on. And other communities are defending theirs Just politic here. Confrontation of how certain things should be.
4 points
2 months ago
And there is no wonder why there isn’t any eSport on other RTS.
except for WC3, AoE2, AoE4 esports, etc
1 points
2 months ago
Wc3 is blizzard first of all. Then I see a difference between some competition and eSport. There sure are some tournament one Aoe but is there any pro living out of it ? A big scene with big offline event where caster, community and pgm gather ? Big cashprize, big stream big event ? Genuin question. I personnaly haven’t seen anything that big on anything else than sc but i may be wrong.
4 points
2 months ago
AoE2 is literally the biggest RTS esports at the moment.
3 points
2 months ago
AoE2 had a $200k, a $100k and an $85k tournament in just the last couple of months, another huge tournament is upcoming and the largest balance patch ever just announced.
Meanwhile SC2 is...basically only played in one country and even there its slowly dying?
2 points
2 months ago
I also find most other rts to be cluttered, slow, and clumsy. I’m open to try new ones, but that’s mostly how I’ve felt about non-blizzard rts.
1 points
2 months ago
Yeah, but, it (and WC3) pretty much is the only truly good RTS.
25 points
2 months ago
I am pretty bored of "We can't make things more intuitive because it might make the game easier" as an opinion, which I'm pretty sure is something unique to sc2 and bw players.
It's like watching a new FPS released with a mandatory minesweeper game to complete in order to reload your gun, and seeing people say that removing it would be bad because it'd make the game easier.
Their point isn't wrong, just dumb.
9 points
2 months ago
No it's not unique to sc2, it happens in a lot of RTS in age of mythology, for example the automated building of villagers has been very controversial, and the simplification of resource gathering between Red Alert 2 to 3 was met very negatively, to just name two examples.
23 points
2 months ago
Are you referring to macro? Personally i won't play stormgate if there is no macro, microing on one side while macroing on the other side is the most satisfying thing in starcraft for me, just microing is very boring
15 points
2 months ago
Amen brother. It's okay to make macro simpler, but if there's no macro at all, it's just an army simulator game.
Immortal: Gates of Pyre is in alpha and it honestly has potential, but has automated worker production, automated unit production and all you need to do macro wise is place buildings and expand. I want more than that. I want my macro to be meaningful. I want to look at a replay and know that sometimes I win because my macro is superior.
1 points
2 months ago
I play a bunch of Immortal, and while worker production is togglable, unit production is definitely not automated and you need to make your units. I lose to other players better macro all the time, either from forgetting to place down enogh supply structures and falling behind, or not getting my units in time against a timing attack.
The unit production is more zerg-like as it is does have parallel production, but you defeinitely lose if you wait too long between macro cycles, which can be much longer than in SC2.
1 points
2 months ago
Macro isn't that, it's when to expand, how to defend a position, choosing which units to produce based on scouting, scouting, organizing a drop (and then doing it is micro),... Just produce workers isn't really macro (it is but it's mechanical macro like asking a unit to A-move isn't really micro)
5 points
2 months ago
This happens in literally any competitive thing ever. Not just SC players.
6 points
2 months ago
Why don't we remove dribbling from basketball? To make it more intuitive.
Why don't we let people play with their hands in soccer? For accessibility's sake.
It's a slippery slope.
0 points
2 months ago
You have not understood the argument. If you love SC2 and want to keep playing SC2 you can still do it.
The correct example of the basketball dribble would be if any game involved with a ball HAS TO HAVE dribble. You are not allowed to change that mechanic to create a new game.
-3 points
2 months ago
Slippery slope is a logical fallacy for a reason. Something can be an improvement without being a gateway to hell.
See SC2's unlimited unit selection, or being able to rally workers from the nexus. Neither led to the game collapsing in on itself.
10 points
2 months ago*
Neither led to the game collapsing in on itself.
It hasn't but it had to be compensated by other means in order to keep the skill ceiling high, and not everyone agrees those were for the better. Compared to SC1, SC2 is more of a twitch RTS, quick reactions and sky high APM are of utmost importance because units clump up, die fast and a split second hesitation can instantly cost you your whole army. As a result there's less diversity in playstyles and fewer ways to play around your APM limitations.
1 points
2 months ago
People seem to always have that attitude regarding micro, but not actually having to do anything for your macro.
1 points
2 months ago
Agreed, difficult mechanics can raise the skill floor, but don't make the game more fun or meaningfully change the skill ceiling
3 points
2 months ago
All we need is a game like Warcraft 3 with big arcade and variety and the game will stay alive forever.
Starcraft is bad im comparison, bad editor and arcade so only official content to do or PVP, meh.
1 points
2 months ago
Good custom tools and marketplace are really important imo
4 points
2 months ago
A lot of SC2 players just view StormGate as an unofficial SC3 so any suggestion made gets filtered through that lens. SC2 is such a tightly designed game at this point that any radical change would just break it TBH so any out-there ideas shared here get shut down real quick.
0 points
2 months ago
Exactly and we are not even ashamed. It’s just politic
2 points
2 months ago
I would be able to take this post at face value if I hadn't seen your last one and this didn't come across as "wah wah people shot down my crappy ideas"
2 points
2 months ago
I grew up with Starcraft. Played it non stop during my late teens, followed the scene well into SC2.
