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Karunology: Terran Infantry, Colossus In-Depth, New Abilities

Karune, Blizzard’s RTS community manager, has been sprinkling various bits of information about StarCraft 2 on a select few threads on Battle.net. Karune provides his take on several new gameplay mechanics and changes to existing units and reveals some new data on them.

First up, some more information about the new Nydus Worm transportation mechanic, which we have also brought up for discussion.

The worm is no longer underground and moveable. It is a spawned unit that acts as a exit/entrance to the network.

Since the Worm no longer travels to its destination, it can not be intercepted on the way. However, it is not invulnerable – the enemies of the Zerg will still have a chance to kill it before it starts hurling Zerglings at their base.

Yes, you can see and attack the Nydus Worm before it becomes fully built. The visual graphics of this are not totally complete yet.

Next up, Karune talks about two of the Terran’s new units – The Reaper and the Marauder – and their roles on the battlefield.

Reapers are actually one of the best units against any light units in the game. They kill Zerglings, workers, and even Zealots pretty well with a little maneuvering. Their mines also decimate stationary defenses, as well as tech buildings. They are no doubt one of the best raiders in the game right now.

Reapers, which have bonus damage against light-type units, are currently the best economy raiders in the game – being able to jump into the enemy base, dispense with its workers, and plant some explosives for extra measure. Aside from that, they are also quite capable against all other light units, including the basic units for the others races – Zerglings and Zealots. However, they are very lightly armored – meaning that efficient usage might require quite a lot of dancing.

Reapers on their way to another raid

Marauders on the other hand are probably better mixed, unless you are going up against an all armored ground force. Marauders work well against both Protoss and Zerg. Early game, as mentioned above, they are great for slowing Zealots while Marines do the damage. Against Zerg, they are better suited against those pesky armored Roaches with the fast regen.

Marauders are now found in almost every Terran build. The slowing effect of their attack is beneficial when coupled with the ranged Marines against the other two races’ melee units. In the later parts of the game, the Marauders’ bonus attack against armored units keep them viable. They are especially important against the Zerg Roach, which quickly regenerates and shrugs off damage, as they can focus their anti-armor attack and squash it before the Roach has a chance to recover.

Marauders

Karune answers a question about Stargates and the option of upgrading them to Warp Gates, like Gateways.

Only Gateways can be upgraded to Warp Gates. Gosh…warped in Carriers/Void Rays over an enemy base would be OP!

Next, a discussion about abilities which may or may not make it into the game:

The Molecular Disrupter is a new ability we are testing out on the Nullifier, in which the unit fires a psionic projectile which bounces between units of the same type, doing 10 damage with each hit, up to a maximum of 10 bounces. Thus, if you were to use this ability on 2 Marines (with 40 hit points each, not upgraded), both Marines would die easily. If there were 3 Marines, it would kill 1 Marine and leave the last two at 10 hp each. Currently, the ability costs 125 energy.

The Nullifier’s chain-lightning like ability, the Molecular Disruptor, joins his other two abilities – Hallucination and Force Field. This one looks a little out of place for this relatively “peaceful” caster, which has so far only passively affected battle situations. The mechanic of only jumping between alike units feels a bit tacked on, not having any real use in any fight.

Nullifier

The Seismic Thumper is no longer in the multiplayer game, but was originally dropped on the battlefield, which slows all units within it’s radius by 50% (including friendlies). The only way to stop it was to destroy the Seismic Thumper itself.

The Seismic Thumper, an ability designed for the Nighthawk, will only appear in the single player portion of the game. An interesting idea for an ability that fits the Nighthawk’s role, it is currently out of the game, replaced by another new ability, Targeting Drone:

The Targeting Drone is similar to the Auto Turret in the fact that it does not have a timed life. It currently costs 50 energy to deploy and has 120 hitpoints (all subject to balance of course). The Targeting Drone can target one unit at a time, and increases the damage that unit takes by 50%. You cannot have two drones targeting the same target. These drones are also flying, stealthed, and immobile. They may excellent perimeter defenses and can be coupled with Auto Turret raids to maximize the damage.

With the addition of this ability, the Nighthawk has truly become the master of defense for the Terran,  being able to deploy Auto-Turrets, Spider Mines and now Targeting Drones. Coupled with its detection capabilities, this is a unit that will accompany Terran armies into battle, scouting ahead of the main force and preparing preliminary defenses until the heavy gear is deployed.  Aside from that, it will certainly be useful for quickly setting up a defense perimiter around any new expansion. This is a great defensive addition to the Terran arsenal, which in StarCraft 1 had no standalone defensive structure they could rely on for protection against ground forces.

However, since all of the Nighthawk’s deployables are energy based and permanent, a limit will likely be imposed on the number of concurrently deployed abilities to prevent abuse.

Nighthawk gang

Finally, Karune discusses the Colossus‘ role in detail. The Colossus, which used to be extremely powerful as an individual unit in the previous builds, has been toned down somewhat and now has a more defined place on the battlefield.

In my opinion, the Colossus is the most effective when you have more than one. Three seems to be my optimal number, especially against Terran. Medivacs heal at a very fast rate, but only one target at a time. Against a group of Marines with a Medivac, one single Colossus would do virtually nothing, because the damage would be healed through easily. With three Colossi, the Marines would die in one sweep, negating any healing that could be done. A single Colossus is good at softening targets, but with more rapid healing from Medivacs and new units like Roaches, it may not be enough. At that point, you need enough to kill them in one sweep, and when you do have that, it will do significant damage to any army, especially with the additional range upgrade for the Colossus.

The Colossus has changed from the powerful assault unit it once was into more of a attack support unit. It will function best when it utilizes its extreme range upgrade (9) to target distant enemies from the safety of cliffs, or behind other, cheaper and more expandable units so it can inflict its AoE damage and soften up targets.

