Starcraft 3 - #DoIT #FunWaiting

I would like to ask if a third part of Starcraft is planned. If not, could you finally consider creating one?

To support the idea of making Starcraft 3, I’d suggest taking a different approach from previous versions, which might attract both long-time fans and new players. There’s an online game called Tribal Wars and also Heroes 3 or Civilization — all turn-based games. You could create something similar, where players move around a world map, gaining something with each step. Every time they enter a new tile, it could trigger a 1v1 match.

Of course, there will be players who prefer not to play 1v1 — for them, you could offer an option to simulate the battle using AI. This way, players looking for a different kind of gameplay would also be encouraged to join.

You could also introduce leagues based on planets — for example, playing on a planet like Aiur, Haven, or another one — and each planet could represent a different rank, similar to the current leagues like Master or Bronze. This would get people interested in progressing through each world, for example, one world every three months.

As a C# developer, I would gladly help with developing such a game, and I’d be truly grateful for the opportunity to play something new in this universe.

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terrible ideas and no, there is no sc3 in the forseable future whats so ever.

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Thanks for your honesty — I understand that not every idea will resonate with everyone.

The concept I shared is more of a creative take, aiming to explore what could be rather than what is. I think blending classic RTS mechanics with turn-based strategy elements could open new doors, especially to attract players from outside the traditional StarCraft base.

As for SC3 — even if it’s not on the horizon, fans sharing ideas is one way to keep the universe alive and maybe inspire future directions. I’m not claiming it’s a perfect vision, just a passion-driven one. :slight_smile:

The Ideas are fine, but we should definitely get a Starcraft 3. That would be awesome!

if you take a classic rts like sc2 and add that bs, then it wouldnt be an rts or sc2 for that matter. thats why its a terrible idea. the game is the way it is, just like aoe and other rts, for a reason. when you change the mechanics of the game it no longer becomes an rts. understand

also adding in stuff like stepping on a tile to activate a 1v1 match, why, when people want to jump on a game they dont want to sit here and run around a world doing different things trying to land on a 1v1 tile. Something like that would take away from the game in so many ways. Time, your time, even more so. Most of us people who play starcraft just want to jump in a match fast, get through it and move on to the next. This idea of yours would also not work as there is other modes other than 1v1, like team games and coop. this is why your idea would never work. K.I.S.S. learn what it means. this is why battle aces is dead right now, they didnt follow K.I.S.S, instead they tried to make a fancy new designed play of rts and it failed terrible. I would say stormgates the same way, but they actually kept it standard, but with terrible balance and gameplay and thats why there next on the chopping block, which is sad cause in all honesty the game looked great till they brought out the op celestial race, which was basically an op protoss copy. Most people were on board with stormgate till they brought out the third race, that and the art style was bland and terrible but thats really just cosmetics.

im glad your trying to come up with ideas but you need to think how ideas would effect a game, and if people would like those ideas effecting the game.

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Imagine yourself youre making the game.

SC II WoL came out almost 15 years ago. Intall discs still with me btw :slight_smile: (same with D2+LoD all function fine)

What would you want ? More of the same ? Gameplay style the exact same as SC II ?

Then, why not make expansion to SC II ? Or Make a remaster, so that you can make proper modern ‘bloatware’ (WarIII remaster and no LAN under the guise of countering Davey Jones’ :slight_smile: ) with high poly models and great looking textures.

Who is your target audience ?
Blizz games of old at least had pretty good narration stories plus their visualization.

For me personally, somebody who never touched competitive for money or whatever, SC, Broodwar, or SC II, I only did pvp in arcade which wasnt the base game.

I used to like very much games like RA2, TS less so, Does anybody want a return to stricct SC I/II gameplay ? There are basics which work.

WarII and SC I have much in common compared to WarIII. WarIII down in basics feels very much like D2LoD hero system clad in RTS, both of which you are to manage.

WarII 1995, SC, 1998. D2/LoD 2000-2001. 2002 WarIII, 03 TFT I think, 2004 WoW.
SCII 2010.
HotS 2013
LotV 2015
Nova 2016

15 years from base game, 9 years since the last.
For me personally, 3 strict factions for cut throat pvp twitching carpal tunnel have serious limits to keeping things fresh. Add maps, change skins, it is still the same unlike with often reworkable factions that there were made for coop. Same with campaign units, like in the first WoL campaign. Unapplicable for this pvp style, which SCII was seemingly built for, based on how still popular SC BW pvp was in SK mostly afaik.