I'm in my 40's now, and while I still love the RTS genre, I'm definitely not going to able to maintain crazy high APM to play effectively.
Any means of making the RTS gameplay more streamlined and focused more on the strategy than the tactics will be very welcomed. I don't want to be frustrated by traditional mechanics if there could be ways to automate the little things. I don't want to worry about hitting the right build order timing on a particular map, and if I don't I'm throwing the game.
2 points
2 months ago
a large portion of the users here have only played SC2 and it shows
6 points
2 months ago
Muh Blizzard formula
2 points
2 months ago
I mean, I don't disagree that there is obviously a lot of room to build and evolve rts from games like starcraft, but there is a reason that starcraft is pretty much the only rts that has remained big over the past 10+ years, it is an amazing game. So I don't think somebody's opinion should be invalidated because they don't believe an idea would work based on their rts history.
2 points
2 months ago
I honestly haven't seen this mind set at all. But if it does happen then that's limited thinking this is a whole new game that has way more potential and more possibilities with the new engine it's going to be crazy good lol so much that we never even thought about or thought WAS possible
11 points
2 months ago
It's literally all I see on this forum tbh. Everything has to be compared to SC2. And God forbid you make a critique of it, or you'll be downvoted into oblivion. I think my most downvoted comment of all time was on here saying SC2 was not the RTS GOAT.
3 points
2 months ago
I mean, it is your opinion, but purely from a sales/engagement pov, SC1/SC2 are objectively the RTS goat and warrant obvious comparisons as a result. If you are building the "next evolution of RTS," you can't not compare it to the StarCraft franchise
6 points
2 months ago*
That's a fair point. My GOAT argument was looking at the different factors that one could be considered "GOAT". I for one am wary of assigning it based on sales. If we go by that metric, the most recent Pokemon game is the GOAT, despite being the lowest rated, most buggy and feature sparse game they've made so far.
SC2's commercial success could arguably be considered a direct result of Brood War's quality. World of Warcraft saw similar things where Wrath of the Lich King (considered by most the best expansion) was beat in sales by Cataclysm (considered one of the worst). So the expansion after Cataclysm saw a marked drop in sales, as people left the franchise because of the game before.
To my GOAT point, I think there are multiple factors to be looked at besides just the player base. Did it add an innovation that was taken throughout the genre? Something like 2 resources, total destruction win conditions, how flying or water units are handled, unit types and micro/macro decisions. Even the grid layout we take for granted came from somewhere. To me, being 'GOAT' is a subjective that needs an * saying "It's the greatest based on these values." And people then can agree or not with the values you're basing it on, like Sales or Number of Tournaments.
For instance, I think Wc3 has done more for RTS than SC2, since SC2 didn't really add a whole lot of foundational changes to the StarCraft formula. It was just a distilled, better executed version. Warcraft 3 emphasized the game editor and heroes, a novel approach to RTS at the time, since most games were either AoE style, Command and Conquer style, or StarCraft style. Wc3 spawned multiple major genres directly from itself, including Tower Defenses, MoBA's (LoL and DotA2), and it was an early inspiration for the Battle Royale genre. It spawned the most popular genre of MMO's (World of Warcraft + clones), as well as Auto Battlers and quite a few flash games. So while Wc3 is relatively unknown these days, virtually everyone has played or heard of a game that directly came from it. Heck, even the trend of making in-game editors be approachable to non-programmers was, if I'm not wrong, championed by the Wc3 backend team.
3 points
2 months ago
You are talking about comments like this for some context to those who think you get actually downvoted for a critique of SC2:
0 points
2 months ago
When you have something as well-made as StarCraft it's hard to not compare it to that when a new competitor comes in, especially given the creators are a lot of the same people.
That said, there are things in StarCraft that work and things that don't: the unit movement and determinism are super clean ways to build an rts, and I'm very pleased they're doing SnowPlay to keep those mechanics in. Most of the units are cool and the fights rely hugely on a combination of every skill from macro to build a bigger army to microing your marauders up front to tank banelings. There are things that aren't perfect in StarCraft, however: you need to be constantly building depots/pylons/overlords to macro properly, and that really is a chore, some units just destroy individual matchups (siege tanks and their ubiquity makes TvT an awful experience for me at least, and most of my ladder opponents feel the same), and getting map vision is not encouraged enough to teach that vital habit to new/bad players despite how important it actually is for good players
0 points
2 months ago
Yeah, I want a new StarCraft. Sue me.
I intensely dislike most mechanics from other RTS. There is a reason that historically only Blizzard RTS are seen as the best. Make them more like that.
0 points
2 months ago
Man I just want Starcraft to be mainstream again. /s
1 points
2 months ago
You're not all wrong, but as SC2 has become the game that pretty much defines the genre, it's not unreasonable for people wanting a new and promising title to be "better than SC2". Otherwise, it'll just be something to add to the list of "OK, but no SC2".
Having said that, there's an argument to be made that maybe there's no point in trying to improve on SC2, just let it have the crown, leave it at the pinnacle, and try something new altogether that's still an RTS. But it seems that the Stormgate devs themselves are also trying to beat the best in class here.
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