Some concerns were raised about the mechanism of the attack, which sweeps across a line infront of the Colossus. The area of effect is very dependent on the position of the Colossus, and the timing of the animation also raised some questions. Here’s what Karune had to say:

Even though the beam is currently shown visually in various ways, the damage is done to all units in that straight line at the same time instantly. That line will always be based on the position you are attacking from, so in that way there is a lot of control as how to use the Colossus.

THREE Colossi is the only way to roll

Lastly, Karune reveals an interesting piece of information about Blizzard’s plans for competitive play:

The range of the Colossus is what makes it such a great support unit, as well as an awesome raider from cliffs. Additionally, all competitive maps will have cliffs to some degree.

StarCraft 2 has intergrated many mechanics which depend on cliffs and height differences. This is something that differentiates it from StarCraft 1 in a great way and adds more complexity to the game. Aside from units, like the Colossus, which can traverse these heights naturally, the line-of-sight changes add to the importance of utilizing cliffs intelligently. It’s no surprise that Blizzard will want to see these new additions in maps designed for balanced, competitive gameplay.

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JonOctober 27th, 2008Balance Development Karunology Starcraft News unitsRead More >No Comments


Nydus Worm Feedback Needed

Karune, Blizzard’s RTS community manager, has posted a request for feedback for one of the Zerg’s most evolutionary unstable and important “tools” – the Nydus Worm. As witnessed during BlizzCon 2008, the Nydus Worm is no longer a unit, but a transportation gateway which can be planted by an Overseer.
This “summoning” ability only requires energy – aside from the Nydus Canal, this operation does not require any resources – and the worm will pop up after a short delay.
This represents a mild deviation from the StarCraft 1 implementation that was observed during WWI in July 2008.

Here’s what Karune had to say:

Zerg Nydus Worm

The Nydus Worm is a unit that has undergone several changes since its unveiling and we are curious to the feedback on the latest round of changes shown at BlizzCon.

For those who do not know, the Nydus Worm is a tunnel opening to a network in which you can store your army. When the Nydus Worm springs from the ground, it can allow that whole army to start pouring out from that position as seen here: http://starcraft2.com/screenshot.xml?s=84

 

Nydus Worm prior to BlizzCon

Prior to BlizzCon, the Nydus Worm had to be summoned from the Nydus Canal, and only on creep. Thus, in order to do a drop, an Overlord was usually needed to drop creep, and then the Nydus Canal could spawn a Nydus Worm at that position. Also, because of the cooldown, typically for a mass drop, a Zerg player would need multiple Nydus Canals, to spawn multiple Nydus Worms at the drop position, to make sure the enemy couldn’t easily destroy the Nydus Worms before the Zerg army could come out.

Nydus Worm at BlizzCon

In the BlizzCon build, the Nydus Worm no longer is spawned from the Nydus Canal. Additionally, it no longer needs to be spawned in on creep as well. Instead, the Nydus Worm is spawned in from the Overseer, and is based on energy cost. Thus, if you have multiple Overseers, you could easily spawn multiple Nydus Canals (which will have a ‘build time’ before the worm erupts from the ground) and ensure a higher success rate of getting your units out.
Let us know your thoughts on the new changes. Also keep in mind, most of the discussion here is about gameplay mechanics, rather than the “numbers and stats” as those will always be changed to balance mechanics (i.e. changing build times for the Nydus, energy costs, hitpoints, etc).

 

Karune has also posted the following clarification:

When units enter the Nydus Worm opening or the Nydus Canal, they are in the Nydus network. They can exit at any opening, including the Nydus Canal building. There is no actual “tunneling,” and is actually more similar to loading units in a dropship. When all entrances/exits are destroyed, all units in the network will die, so if you are a Zerg player, make sure you don’t let that happen )

The above note describes a very safe mode of transportation for the Zerg; as long as the player ensures that at least one Nydus Network Node is alive, the transported units are not in any danger of being lost without a fight.

Despite the fact that Karune’s request for feedback is a simplistic Like/Dislike poll, which you are welcome to vote on, the SC2Blog would like to guide the discussion to a slightly more technical side:

1) Do you consider a certain Nydus Worm implementation the best one, and if so, which one?

2) If you could implement any plausible Zerg transportation method, what would it be?

3) What additional “buffs” or “debuffs” would you see fit for units after Nydus Worm transportation?

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anderson mccutcheonOctober 23rd, 2008Development FeedBack StarCraft 2 Starcraft News communityRead More >No Comments


BlizzCon 2008: Changes to StarCraft 2

Visitors of BlizzCon 2008 got a chance to play the latest StarCraft 2 build, and  as expected, this one is not without an abundance of changes, just like the one fromlast year’s event. As we get closer to the beta and the eventual release, these changes become more and more important, as they are more likely to stick through to the end. Without further ado:

BlizzCon 2008

* Banelings no longer require any gas to be produced, after the initial 150 gas investment in a Baneling Nest. Previously, Zerg players had to decide whether to invest in Banelings, which have an early-game crippling potential, or to use the gas to tech up. With this change, using Banelings does not inhibit the Zerg’s player tech advancement.

* The Queen is no longer a unique unit. As such, it is no longer upgradeable by itself, instead relying on global upgrades, and is treated like a normal spell caster. Its abilities now include:

  • Mutant Larva: Create three large Larvas that are not attached to the hatchery. Bring them into battle with you to create adaptive reinforcements.
  • Razor Swarm: Creates a cloud of Zerg insects, controllable by the player, which damage units caught in it over time.
  • Create Creep Tumor: Extends the range of Creep, similar to a Creep Colony.

Dustin Browder, lead game designer, commented that players saw the Queen as too much of a defensive unit and neglected investing time and resources into developing it, instead choosing to focus on the offensive in most games.

Queen

* The Mothership currently has the following three abilities:

  • Cloaking field: As the StarCraft 1 Arbiter ability, this bestows the cloaking effect to all friendly units in a small radius surrounding the Mothership.
  • Vortex: A nerfed Black-Hole, this ability only disables the units it pulls into its event horizon for the period of the spell.
  • Timebomb: This ability disables all units, enemy and friendly, who enter it for the duration of the spell.

