But they are not exclusive to one another and can overlap in any number of ways. Not anything like what the OP suggests.
As my posting last night indicates, Iâve come to the conclusion that âmyâ definition of âradically different playstyleâ - read as âsame units but being used in different roles / for different purposes because the selected bonus (mastery) collection emphasizes the use of the unit selection in primarily X manner, to best illustrate a âcannonâ Zeratul only produces enough âfield armyâ to gain vision (or just leeches off the partner), shieldguards to strengthen the cannons, and the bulk of Zeraâs effects on the battlefield come from multiple projected cannons, while an âarmyâ Zeratul may project a couple of cannons here and there to âsupplement / distract forâ the army, where numerous DTs are blinking around willy-nilly with their âblink raysâ and the support units are in the field keeping the gang around a lot longer.â is not the same as what the post is really looking for.
Which led to my above series of questions. To reiterate:
If the âswappableâ Commander is only using half of their "Stetmann/Dehaka sized unit type allotment in a mission, then the Commander is going to either have 2 masses of âgeneralistâ units or face the potential to âlock outâ a hard counter to what the enemy comp is throwing at them.
If the Swappable Commander has âgeneralistâ topbar, mastery, and commander bonuses to go with the above âgeneralistâ army, how âradically differentâ are they? Most of your âgeneralistâ damage coming from Air or Ground sources? Ranged vs Melee? Gonna run into situations like Swann who has Ground to Air Goliaths, Cyclones and Thors (and we all know which one of the three tend to be picked for any given taskâŚ)?
And if a âlockoutâ situation exists, what exactly are the plans to âcounteractâ said lockout and keep the commander viable in what many may start to view as a âno winâ scenario?
And if the âswappableâ commander is given a full set of units, 2 topbars which activate based on the selected âtech treeâ, and masteries that affect the different trees in different ways, at what point would Blizzard (or anyone else for that matter) say that this â2 full commander fusionâ should be released as two separate commanders (or start demanding fusions of existing commanders so that they too can enjoy picking exactly which unit set they want once the mission has commenced instead of having to do so prior to picking their random mission)?
Admittedly, the Tosh example above - the one where he can go âtechâ to have his spectre/grunt/vehicle army be high damage to single (armored) targers or go âpsiâ to have the same 3-5 units be much better at zapping swarmy (bio) with AoE spells is arguably the âclosestâ Iâm seeing of something thatâs both âviableâ and ânot a ton of work to doâ, but at thatpoint, wouldnât it be âequally effectiveâ if instead of having the âforced splitâ/lockout of critical powers like Hybrid Killers on the swarmy side, take the 6-10 âpermutationsâ of units and make them 100% constructable 100% of the time and count on the player to emphasize (self-limit if desired) which side/style of units he wants on the table (so youâre able to build a couple of anti-hybrid heavies to cover for your swarm killing casters and vice-versa, or the player can âchooseâ to ignore all the casters while building the âheavyâ units exclusivelyâŚ
Dude. It doesnât matter what your âdefinitionâ is, nor was it necessary to write an essay about it. The OP suggets a commander that can pick between two choices that leads down completely diffrent gameplay. Units, tech trees, upgrades, playstyle, two different side, both being exclusive to the other and being thematic of the two ending scenarios in the campaigns. Obviously colonists arenât going to fight alongside infested, and infested are not going to be using scientific weapons.
Zeratul is none of this. No commander is. Thatâs why itâs a novel idea and something that seems to fascinate people, me included.
Sometimes knowing where the poster/debater is coming from is useful in understanding what/why (s)he is saying/asking what is being asked.
Such as the pile of questions following the essay. Iâm having a hard time over here attempting to grasp âradically different enoughâ playstyles based on in-game choices that doesnât lead down a rabbit hole of (choose) â2 commanders fused togetherâ / â2 generalist armies that deal masses of damage from different anglesâ / âan army that is capable of being screwed by a wrong choice to the point that the mission is a failureâ / âThe commander is incapable of handling mutations that throw light/swarmy and heavy/armored at the player at the same timeâ.
So at this point Iâm trying to both post where Iâm coming from and seek the answers to educate me on whatâs being looked for hereâŚ
Taking an army that has a large number of unit types, like say Stetmann / Dehaka, then âcutting it in halfâ results in an army unit selection screen that resembles Swann or Alarak - and both their armies are comprised primarily of âgeneralistsâ with different support options.
Even when the basis is a bunch of generic units with access to one of two different tech options? Also, remind me of how large the Terran and Zerg armies were before they were broken down into 1-3 different commander options? You know, the generalist armies in campaign with many support options? Protoss campaign units splits up just as much with them composing four coop commanders.
However, a âtraditionalâ commander would be forced to share the masteries, topbar power selection, and innate commander bonuses with both tech trees. At this point, what is really going to drive the âradical differences in playstyleâ between the tech choices?
And if the âDifferent extremesâ is such an issue, please look up Varian Wrynn of Blizzardâs Heroes of the Storm, a hero who can permanently pick one of three different roles; disruptive tank, high speed duelist, or bursty armor busting assassin. Iâm pretty sure if Blizz could design someone like this, making a commander with two different trees should not be hard. Masteries arenât that hard given they are generic bonuses, and topbar could be determined/changed by what tree is picked (somewhat like a pick one for all version of Zeratul).
At which point, wouldnât it be more effective (and money making) to release the âfusionâ as two separate commanders?
Wouldnât it be more interesting if the commander was two for one? I mean, who could resist such a deal?
Otherwise, especially if you start to tweak topbars to be âappropriateâ to the tech tree chosen and have a massive unit list that ultimately results in two âfleshed out armies post-choiceâ - youâre basically taking and fusing two commanders into one and âslippingâ the choice of commander from pre-game to in-game.