The pvp style makes the game ok for pvp and those who have either conditioned themselves or let others, hopping onto a train, I would think, a vocal minority who wants to be seen and heard and understood as the awesome elite crowd.

Then there is gameplay.

Are you conquering planets with waves of 100 marines ? Or in even smaller scope like in WarIII with upkeep up to 3 heroes, keeping under 50 pop thats like 15 units plus heroes.

From time of last WarIII like 2003, Blizz did no RTS until 2010 release, SC II iterations were being built for years, if you saw early build iterations, the gfx looked very similar to WarIII/TFT. It took years of experimentation and build up ofc.

For example, presume that SC III is in the making.
WIthout base building. :smiley: Or this is how revolutionaryDoW games went after DoW I, ech of which were inferior in their own merits apart from being newer.

Units in quads and retreats and what not like in CoH. Would you like that sort of game ? I know I would not.

Issue of running out of resources unless you expand toward the enemy. And lose the game. Infastructure being too expensive and you get into a position and mine it in 5 minutes, like some locust swarm.

This alone can prop up what I would call toxic behavior. Grab everything, the extreme zero-sum environment that can be very daunting and demanding on the player.

Is this a gameplay I can watch, a play between cat and mouse ? This is the usual SC II play. The gameplay if you can pull this off ? Few can do it. Skill expression in say banelings doing friendly fire. Lets say no parasites and other extremely toxic units arent there, but the gameplay still is to be interesting.

Thing is : Do you want to leave the old gameplay style, or do the same and expect everybody will love it and buy it because youll be marketing it ? What kind of values, or anti-values. Do units do hitscan, stutter stepping, Do all units have 100% accuracy ?

Are marines going to have 5 range, shoot 1 bullet at 0.86 speed ? with the sound of shooting however many ? Is the gameplay going to be less like reskinned WarCraft II, or something that has effectiveness and ranges. Arcs of fire. Perhaps resupply. Warfield didnt have have the Hot Shots magazine that never ran out of ammo. Effectiveness at range. A bullet flies far when shot high, but in air, air density causes it to lose velocity, depending on gun construction, ammunition, depends oh how accurate a bullet is and how long until it reaches the target.

What it impacts, armor, what not, is the armor resistant, or not at all, which might depend on range.
Artillery, mortar weapons, do they exist in SC ?
Siege artillery things that can have practically unlimited range, but not being uncounterable ?

In case you dont like RNG, which the mechanics I mention could imply, this is not really necessary, like just doing a fraction of damage.(after normal/traditional damage/armor if necessary)

This could open up possibilities of having practically larger maps, which you could do like by the way of reduction in unit size and slowing them down :slight_smile:

CoH games have things like suppression, but for some reason no friendly fire for MGs.
SC games of the past have had always very tactical minutiae action, filled with gotcha mechanics or skills that provide for a frustration material source.

Huge AoE one does friendly fire, the other doesnt.

SC Never had any fortifications apart from very local short range air defense, no trenches except in cinematics.In a more tactical setting, which generally the scale action within SC games it pretty much asks for it.

Campaigns showed some more complex war and economy etc., maybe blue and yellow crystals all got mined out lready and koprulu sector runs on newer maybe more or less efficient ores and fuels.

The implied scale of the game with huge ships is much bigger, maybe there would be a 100 infantry per tank ? Individual units in such a scale would still need to take up space, do you have a base defended, or youre forced to all in ? Empty fields with a few ramps ? Or overly open maps that are impossible to defend from anywhere ?

coop factions ended up having more interesting factions like the Mengsk one with the different flavor. But the premise being largely the same, a gameplay that to me, somebody who isnt keen on high apm, its the visual representation, effects and stuff that make up the atmosphere that make it look believable, like why is the gameplay interesting, or is it. Voicelines, unit sounds, skins are all nice and good, you could also have a more cinematic mode for players who arent keen on pvp style gameplay of constant maneuver no defense. It is easy making defenses weak, so, while I dont think this was a stong consideration in 1998, newer games consistently made offense pretty easy to pull off even with starting oh high ground ending up steamrolled, even when you put all the resources into proper counters. Plus the style being forced to expand into non-defensible positions, build bunkers make tanks, a mobile force can still come from an agle and concentrate firepower while your defenses always have short range, that is only good vs short range rushes until your dps cant keep up with the amount of units, say tanks have friendly fire broodlings help with that, banelings not.