* The Nighthawk’s (formerly Nomad) abilities are:

  • Deploy Auto-Turret: Deploys a permanent Turret on the field.
  • Deploy Spider Mine: Deploys a “burrowed” mine on the field, ready to pop out and explode on any passerby.
  • Deploy Targeting Drones: Deploys cloaked drones which fly around the targeted unit, lighting it up with a targeting laser. This adds 50% to any damage that unit receives, and provides sight around its location.

Nighthawks

* The Vespene Geyser mechanic has changed again. As we suggested, and no doubt partly thanks to feedback from our readers, the “Replenish Gas” process is now Auto-Cast. When the gas in the Vespene Geyser is depleted, it automatically goes through the replenishing process, which takes 60 seconds – during which the workers are unemployed, and can be utilized for something else at the cost of the player’s attention. Unfortunately, this process cannot be turned off.

Dustin Browder has commented that the current gas mechanic isn’t liked by many of the developers and will likely be changed. Perhaps our full suggestion will be implemented – allowing the automatic repleneshing to be turned on and off and the player’s volition – or just scrapped altogether, in place of a system that does not require much action from the player.

Refinery

* The High Templar has gained a new ability: Phase Shift. Affecting single units, this takes them out of the battle by shifting them to another dimension for a short period. Effective for both enemy and friendly units. This ability joins the Templar’s two other abilities, the Infamous Psi-Storm and Archon Warp.

* The Colossus now has an upgrade, Extended Thermal Lances, which increases its attack range from 6 to 9. This is a major upgrade for the Colossus, allowing it to dish out damage from protected locations enemy units can not get to, like heightened terrain spots and fortified positions. Its attack animation has changed yet again: the beam focuses on a single position while intensifying, then sweeps across the field quickly, scorching everything in its path.

Colossi laying some hurt

* Upgrading Protoss Gateways to Warp Gates now costs 50 minerals and 50 gas. This allows warping units built from it to any powered-up location on the map and reduces some of the build time, but removes the option to queue units.

* The Lurker’s spines and the path of destruction they form are now much wider. As well, it also receives a bonus against armored targets.

* The Infestor does no longer actually infest. It has also lost its famous Dark Swarm ability, and can no longer cast Disease. It now has the following abilities:

  • Fungal Infestation: Infests a single, non-massive unit, slowly reducing its hit points until it dies – creating an explosions that damages nearby units.
  • Neural Parasite: Takes control over a unit for 10 seconds.
  • Spawn Infested Marines: This somewhat senseless ability allows the Infestor to hatch five eggs, out of which Infested Marines pop out, regardless of the Zerg’s current enemy on the field.

The Infestor now possesses the ability to use his special abilities while burrowed. Coupled with his natural ability to move while burrowed, this makes the Infestor a very interesting unit for the Zerg.

* The Nydus Worm is no longer a unit. The player must now build the Nydus Network building and then “plant” a Nydus Worm with an Overseer.

Nydus Worms

* The Phoenix now possess the old Nullifer ability, Anti-Grav. It can now lift up units off of the ground, throw them into the air and attack them with its anti-air attack.

* The Nullifer, which lost its Anti-Grav ability to the Phoenix, now has these three abilities:

  • Force Field: Creates an impenetrable barrier on the field which lasts for 15 seconds.
  • Hallucination: Like the StarCraft 1 High Templar spell, this creates a fake version of the targeted unit, serving as a decoy.
  • Molecular Displacer

* Siege Mode for Siege Tanks is now researched at the Armory, pushing this ability further up the tech tree.

* The Hellion (formerly Jackal) has received a boost in stats and efficiency. When microed well, it can now outrun most enemies while still being able to stop and fire off a quick burst of flame.

Hellions leaving their enemies in their dust

* The Hydralisk has been reduced in tier, hit points, damage, and overall efficiency. It is now mainly used as the Zerg’s anti-air unit.

StarCraft 2’s latest playable multiplayer build coupled with the surge of details about the Campaign, along with the StarCraft 2 beta key, are all clear indications that StarCraft 2 is entering a mature presentable stage, soon to culminate with the much anticipated Beta.

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JonOctober 17th, 2008Balance Development StarCraft 2 Starcraft News blizzcon gameplayRead More >No Comments


BlizzCon: Single Player Details, New Screenshots

BlizzCon, the yearly celebration of all things Blizzard, has come to a close. Unlike last year, in which Blizzard fleshed out many new details about the StarCraft 2 gameplay, in this event, the focus was mainly on the single player portion of the game.

Of course, as with all Blizzard events, the latest StarCraft 2 build was playable in the convention hall, and some changes to the gameplay and unit design have been spotted as well. Check out the last part of the post for the new screenshots.

BlizzCon 2009

The StarCraft 2 single player is going to be a completely different experience from StarCraft 1. As we now know, the three campaigns – Terran, Zerg and Protoss -  will be separated into three packages, and each is expected to offer as much content (if not more) than the entire original game.  The first package to be released will contain the Terran campaign, along with full multiplayer capability, featuring all three races, while the next two will be released as expansions in the future.

This new strategy gives Blizzard the opportunity to accomplish a few things, all quite positive (unless you were really anxious about playing all three campaigns without paying more than 50$ for it!):

  • The game, with full Battle.net 2.0 and multiplayer capability, will be released sooner
  • Blizzard will not attempt to rush the single player campaign to satisfy the anxious players waiting for the game’s multiplayer and esports aspects, having time to perfect it up to Blizzard standards
  • The single player campaign will offer a new, unique experience, instead of being a rehash of the same predictable formula we’ve been playing for more than 10 years
  • As full expansions for StarCraft 2, they will also introduce new units, make balance changes, and improve the StarCraft 2 multiplayer game

While this may be disappointing for players who were eager to get their hands on the Zerg or Protoss campaigns, the vast majority of players will likely be excited to be able to play StarCraft 2 sooner, rather than later, and have an assurance that two more expansions are coming in the not-too-distant future. Moreover, for those single player fans, the campaign should be much more satisfying than if it was released in cut-down form.

