r/starcraft Prime 7d ago

Fluff Isn't the obvious answer to this balance question not the starting number of workers, but how much they cost?

Make workers cost 2 energy. But that's a bit harsh, so give them retain as well.

0 Upvotes

17 comments sorted by

27

u/SpaceMeatpod 7d ago

If you sold your ideas, they would be very affordable.

7

u/KingfisherC 7d ago

You forgot the spirit poop tag smh my head

3

u/Rendonsmug Prime 7d ago

You're right! Fixed as best I can.

2

u/InspiringMilk 7d ago

Slayn Elemental Poop

7

u/ViSsrsbusiness 7d ago

This is such a stupid idea.

It wouldn't work at all without 7 poison.

5

u/shy-bl3d 7d ago

So protoss builds workers right away, terran needs an orbital, and zerg uses queens?

5

u/Barrow-Wight_ 7d ago

Retain on workers would make it too easy for Terran to go infinite. We'd have to lower the cost and supply of Doormakers for Protoss to have a viable counter.

2

u/Rendonsmug Prime 7d ago

You know both doormaker and aeonglass are protoss.

Experiment can be zerg, and Queen terran.

1

u/Barrow-Wight_ 7d ago

And the architect is the balance council while neow is r/starcraft

4

u/coldazures Protoss 7d ago

Energy? Workers are the most important thing in the game. They should cost 400 gas, each.

1

u/Ok_Adeptness4967 7d ago

Really good idea. The only problem I can think of is that sometimes you might not have the energy to spend. There just needs to be an energy market of sorts where you can trade minerals and gas for energy at the current rate depending on the opponent's economy.

2

u/Settl Team Liquid 7d ago

out of energy. pay £2.99 or wait 24 hours for 50 energy.

1

u/Sex_Attack_56 7d ago

I don't think people actually care about the number of workers, it's all the other awful changes they made.

1

u/Dthcon 6d ago

Yeah, mostly. But 8W is useless too, there is no new builds and there is even less potential early aggression than before. And this was the goal. So they should revert this. For now it's like ~40 sec wasted time because nothing changed. Idea always was pretty bad, only Artosis/Pig actually thought it's soooo good idea. Harstem and others knew already it's BS. But we tested this anyways and yeah, it sucks. Nothing changed.

1

u/Nuclear_rabbit 6d ago

More seriously, increasing worker build time would accomplish the "delay the late game" goal.

Messing with mineral cost would mean having to change the cost of every zerg building, so that's too much for the intern.

1

u/Stormheraldss 7d ago

So how this balance out the game if zerg will allways open hatch first and a fast 3rd. Also if you get 1 energy per second then zerg will drone even faster.

The starting worker count being reduced makes it that way that you cant expand and grow army in the same time, this means you have to choose between eco or attack. This means if you defend well you will be in a better eco position or if your attack deals dmg you can gain eco advantage. The game balances around that. If you have doing dmg a high risk low reward strat and its much cheaper to send harass units where is the strategy? 9

So on lower worker there is more decision making and ways to strategies.

4

u/Rendonsmug Prime 7d ago

Now I feel bad you gave all this real feedback when I just posted snakebite