Just using a sc 2 unit roster example where friendly fire works and where it doesnt. Mines dont do FF either. If there is AoE, then it doesnt distingish.

My points are that if you want cosmetic improvements to SC 2, then do a high poly remaster, add new campaigns like nova except I didnt like that weirdo thingy that was tried to be normalized, I sure dont have that kid of values and wont tolerate them and I wont be told from high above by some self-appointed oligarchical ‘royalty’ what is normal when it is against nature anyway :slight_smile:

People who love their WC III will still to their favorite game because they excel at it, if it doesnt conform to their style and mechanical skill expression which they did over the years like they did actual work, they will hardly like it.

I dont write that this is what SC III needs to be and is going to b, now, obey me, I dont know if there will be any and dont need to be preached to by preachers of moral relativism, which I dont believe in and dont subscribe to, simply because I am not their inferior and they are not my lords even if they imagine themselves to be. Moral inferiors wont be telling me what is right :slight_smile: Just because somebody with money tells a poop is a good snack, well, let them eat poop :slight_smile: There is right and there is wrong :slight_smile: and not just in my imagination. No need to drown in the minutiae of whims and taking them seriously. Actual reality is often more simple, there is actual beauty in it, physics dont change according to some entitled peoples wishes either. Thankfully so.

So, if there would be a remaster and new campaigns, they better not incorporate mental patient wards as main protagonists better be avoided, unless you wish to ‘inform’ those who do not know right from wrong from being drowned in lies, that would make their heads spin in ignorance.

There is also the question about Blizz having both the resources and people capable enough to deliver a product. Shiip also in box editions in case internet dies so that the game could be playable like I have say D2LoD still functional without any internet connections. SC II already ame with strings though. No LAN for ya :slight_smile:

I mean I dont see a reason why should anybody go online unless they wish to.
After all, if you sell something, you better deliver the product that is functional even without strings attached. Again, we are not talking between a master and a slave.

If such a misconception exists then it projects itself in how the customer is treated. Yes, I do understand there are some people who think they cant live without games and without internet, imagine the mental breakdown if any of these luxuries dont work. I guess the universe must be falling apart, it wont. Just in case, box versions with whatever mechanic or like cartridges in old games on consoles used to have, yes, those are costs, but it is one-time you dont have any further maintenance. It takes up physical space too, being too dependent on the internet is its own vulnerability, weakness. There are Davey Joneses anyway, I dont think they were really a factor as to why would want to insult your customers by trying to punish them for buying your product, how ? By making them look guilty when they did no wrong and no wrong was proven either. Again, this is a perverse behavior. Why ? If you get paid for your product, you want your product to be sold, to make a profit right ? If not, more like, oh, you are our slave, you will pay whatever we like, like youre selling somebody ‘white powders’. And think that you are an overlord over your customer, because he is apparently unable to exercise self-control, then abuse inevitably follows, because submissive behavior provokes, invites abuse.

I mean this is a cultural problem in general over most if not every game makers these days, who got used to their privileges and think they are their rights. If I proclaim myself an overlord over Blizz, I have the rights over their decisions, you could say, I identify myself as such. Is that the objective reality ? Will you start listening to me because I said so ? Of course. Right ? :slight_smile: If not, then why all the pretense and drama. Or is your status all based on fantasy ? And need to keep it up, so lets produce more fairy tales ? That ‘feel good’ but have nothing to do with truth. Majority of people generally like the feel good stuff.

Anyway, I quite liked the SC campaigns, while I liked WCII the most sound and graphics-wise, WCIII not at all.

How complex the combat, do units vet up, what are the economics, any logistics beside farms ? Production buildings, scale of combat, are the systems reminiscent of US wars in Korea, or Vietnam ? Plus engagement ranges are at ranges of bow and arrow ?

Or going with a reskin of sc 2 with improvements. It would still sell imo.

Cheers and thanks for anybody reading, including the not extremely polite confronting the narratives. I am not responsible for those who felt insulted. I try sticking to reality, not fantasy, so if that is insulting, that is being like akin to being insulted with reality and thus a non-issue. In general I dont like being blamed for things Im not responsible for :slight_smile:

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yo man no ones reading all that. way too much

I get where you’re coming from, and I also respect that classic RTS games have a formula that works and doesn’t need to be reinvented. But I think you misunderstood my idea a bit — I never suggested changing how the game is actually played. 1v1, team games, and co-op would still work exactly the same way.