Would you want to trade places with that Hydralisk?

With beta keys for StarCraft 2 being handed out to BlizzCon attendees, it is safe to say that the beta is fast approaching. Blizzard have had a long time to develop all three races for multiplayer, and according to Chris Sigaty, lead producer, they are now finishing “Wings of Liberty“, the Terran campaign. Since the other campaigns will be released at a future time, the first package should not be far away itself – there isn’t much left to accomplish before it is released. Chris also puts the ballpark for each new expansion at around a year of development.

Zeratul about to kill someone (why else would he not be cloaked?)

Moving on from the technical details, we also have some fresh tidbits about the game and story:

In each campaign, the player will control a major character and follow it throughout the game. As you might have guessed, these will be Jim Raynor for the Terran, Kerrigan for the Zerg, and Zeratul for the Protoss. Controlling your character means more than just moving a hero around on the battlefield, though – the non-RTS portions of StarCraft will resemble more of an RPG.

SC2 Starmap

The game will also provide the player with choices to make about how to proceed in it and perhaps even pose dilemmas that will affect the course of action and plot, but likely not the final outcome. It will feature many more missions – some optional – and allow interested players to explore the StarCraft universe in greater depth and detail. For the Terran campaign, Blizzard have revealed the Starmap, with which the player will navigate and reach chosen missions.

Unfortunately, it is doubtful that this aspect of the game will reach the magnificence of other similarly themed games, such as the other SC2 – Star Control 2, and will more likely stay at the same level of the Command & Conquer inter mission breaks.

SC2 Starmap (?)

Throughout each campaign’s non-linear ~30 missions, the player will also gather resources, with which he will be able to purchase single player-specific upgrades and technology. Players will have to make smart choices with their upgrade paths and pick the right units and technology to fight their chosen battles with. Missions are promised to be much more diverse, as Blizzard tries to avoid the normal “build up a base and kill everything” dead-end formula.

The expanded campaigns will also include many other interesting characters, some of which we’ve seen before, and quite a few new ones. Some new names that have been mentioned are:

  • Valerian Mengsk, son of Arcturus Mengsk from the original StarCraft
  • Tychus Findlay, who we first met in the original StarCraft II cinematic
  • Rory Swann, a former Kel-Morian worker who lead a unsuccesfull revolt. Saved by Jim Raynor, he now serves on the Hyperion as the main engineer, trying to keep the war-torn battlecruiser in fighting shape
  • Gabriel Tosh, a Ghost with supposed ties to Nova of StarCraft: Ghost fame, provides Raynor with his expertise
  • Dr. Ariel Hanson, a young scientist who is also Raynor’s love interest (until he runs into Kerrigan again, at least)

Raynor and Tychus are all bummed out since their supply of alcohol ran out

Blizzard is trying to create something new and exciting for the single player portion of the game. This type of game development is new to Blizzard as well, and it is not surprising that it is taking a long while for them to meet their high standards. By separating the process and releasing the multiplayer game with only a portion of the single player campaign, they are giving themselves the opportunity to perfect the game without delaying it further. The result should please most fans, and provide everyone with a great gaming experience – or so Blizzard, and everyone else, hope.

Finally, Blizzard have also released a few amazing in-game screenshots, featuring new tilesets and giving us a glimpse at the newest unit redesigns.

Here are some notable excerpts:

* A Thor guarding the entrance to the Terran stronghold, completely surrounded by lava

Chillin\'

* Jackals, now called Hellions, roasting a huge pack of Zerglings to a crisp with a few fell swoops

Hellion barbque

* The Battlecruiser unleashes its new Missile Barrage on a few poor Zerg fliers

Missile Barrage

* The Medivac Dropship in action, healing Marauders, who come under attack by Roaches

Roach Attack

Wish I had one of these healing rays at home

* A group of Nighthawks, the new design for the old Nomad, come under attach by Archons, who have also received a small facelift

Nighthawks

* A few more shots of the new Nighthawks, which seem to have borrowed their design from the more sleek and less square and bulky Protoss, alongside their deployed Auto-Turrets

Nighthawks

Nighthawks laying Auto-Turrets

That’s all for now. When the dust settles and all reports from our operatives are handed in, a complete gameplay follow-up piece will be published.

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JonOctober 13th, 2008Development Events Pictures StarCraft 2 Starcraft News Story blizzconRead More >No Comments


StarCraft 2 : Abudance of Coverage, Lack of News

As Blizzcon looms near, Blizzard’s key employees and community managers have been dishing out quite a bit of interviews and have re-iterated through almost every key aspect of StarCraft 2. Karune, Frank Pearce and others have commented on key issues such as MBS, the new Gas Mechanics, Single player and Account unification issues. However, the build used as the basis for all this coverage is none other than the WWI two-month old version of StarCraft 2.

Out of two dozen Interviews, we have picked the bits of info that shed additional light on what is already known about Blizzard’s RTS flagship.

Gameindustry Interview highlights :

So like Warcraft III, the replay functionality wasn’t something we contemplated from day one, it was an afterthought and wasn’t implemented as well as it could have been – so that’s something that we can do from day one for StarCraft II, which should be pretty cool.

 

We want to take the storytelling component in the single-player campaign to the next level, so we’re talking about branching missions, decisions on the gamer’s part in terms of the technology that’s available to them – there’s a lot of buzz on the Internet around social communities, and we’ve got those social communities around our games and we want to leverage that to bring those players closer together on Battle.net.

Blizzard is definitely aiming high with its next-generation unified gaming platform. Blizzard’s new account system, the online store and the Global Achievement system. Coupled with Frank’s “social” vision , these ingredients form a recipe for a unique and unprecedented gaming platform, bringing together gamers from very different genres under one massive roof. It should be noted however, that the social gaming niche is already being explored by services such as Raptr.

