Increase the number of starting workers

as it is, the game takes a lot of extra time just because of the extended buildup phase. if they doubled the number of initial workers, the game would be more fun.

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That’s part of the appeal! There’s a few minutes’ calm before the storm. Personally, I find SC2 way too fast, I can’t keep up. Which is why I play far more SC1 than SC2. Otherwise SC1 would just be like SC2 with different graphics…

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they could add it as a mode called quickstart. i am playing starcraft 2 more than starcraft 1 because it is faster paced.

I think I played some custom map that starts with more workers but it was long ago. In reality, increasing worker count from the get go, means more income flow, and some race ,probably the zerg, will get a serious head start and will start popping countless lings.

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the zerg needs to build the spawning pool before they can produce zerglings. by then, a terran player can get up a barracks and a bunker and marines while a protoss player can build a gateway, forge and photon cannons.

The difference is that Terran and Protoss can only build one worker at a time. Zerg can spawn up to 3. So, with a higher income, Zerg will start faster. An early zergling rush is already hard enough to beat.

Think: a Terran player will need to build a supply depot, a protoss player a pylon. When they have the supply, they can still only train one worker at a time, regardless of how many resources they have. After the overlord is spawned, there will be at least 2 larva ready to mutate, and the player is likely to have 100 minerals.

Try it: make a multiplayer map with “use map settings” and have each player start with 6 or 7 workers. (Use computer AI to test by yourself.) That is, if you can bear to use ScmDraft 2…

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SC2 is SC2, SCR is SCR, please dont make stupid references to incorporating things from broken SC2 into SCR.

SCR is the perfect game. Learn to play it, or return to noob world of SC2.

I left SC2 and went back to SCR the second it was released, so sick of how stale SC2 online play is, its disgusting.

Also BaggyT is correct, Zerg would be unstoppable, every game would be hatch first.

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terrans can build both a supply depot and a barracks at the same time by diverting personell while the protoss can use one worker to build every building.

Terran and Protoss are still restricted to training only 1 worker at a time, which is the major issue.

How much Zerg do you actually play? You’re trying to argue a point, but I wonder how much experience you have? I’ve been playing SC1 since around 1999 (I didn’t get it straight away when it came out), and I find it vastly superior to SC2 (but that’s just my opinion).

Terran also need to have a worker to build their building, taking up 1 valuable supply, making them slower.

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i do play zerg a lot but, i also know how to defend against them as other races.

i think you post is just insulting to the game…
You question sure isnt …
But your comment " the game would be more fun" …
You know that… why ? than you argue " the game takes a lot of extra time just because of the extended buildup phase " So what ?
Beginning with Strategies like earlie pools, Proxy hatch, Gateway, Barracks…
THan we have the scouting, and the Basemanagement, Minerals mining…
All these things come into play in earliest early game …
Sure, we can argue if more drones,etc. would rush the action we wait for …
But it is a essentail part of this game, the part where the players focuses, micros his workers for the best possible mining or whatever( earlie scouting, pools, etc.), where the players sometimes talk or writes, thinks about his/her strategy, it is the tranquility before the storm, doesnt matter if you like it or not …
IT is a part of the game…
SC2 is an other game, if you like it more play it that simple it is …

Now an other aspect is that SC2 is a game made in an other time and for other people. People who dont live in the moment and dont appreciate peace, calmness, instead they rush from moment to moment …
Like many MMO and modern game their fundation is set to throw the player immediatly into action without many thoughts, so many games as possible in the shortest time possible…One/two clicks all the units move, no mining managment, all units/buildings with sterile looks,etc.

The thing is even MMO we can find the tranquility. Look at League of legends, the inical 2 min. or so “nothing happens” but even there we see the position seeking, some moving around some champ getten killed, etc. in Starcraft 1 we also got things to do as i already mentioned …

So … I think you didnt play or learnt that much about Starcraft 1, what brings me to the next point …
Why do the newbies come after a couple of matches and think the hole game should be changed for them, when they didnt even know that much about it + why the things are how they are ?