What I was talking about was more about refreshing the frontend or presentation of the game — giving it a more immersive environment. Instead of just clicking “play” and waiting for matchmaking, there could be a more engaging interface or world hub that adds some flavor and variety without touching the core mechanics.

And let’s not forget, RTS games don’t attract only pros and hardcore fans. There’s also a whole group of casual players or people who just want to experience more story, maybe explore a new race or a continuation of the universe. Adding things like a fourth race with new lore, new maps, or new units wouldn’t break the game — it would expand it and help bring more people in.

More players means more revenue, and more revenue means more resources to keep improving the game. The 1v1 experience is already great — I wouldn’t want that to change either. But it wouldn’t hurt to make the whole package more exciting for a wider audience.

Another example that could revive the game and attract more players would be creating an internal competitive platform. You sign up for a tournament for a small fee, and you can win prizes or points that can later be exchanged for cash. There could also be live streams of the most exciting matches. The tournament mechanics are already implemented – it just needs a real, well-designed reward system. This would support the pro scene and help players train for real competitions, because the current format mostly teaches you how to climb the ranked ladder, not how to prepare for actual tournaments.

Such a system would bring more fun and new energy to the game, giving it fresh colors and more variety. It could also increase community engagement and make the game feel more rewarding and alive. Most importantly, it could shift the pool of players who have a real chance to compete in major tournaments – opening the door to more talents who currently don’t have the opportunity to break through.

Here is a Starcraft 3 Lore:

Its been 6 years since the defeat of Amon. But the Xel’Naga are imminent to the return of the Kurpuru sector. In an endeavor to take over the Kurpuru sector and make the life in it their own breaded succession they have taken to the skies again to meet their once innovated Protoss and Zerg. They have taken their once imagined aspirations to make a Xel’Naga breed equal to that of their innovative past generations through the merging of the Protoss and Zerg to a practical instantiation. And in their way they are willing to use their force to leave nothing outstanding of their intent.

On a planet far away the Xel’Naga have started what would be an experimental project to correct their plans and avoid any failures which resulted last time. Inside a Xel’Naga Laboratory lies a evolving tissue, small enough but still large with the amount of time given. The “Overmind” which sits there, unlike the past generation, was created to obey the Xel’Naga as an iterative evolution. Made on the same DNA synthesis as the dead Overmind in planet Char, this one is psionically evolved to the order and genetic style of the Xel’Naga. However the no matter amount of successful progress the Xel’Naga has had thus far, it was obvious to their foresight that they were going to achieve their goals through complications and and interference going forward. One such explanation of such is the interference of Terrans. Who have come to not only find the where abouts of the places around them but make their surroundings feel and be corrected to their presence and opinions.

Possible Starcraft 3 titles include: Starcraft 3: The Expansive War and Starcraft 3: The Celestial Space.

You can only reskin the same game so many times before gamers get bored. At that point, you have explored all the options so thoroughly that what’s left to do will radically change the nature of the game. You can’t do that because the player base likes the game for the way that it is. Basically a new game becomes viable when the risks of content fatigue (reskinning) outweigh the risks of reshaping the game (fundamentally reshaping it). In the case of starcraft, the risk of content fatigue is low because crazy numbers of people are still playing Broodwar as we speak. This heavily biases the analysis towards no new games. How does a game studio survive if it can’t create new games? By having a large collection of games that you rotate through. Hence why microsoft bought blizzard.

Other industries have similar problems and how it’s solved varies. Some move to a subscription service. Some deliberately shorten the lifespan of their products, like cheap tin-steel tools that will break after the third use. Some will try to drive up demand by starting social trends to use more of the product or finding new ways that the product can be used. A good example of this was peanut butter. Peanut butter was invented because they couldn’t sell any peanuts and so this created a new use for the peanuts.

How do you create a new use for a video game – it’s entertainment and doesn’t do much more. How do you drive up demand – it’s a one time purchase. How do you reduce the lifespan – video games last literally forever.

I think the most analogous scenario is anime. They need to charge $5/month for multiplayer. You can lose up to 95% of your customers doing this, but they weren’t paying you anything for the multiplayer anyway, and when you have 500k customers you’d still make 125k/year. In reality, 95% is an aggressive estimate and the number would probably closer to 80% and you’d have 500k/month which is plenty to pay a small dev team to produce new content. If it meant new professional content, I think people would be fine paying 5 bucks a month for it.

There are no zelnaga anymore.