Rapt Graph, StarCraft 2

Q: Do you see lots of crossover between the different players of your games?

 

Frank Pearce: We did some research, and I can’t remember which direction we did it in – whether it was StarCraft players that played WoW or vice versa – and there’s a fair amount of overlap.

In a brief reply to  VG247, Pearce also confirmed one of the most obvious estimations one could make – StarCraft 2 is not planned to be released in 2008.

 

This year? Like, 2008? Too much work to do,” Pearce told VG247.

He added: “We don’t have a specific release date in mind yet. We still have too much work to do.”

 

StarCraftWire, Incgamer Network’s new StarCraft site, manages to score quite an informative Q&A with Karune during the PAX expo

StarCraftWire.net: Will the Medivac Dropships be able to heal each other?

 
Karune: No, the Medivac Dropships will not be able to, however, SCVs can still be brought to them in order to repair them

 

StarCraftWire.net: Will it be possible to play Starcraft II at LAN Parties?

 
Karune: While the idea is still there, the main focus right now is Battle.net and Multiplayer to determine whether or not LAN will be available.

Unlike StarCraft: BW’s medics, Medivacs won’t be able to keep themselves in full health throughout the battles, and will require maintenance to be kept operational. We will be seeing more SCVs coming with every Terran infantry drop in order to keep these vital support units alive.
Considering the wave of coverage about Blizzards grand account unification plans, we can expect Blizzard to pay significantly more attention to the way players interact with their centralized systems, and implement only the minimal, if any, features for closed multiplayer environments.

StarCraftWire.net: When can we expect to see more updates to the Starcraft II official website, and what can we expect to see?

 
Karune: Not really sure when there will be an update to the site, although there may be misc. updates now and then for units, but otherwise waiting for closer to the Beta to really update the website.

 

StarCraftWire.net: Has there been a decision on what units will make it into the final game?

 
Karune: No real decision has been made really, we’re still trying to decide what units will make the cut, as you’ve seen that we dropped a couple units, one of our goals may be to try to keep the unit number closer to to that of the original Starcraft as we don’t want to have a unit be in the game and have it be useless to the battle.

 

 

StarCraftWire.net: What is Blizzard currently focusing on in Starcraft II?

 

 
Karune: Single player. Single player is still our primary focus right now, as it’s our main concern, afterwards, our focus will be on the multiplayer aspect which shouldn’t be too difficult, with the Editor being our final focus for Starcraft II.

Hyperion Engineering bay

Blizzard Developers’  StarCraft 2 single player efforts have long been mentioned, but it was the technical aspect that has really shown how much development and thought is invested in this somewhat overlooked aspect of StarCraft 2. SC2’s single player campaign was worth developing a separate and innovative 3D engine for, and the hype just keeps coming.

And interesting glimpse into the long term StarCraft Universe strategy is provided in this TotalVideoGames interview

VG: You talk about expanding the lore this time around in a similar manner as Warcraft II to Warcraft III; the next step after Warcraft III was World of Warcraft, so I have to ask – is this laying down the foundations for the often rumoured ‘Universe of StarCraft’?

 

 

Pearce: Anything we do to evolve the storyline in a franchise lays the foundation for whatever we want to do in the future. One of our goals with these franchises is to create rich, deep worlds that we can use to leverage for all sorts of things, whether it’s novels, comic books, games of different genres, or even movies. We’re also in the process of trying to have a Warcraft movie made.

 

Colayco: In recent months we’ve had a StarCraft board game introduced, and manga comics. So having a greatly fleshed out lore and background to a story lends itself to all these different projects.

These are not fantasy plans, either. The WarCraft movie is due to be released some time during 2009, and is produced by none other than the makers of 300 and The Dark Knight – Legendary Studios. Serious business, so to speak. Leveraging a rich and immersive Universe to build a multi-million fan base that follows it across multiple genres and platforms is perhaps the best and most challenging long-term strategy a VP of Product Development can embrace. 

We have read through many StarCraft interviews, articles and videos in order to extract the maximum updates from the recent news wave, which to remind you, is still based on the WWI build.

Brace for Blizzcon.

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anderson mccutcheonSeptember 4th, 2008Development Events Interviews Starcraft News Uncategorized blizzardRead More >No Comments


BlizzCast #4: StarCraft 2 Community Q&A, New Screenshots

Episode 4 of the BlizzCast series has been posted on the official Blizzard site. BlizzCast is a series of recorded interviews and Q&A sessions, dealing with the latest developments and happenings in the Blizzard game universes.

This episode of BlizzCast features one item of interest for StarCraft 2 fans – the Community Q&A session, providing very thorough answers to interesting questions. The Q&A is also accompanied by two new, action heavy screenshots.

BlizzCast

Answers are provided by Mike Heiberg, senior game designer, and David Kim, associate game balance designer.

First, they are asked about the reason for the decreased mineral collection rate by workers. This was previously reported to be 5, but is currently at 6 units per trip, down from 8 in StarCraft 1.

The rate of collection for StarCraft 2 was planned to be similar to that of StarCraft 1, with the reduction in per-trip numbers originating from the increased unit pathing efficiency. To counterbalance that somewhat, SCVs will now have to spend less time on the mineral patch to acquire a full load.

However, both David and Mike comment that mineral collection feels faster now. The maximum rate of collection is achieved when 3 SCVs are used for each mineral patch, and it’s easier to see when this limit is reached in StarCraft 2 compared to 1.

The next topic is about the improved unit pathing. As an example, David and Mike describe how Zerglings easily surround Zealots from all sides, packing closely next to each other so more Zeglings can get a piece of the action. This creates a situation where smart players will push their Zealots against the wall or put them on choke points to minimize the amount of Zeglings they have to deal with simultaneously.