It might all sound a little to angry and critical … But i dont want to leave you without something … So read …

Actually there is a mode/map typ where you can go directly into action it is called “fastess possible”

Also isnt it a natural thing for most RTS that there is a "building phase " ?
Even Starcraft 2 … What you asking for is maybe a mode with right away minerals /gas …

THat mode/map typ is called " 999999 Minerals/gas " or something similar …

And since we are the end what you mean by “extended buildup phase”
Age of empires 1/2/3 has a even more longer " extended buildup phase"
…
Also wouldnt that mean Starcraft 2 would be more fun ?
I enjoy SC2 but it is not more fun than broodwar, for me at least …
So your comment on that is totally wrong…

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funny you should mention age of empires, as there players starts with more workers(at least in age of empires 3). another thing that is better in age of empires, is that all resources can be gathered from the beginning, and the player starts with more resources.

So go play Age of Empires! :wink:
You can check the timings of build orders on SC fairly easily. It would definitely make it imbalanced.

It’s funny that you think increasing working count will make the game faster, because SC2 starts with 12 workers and it is WAY slower of a game compared to BW - nothing really happens until 8 minutes, and then the game is decided instantly in one battle.

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starcraft 2 have slower resource gathering. think it is about half of starcraft 1(8 per load in starcraft 1 and 4 per load in starcraft 2).

If you double the workers then you remove (at least for zerg) 4,5,6,and 7pool. Im sure you also remove a few builds for protoss and terran. If the game is to slow for you then may i suggest creating a custom game with #x2 in the title to make the game move faster.

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Funny you only take a part of my argument and just ignore the rest … Read think than write …

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SC1 is 8 minerals/gas, SC2 is 5 minerals and 4 gas.

Assuming races start with 6 workers instead of 4…
Here are the timings in “game seconds” and assuming the resources are always available when needed as it’s difficult to track that throughout the game. Note that although Zerg start with 3 Larva, I will assume they can’t mutate all 3 right from the start (i.e. starting with 50 minerals). Also assuming things happen immediately (i.e. removing the human delay component).

Terran:
0 game seconds: Begin building SCV (7th).
20 secs: Begin 8th SCV.
40 secs: 9th SCV.
60 secs: Begin building Supply Depot and 10th SCV.
80 secs: Begin building Barracks.
90 secs: Begin 11th SCV (as Supply Depot is finished).
…
160 secs: 1st Barracks finished, Marines start to be produced.
184 secs: 1st Marine produced.

Protoss:
0 game seconds: Begin building Probe (7th).
20 secs: Begin 8th Probe.
40 secs: Begin building Pylon and 9th Probe.
70 secs: Begin building Gateway and 10th Probe (as Pylon is finished).
…
130 secs: 1st Gateway finished, Zealots start to be produced.
170 secs: 1st Zealot produced.

Zerg (1 hatch):
0 game seconds: Begin building Drone (7th).
Under 20 secs: Begin 8th Drone (as Larva is available and there is more higher income).
Under 30 secs: 9th Drone.
Soon after 30 secs, when resources are available: Begin building Overlord.
When resources available (probably around 50 secs): Take Drone from minerals, begin Spawning Pool, build another Drone.
…
130 secs: Spawning Pool finished, begin producing Zerglings.
158 secs: 1st (and 2nd) Zergling produced.

Zerg (2 hatch):
With the increased income, the 9th (or maybe even 8th) Drone could be used to begin the second Hatchery. This would be at 60 seconds (or 40 seconds). By the time the next Drone is made (no Overlord needed as the Hatch mutation uses up the Drone), there will be enough for a Spawning Pool. So…
160 secs (or 140): Spawning Pool finishes.
200 secs (or 180): Second Hatchery finishes.
188 secs (or 168): 1st (and 2nd) Zerglings produced.
Despite Zerglings taking 28 secs to spawn, Larva is produced every 20 secs, resulting in much faster build times. While the Spawning Pool is being built, Overlords can be created, and with 2 Hatcheries, 4 Zerglings are being produced every 20 seconds. Get a 3rd Hatch… Zerg are unstoppable.

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So no change i hope …XD

there is other things that can be balanced like reducing the build time of the barracks to that of the gateway. the gateway currently takes 20 seconds less to build than spawning pool and barracks.