And besides, itâs a generic tech tree base, relatively underpowered on its own, with access to one of two radical variants and associated topbar and super units. And be honest; the concept has room to stick to the â9-11 unitsâ rule that Coop runs by. Just list the base unit/defenses and what they can âevolveâ too, plus the super/exclusive units.
And if youâre going to be âriskyâ with the choice - where itâs possible to âinadvertentlyâ lock the player out of the tech tree that was designed to defeat certain comps - how would you ârecoverâ from making the wrong choice when facing the comp that kills your chosen comp?
Well, it wouldnât be much of a game if there was no risk. Seriously, Tychus has to make that choice throughout the game. âDo I go with Rattlesnake for healing or Sirius for turrets? Should I go with Cannonball for tanking or Sam for killing? Vega or Blaze? Nux or Nikara?â Zeratul has LESS ability to recover if he picked the wrong topbar power. And then thereâs the high cost/investment commanders, like Nova, Abathur and Karax; what happens when you lost your army? Hope you can make a new one before the next attack? What if your Fenix âCarrier Meâ tactic flopped hard? Your Raynor infantry blob was wiped out? You lost your upgraded Assault Galleons (and all Hans on deck)? Should you fire your ultimate ability now or save it for later?
Point is: ârisk and rewardâ is a variable dependent on player skill and preference. The only time a developer should balance that is when they are far from equal (too much reward for no risk, too risky for little gain, etc).
If the âswappableâ Commander is only using half of their "Stetmann/Dehaka sized unit type allotment in a mission, then the Commander is going to either have 2 masses of âgeneralistâ units or face the potential to âlock outâ a hard counter to what the enemy comp is throwing at them.
Again, VARIANTS; like colonial trooper could have a grenade launcher whereas zombie trooper would have parasite/Corpser bullets? And do you mind defining âgeneralistâ because you seem to have a unique definition of âradically differentâ? I mean, are Cyclones âgeneralistsâ? Or marines, hyrdas and stalkers? They all can fight any target effectively, and are effected by more or less the same counters (i.e. banelings, siege tanks, etc). Are Goliaths and Vikings âgeneral support?â Are Zerglings and Zealots the âgeneral frontliners?â
Or are your âgeneralistsâ basically the most common type of unit used by a given commander? In which case, there are commanders who use anywhere from 2 to four different unit types in any strategy.
Itâs also more âaffect playstyleâ than âaffect your available countersâ.
If the Swappable Commander has âgeneralistâ topbar, mastery, and commander bonuses to go with the above âgeneralistâ army, how âradically differentâ are they? Most of your âgeneralistâ damage coming from Air or Ground sources? Ranged vs Melee? Gonna run into situations like Swann who has Ground to Air Goliaths, Cyclones and Thors (and we all know which one of the three tend to be picked for any given taskâŚ)?
Hereâs an idea I doubt you considered: the topbar is locked UNTIL you picked one or the other tech tree. As for Swann, remember that each unit can counter different targets well; Goliaths rock against hard air targets like battlecruisers and carriers, but Thors can tank well, restore themselves, and beat out Mutas and Phoenixes while having those back cannons. As for Cyclones? Use them for objectives and if you like kiting.
And if a âlockoutâ situation exists, what exactly are the plans to âcounteractâ said lockout and keep the commander viable in what many may start to view as a âno winâ scenario?
You keep using âlockoutâ to describe a situation that, at most, removes access to a handful of upgrades, some random topbar abilities, one super unit, and maybe a random support/auxiliary unit or two. Itâs as though youâre under the delusion that you know what someone else is talking about better than everyone else, including the guy talking.
And if the âswappableâ commander is given a full set of units, 2 topbars which activate based on the selected âtech treeâ, and masteries that affect the different trees in different ways, at what point would Blizzard (or anyone else for that matter) say that this â2 full commander fusionâ should be released as two separate commanders (or start demanding fusions of existing commanders so that they too can enjoy picking exactly which unit set they want once the mission has commenced instead of having to do so prior to picking their random mission)?
Correct me if Iâm wrong, but doesnât Zeratul have, essentially, 54 potential topbar combinations that he can complete in under 12 minutes? And Tychus can have potentially 1680 comp combos, not factoring gear upgrades? Also, â2 full commander fusion?â Think Han and Horner.
Quick stabs:
No, I donât know more about what your thinking than you know what Iâm thinkingâŚ
Though while Swannâs AA is âgoliath great vs armored, thor great vs. lightâ, many people notice that the Goliath AA, especially en-masse as is typical of a Swann build, is âmore than capableâ of deleting Muta/Scourge/Phoenix wings as well as a Thor (and faster tooâŚ). This is a fair example of âtoo generalizedââŚ
Han & Horner, if you separate them out, arenât 2 full commanders. Han is the "disposable mineral dump/ground units while Hornerâs the âbig buff Air supportâ.
Finally, all that I can think of is a debate that was had back on the old forums. Thrust of the debate was âI play random map for the bonus XP, and I want to be able to adjust my masteries after knowing what map Iâm getting because, say, a hero Nova sucks on defensive missions while Unit Nova is âsuboptimalâ on many offensive ones. Or Defensive Karax for DoN / TotP / ME and Army Karax for Void Thrashing, L&L, Rifts⌠and âgeneralizingâ the masteries makes for a meh commanderââŚ
Response was âyouâre being given extra XP for facing off against the RNG. If you want to avoid the RNG, pre-select both your masteries and map. Yeah, itâs a slower slog through the levels but youâll still get there.â
And now we have even more RNG goodness heaped upon us via Brutal+âŚ