Zerglings gang up on a few helpless Zealots

* Click for Big

David KimYeah and the wrap around itself is a little easier to pull off I guess because the A.I. takes care of some of that for you but you do still need the micro if you want to get the maximum out of your melee units.

Another important change is to deceleration. In StarCraft 1, this was less precise, and units could sometimes slow down in a way that put them before or after the location they were ordered to go to. In StarCraft 2, this mechanism is much more precise, and units know when to start decelerating to reach the specific location.

Mike HeibergRight, a lot of times you’d be floating your guardians in to take out some spore colony or something and they’d float a little too close and you’d be like “Whoa!” and you’d have to back a couple of them out. They’re a little more intelligent now about not floating directly into danger when they don’t have to.

Next, the developers discuss resource consumption and its effect on the strategies available to each race. They state that there are more options to choose from in StarCraft 2, which also makes scouting more important.

The last question deals with Infestation, Corruption, and Mind Control. Both Infestation and Corruption are time limited, and the inquiry was about a more permanent ownership changing spell, like the StarCraft 1 Dark Archon Mind Control ability.

Mike sums it up nicely:

Well when we were doing the classic Starcraft mind control we were finding that it actually resulted in some pretty big swings in balance where basically you mind control a large unit, say a Battlecruiser, and now the difference in power from the two different armies is like two Battlecruisers because he lost one and you gained one. So seeing as in Starcraft II we have a few more of those high impact units, we have Colossi, we have Motherships, and Queens, that’s a very scary type of spell to be still bringing into the game, I mean we have more opportunities for those large swings in balance.

A powerful spell like Mind Control would have to be restricted to specific units and leave some of them out, and Blizzard does not like implementing such artificial constraints.

Further, the devs discuss Infestation and its limited effect on StarCraft 1, which resulted from the difficulty in pulling it off.

Mike HeibergRight, in classic Starcraft infesting someone’s command center was really more of an insult.

The StarCraft 2 infestation will be even higher on the tech tree, requiring both the tier 3 Infestor Pit and Infestation research, but will be easier to manage. Since Infestation is going to be easier and the Infested Marines free, the effect will only be temporary.

Infestation!

* Click for Big

As for Corruptors, the developers mention that introducing this mechanism instead of using simple mind control creates new gameplay decisions:

Mike Heiberg: Right we want to allow those types of little micro decisions where in the middle of the battle: “Should I focus on his guys, his Corrupters? Should I focus on my own corrupted units because I’m not getting them back?  Or should I back off and make those basically invalid because there’s nobody nearby for them to be messing with?”.

 

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JonAugust 14th, 2008BlizzCast Development StarCraft 2 Starcraft News blizzard officialRead More >No Comments


A Blizzard Account and a Global Achievement System

Blizzard will be introducing a massive cross-game Achievement System, which will be featured in all three announced Blizzard project. If things go well, the system is also likely to be applied retroactively to existing Blizzard titles.

World of WarCraft’s lead designer, Jeff Kaplan, has told MTV Multiplayer that the Wrath of the Lich King’s Achievement System is just the first step…

…he revealed that eventually players will have a Blizzard Account that shows Achievements from other Blizzard games they’ve played, including the upcoming titles “Diablo III” and “StarCraft II.”

 

Eventually, our plans are for the Achievement system to become an account-based system,” he explained.

The Achievement System will undoubtedly introduce a long term, life-time spanning reward system for loyal Blizzard fans. It might even include retroactive achievements which won’t be available to newcomers, as promised by Blizzard on the Wrath of the Lich King achievements web page:

Feats of Strength will be awarded retroactively (that is, they’ll be immediately granted to your character if you qualify) since many of them will be impossible to earn in Wrath of the Lich King.

Old-School StarCraft Achievement

Blizzard intends to unify all the player’s achievements under a single Blizzard account which will contain a permanent record of achievements. Having to make an educated guess, based on the interview and the somewhat similar systems implemented on other platforms, Blizzard will probably keep record of your highest WarCraft 3 ranks, Diablo 2 levels and official StarCraft tournaments, as well as other multiplayer and single player in-game achievements.

achievements comic

You’ll have this Blizzard identity, and you’ll be able to see things like ‘Oh, this guy was great at Diablo III, but he never played Starcraft and he was mediocre in WoW.’

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anderson mccutcheonAugust 6th, 2008Development Interviews Starcraft News blizzard officialRead More >No Comments


MotherPoll

More than a year after its introduction, the Mothership persists in posing a challenge for Blizzard’s developers. As Dustin Browder mentioned in a recent interview, the Mothership is still a unit with no distinct role on the battlefield. Neither overpowered nor blatantly weak in its current form, the Motership’s flaws are not that obvious. Unfortunately, Blizzard’s designers simply don’t receive enough feedback from testers to ameliorate them.

… once in a while it happens and then we’ll get some data but it just makes it a lot more complicated.

While the majority of the community isn’t able to provide feedback regarding the current build, additional pointers from StarCraft fans just might save the Motership from ending up as a glorified arbiter. Up until now, gameplay reports by fans haven’t been positive either, and it appears that even a month of discussion wasn’t enough.

Concerning the Mothership, it’s pretty much useless. It comes with all its abilities fully upgraded, but since you build it from the Nexus, you’d have to go all the way across the map to get into your enemy base.

The SC2Blog will be conducting a poll, designed to let the community voice its opinion on what it considers to be the role best suited for a MOTHERSHIP – one that’s positioned at the top of the Protoss tech tree.

Here are the options. Choose wisely.

  1. Straightforward Capital Ship. Massive shields and armor, high-damage output and a few combat abilities. A supreme offensive tool.
  2. Disruption and Damage. An offensive support tool, with significant AoE damage and punishing abilities like the Black Hole and the Planet Cracker.
  3. Mega-Battery. The ultimate mobile support unit, feeding mana and shield energy to the army. Can absorb a lot of damage, regenerates quickly.
  4. Air Domination Station. A flying AA fortress of damage and disruption. Anti-air AoE damage, Force Field and Lockdown type of spells, a disease-like aura that causes AA damage.
  5. Support Fortress. A flying castle with an array of battle control and support spells that can protect/recharge/hide friendly units. Also possesses abilities to disable/slow/lock down enemy units.
  6. Super Troop Carrier. Highly armored and with multiple defensive abilities and teleportation. Able to transport entire fleets and armies across the battlefield.
  7. Flying Factory. The Mothership can build ANY Protoss unit and warp it to the location it’s at. “Production” costs 110%.
  8. Base Breaker. Focused on abilities which cause significant damage to buildings, locking down production, disabling defenses and paving the way for attackers.
  9. Annihilator. The Mothership has a 5 minute “recharge” timer. Acting as a superweapon, the Mothership is equivalent to a Nuke in terms of damage output. Once charged and removed from its dock, the Motership’s “Unleash” ability becomes available.  An “unleashed” Mothership delivers massive damage to air and land units around it for 15 seconds.
  10. Power Plant. The Mothership has a wide radius aura, which: powers buildings, accelerates production by 15%, adds 40 energy points to all shields, doubles regeneration rate, and stops all enemy regeneration and healing abilities.  

Cast your vote in the poll to the right, and leave any additional feedback down in the comments, especially if you voted for the “Other” option.

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anderson mccutcheonJuly 19th, 2008Balance Development FeedBack Starcraft News community unitsRead More >No Comments


StarCraft 2 Lead Designer Interview

Dustin Browder, StarCraft 2’s lead game designer, has given an interview to IncGamers’s brand new StarCraftWire.net. He discusses everything from the map editor to super units in length and provides some insight into the gameplay design process.

Highlights:

So when will the Starcraft II editor become available to modders?

 

I don’t know yet, it’ll certainly be shipped with the game but I don’t know the answer to whether it will be earlier. That would be cool though.

Could the StarCraft 2 map editor be released before the game? Blizzard has not done this before, but some other companies have turned to this move to increase interest in their game before it is released, especially if it has been baking in the development oven for a long while.

Concerning 3D graphics, what’s tools do you need? In StarCraft it was just using paint and opening it and just adding new units. What 3D do you consider for modders? Will you be giving your own editor for the graphics?

 

I think we may ship the art tools but you still have to have a 3D program, there’s no way around that.

 

Well, StarCraft seems very… “conservative” would be a good word I suppose. Were there any other concepts that you discussed at the beginning of the development process that you ended up scrapping because you felt; “no, we want it to be like it was”?

 

Some… By the time I started working on the project three years ago the team really wanted to make a game that was true to the legacy of the original StarCraft. So in terms of “are we being too conservative or not?” We talked about that every day. It was a constant discussion.

It’s obvious that the same debate the fans are always engaged in – is StarCraft 2 enough of a “new game”? – is shared by the developers as well. Currently, it looks like Blizzard has managed to stay true to StarCraft 1 while enhancing it in almost every possible way and while introducing new ideas that further differentiate the races, creating a new experience if not a completely new game.

Carrier

When asked about the Rock-Paper-Scissor relationship between units, Dustin provides a good explanation for how unit interactions in StarCraft work:

It’s not even just that, of the relationships in StarCraft; lot of them aren’t even Rock Paper Scissors, which is one of the things that makes the game so exciting. One of the standard RTS paradigm is that we use the Rock Paper Scissors but a lot of the relationships, especially in the early tech tree of StarCraft, are positional based. It’s not so much *whether I beat you* its *where do we fight*.

 

Zerglings will crush Zealots in the open field. They’ll just overrun them completely, and these are both the core units. Whereas the Zealots, at the choke, will just kill hundreds of Zerglings based on the Zerglings getting all trapped up behind. So in addition to where you fight there are also the questions of micro that are really interesting.

 

What we are really worried about are overlapping roles, it’s a constant struggle for us, but if you go there and play it now you can find a couple:

 

Player: “What about these guys”
Dustin: “Yes, I know!! They overlap, oh my god”.

Many RTS games completely rely on unit statistics and their predictable interactions to determine the outcome of battle. It is indeed one of StarCraft’s greatest strengths that so many other factors affect the result of an engagement between units, and produces equal match ups between even the lowliest of units and the most powerful ones.

Colossus and friends

 

Which particular unit has been the most problematic one when working, balance wise, not only for the Zerg but the other races as well?

 

The Mothership – hands down.

 

What is the problem with it?

 

Well, by its size it doesn’t look like a super unit from other RTS games. The problem here with super units is we want every unit to be a decision. There’s no point in shipping a unit if the player says: “I have to build that, it’s powerful, I should always build that. If I get to this tech level, I build it.”

 

We don’t have that in StarCraft II, the games meatier then that; you have to work for everything. So we don’t like the “super units”… The Mothership visually seems to suggest that, but at the same time we don’t want that to be part of the core gameplay experience so we’re continually balancing the ship, we’re continually looking for a new spell kit for this unit to make sure there are reasons to build it, really solid reasons, and really solid reasons not to build it.

 

Today the really solid reasons not to build it, and it’s been this way for many months, is the Mothership can’t really, cost for cost, defend itself effectively in the air. This means you can’t have air superiority dumped on the Mothership. If you already have your superiority, go for it, the Mothership is a good addition, but like I say; “it’s been a big pain.” It’s not helpful that it’s located at the end of the tech tree against how fast StarCraft games can be and how brutal it can be. There is a great chance that you can die within the first three or four minutes. So even in our play test process we don’t get to see this unit as often as we like:

 

Designer: “Did you get to play with the Mothership”
Tester: “Well, no, we didn’t, we topped out at the Immortals and Stalkers/Colossus”
Designer: “Ok ok ok, play again, play real hard”
Designer: “Did you get to play with the Mothership”
Tester: “No, no, we didn’t really get that high in the tech tree”

 

So once in a while it happens and then we’ll get some data but it just makes it a lot more complicated. We get a lot more data obviously on play testing Stalkers, Zerglings, Marines and all these guys because you see them all the time.

The Mothership is one of the units which has gotten the most attention – both from fans and from the developers – and has changed a lot accordingly. The Monthly Topic initiated for its sake generated a lot of comments and ideas, and Blizzard is still trying to nail down the right formula for making this unit worthy of the StarCraft 2 Protoss.

Mothership

How did you decide to change the Queen that dramatically? Like, from a flying unit to a ground unit, from a mass unit to one-only unit?

 

It started conceptionally as kind of a story hit, we felt like the Queen was an opportunity to create a creature that owns the base, that lives inside and that she somehow lays eggs maybe, she’s monstrous and evil – like a Queen that you may see in an ant hive or a film.

 

We wanted that Queen, because we felt like the old Queen didn’t really hit that vibe. For example; that Queen could be called any other name and you’d be fine with that. It wasn’t a Queen in the classic sense, so that was the core idea.

 

How could we make this unit into something that feels like the Queen and we tried it a bunch of different ways and for awhile she was laying eggs to create weak organisms, so for example, there’d be different types of Hydralisks running around. That was kind of fun but then it got confusing, like which Hydralisk could attack me in the air, and what do I counter that with, I don’t remember.

 

So it was kind of a problem, so we’ve sort of settled down on this base defender which seems pretty successful, I don’t know if it’s really good enough for StarCraft II [but] that’s what we’re going to find out. It seems pretty fun.

The Zerg Queen is another unit that has gone through many changes, but this one is more set in its role due to story considerations, unlike the numerous incarnations of the Terran Thor and the Protoss Mothership. While the current “base mother” role is not likely to change, there is still plenty of room for flexibility left in terms of implementation.

Mommy?

 

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JonJuly 7th, 2008Development Interviews StarCraft 2 Starcraft News officialRead More >No Comments


WWI’s Fallout: StarCraft 2’s Resource System Revised

A few interesting changes to StarCraft 2 have been revealed during the last couple of days, at the WorldWide invitational in Paris. However, the most noteworthy change is that to StarCraft 2’s economy and resource system – a core concept of the game which has so far remained (almost) untouched.

Gamers who attended WWI could immediately see one of the major changes: all starting bases and expansions now contain two Vespene Geysers. This alone is a huge change from StarCraft 1, where only user-created “money maps” (and a few specialized maps) featured more than one geyser per resource area.

Big Gay Hunters

The other changes to Vespene Gas are:

  • Vespene Geysers start with only 1000 gas units, down from 5000 in StarCraft 1.
  • Workers pick up 6 Vespene Gas units per trip, down from 8, and 2 gas units when the geyser is depleted.
  • When a geyser has been depleted (all 1000 gas units have been harvested), an option to “Restore Gas” will appear when it is selected. In the WWI build, this allows the player to sacrifice 100 minerals in order to pump 400 gas units back into the Vespene Geyser, bringing it back to full operational status for a short time.
  • Hitting “Restore Gas” will temporarily shut down the geyser completely, prohibiting workers from harvesting any gas. Currently, the downtime is 45 seconds.

Zerg Refinery

All these major changes have been implemented to StarCraft 2 for one purpose: complicate the “macro” portion of the game, which has been downsized severely with the introduction of new and improved user interface aspects, and mainly, Multiple Building Selection (MBS) – which allows players to select all their similar unit producing buildings together and deliver a single command to construct units out of all of them.

Here’s how Dustin “Cavez” Browder, lead game designer, explains the changes:

1) We think gas could be more interesting than it was in the original StarCraft.

 

2) We think StarCraft 2 can benefit from additional economy choices.

The need to complicate matters has led to the introduction of the second Vespene Geyser and to the “Restore Gas” feature. These two additions will require players to more carefully plan their resource spending.

First, the decision to build the second geyser, just like the first one, will determine the amount of each resource the player will have and the type of army he can construct. Tech progressions and specialized units and abilities require a greater amount of gas, something that a smart scouting player will also note and react to accordingly.

Second, the “Restore Gas” feature will require the player to “babysit” his base more often. 400 units of Gas are harvested quickly, meaning frequent trips to geysers will be needed for a good Vespene Gas income. Of course, players will not always wish to renew their gas supply for the cost of minerals – another decision that will have to be carefully considered and weighted.

Terran Refinery

These changes will steal some of the added focus to the micromanagement portion of StarCraft 2, which pro-gamers, who’ve had a chance to play the game extensively, have reported about, and divert it back to base and economy management. Other such changes, meant to give players more macromanagement decisions to play with without dumbing down the UI, are being considered by Blizzard. Likewise, the added gas income might explain the higher price on some units which were previously a lot less expensive.

Moving on, a few changes to Minerals have also been implemented. Cavez says:

Minerals are down to 5 per trip, but they harvest a little more quickly. We have been doing some timed comparisons of minerals in the original SC to SC2 and we have been really putting a lot of effort into getting the collection rate to be the same. The pathing is SO much better in SC2 that we were collecting minerals at a ferocious rate.

 

So now mineral collection is pretty close to SC1.

Mineral patches will still have 1500 resource units, just like in StarCraft 1 – the collection amount change has been brought by because of the different pathing behavior of units in StarCraft 2, which, apparently, is 60% more efficient!

Protoss Refinery

All of these numbers are subject to change, of course. Currently, repleneshing the Geyser’s Vespene Gas supply is a somewhat futile effort.

Realistically, the difference between a depleted geyser’s output and an operational geyser is only 4 gas units. When factoring the downtime of 45 seconds, the real exchange rate hovers closer to 200 gas units for 100 minerals – not a great deal, considering minerals run out eventually (and fairly quickly), while gas fumes last the entire game. More number tweaks, and perhaps other ideas, will have to fill the void to macromanagement left by UI advancements.

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JonJune 30th, 2008Development Events StarCraft 2 Starcraft News gameplayRead More >No Comments