Hunter_Killers wrote:C&F will win all the time unless you are making hordes of useless units because not only is it cheaper, I can make them alot faster to keep up with demand for something.
I also never had to cut my prices down because I was the only one making units anyone actually wanted along with all of their upgrades.
Every time I'm in the game I utterly destroy everyone as a merchant and the fact that 90% of the people that show up don't even use vent its boring as hell because I'm mostly making things for mesk except for the last game when the other warlords noticed i had a ton of useful units.
It's also really easy to miss merchants even having units or certain upgrades because of all the drop-down menu's you have to dig around.
I did intend C&F to be much more "flexible" than other merchant types when it would be much more tempting for warlords to put more hard cash into super combo units over the same base units (even if they are cheaper). After all, you would rather have 150 supplies of units worth 225-250 of fighting power over 150 worth of supplies of standard units.
Ultimately, I could always just cut the train time reduction that C&F receives per level.
Although probably the people not seeing the combo units easily might be the worse problem. Even worse might be that they see a combo merchant's standard units, doesn't realize he could have combo units and skip to the next one. That's one of the things that should be remedied by sticking all units into just plain "All units".
However for your victories, I would say it's because you and Mesk reunite all the good factors : a warlord (Mesk) that asks you for stuff, you make said stuff, Mesk buys, repeat, on top of you having all the right units in general. In addition, Mesk reasonably expand (and actually get 20-30 workers per expansion) to get the necessary cash.
That's comparing to most other players that just magically hope that the "right" stuff pops up, doesn't request anything (not even by private b.net chat), mostly just stick to their own trainable units, only attempt to fetch an expansion at most and so on.
To my logic, I often went 30-50 racial workers as merchant. Usually in early-mid to mid-game, warlords simply have quite a few minerals that they can mass spend on workers on their new expansion instead of putting 5-15 minutes to already start having any total return and much more. Unfortunately, people don't seem to realize that even if I advertised that.
I remember HKS being actually on the neg profit previous to last week. Could have remembered wrong tho. That time DoW and another player gave me the false impression that charglins were valuable for peeps so this time i rushed to get them. Big mistake
Anyway, I know you probably won't bother with it, but it would be nice to have the merchants focus less on faux base building and moreinto producing wares and maybe providing some stats that reflect the market so they can evaluate more easily what the market needs. I was thinking something akin to the Homeworld UI, getting rid of the standard interface for the merchants, so they have a wider FoV.
Chargelings CAN be very valuable IF you get the Zealot Charge research. At 130% price, they only cost 33 minerals which early on is clearly better than C&F level 1's 29 minerals (if adjusted) normal zerglings.
The drawback might be the rival merchant C&F gains level 3, he could sell Zerglings at 22 minerals (again if adjusted). Thus it might potentially question the Charglings' extra speed over being able to get 1.5x more standard Zerglings.
Also, all standard researches DOES affect combo units of the same base type. In other words, combo Zerglings also benefits from Zergling speed and Zergling attack speed upgrades (buffed from 20% to 35% in W&M).
Now Chargelings benefit from Zealot Charge research on TOP of it (both for base more increasing move speed + actually using Charge). Thus when you have all Zergling upgrades and Zealot Charge, Chargelings clearly shine in outmoving pretty much everything in the game.
Hmm, care to precise what you mean by "faux" base building for merchants? While I admit that it can be tempting to build more factories and such but ultimately you don't need it that much. Heck, I even added a dirt cheap merchant research called "Salvage" if they find out that they overbuilt.
As for stats to "reflect" the needs of the markets, I really don't see a viable way to do that holds water. Even if I decide to keep track of everything for stats, what was needed 10 minutes ago could radically be different from right now. Plus, I believe it might just reveal more than anything what one player bought (which should be at least semi-secret).
As for the Homeworld UI, I googled real quick and I honestly don't see what should be the real "features" via such different UI. I guess you would really need to link me a picture and explain to me how it could be.
Xenon wrote:I'll just throw out some ideas for an interface revamp. Clearly these are for discussion and long-term consideration since it would be a total rework of the triggers.
Instead of a list of names, it would be an array of buttons with icons. Probably 3 submenus in total, with units/combo/elite together, research, and custom units. Icons for each available item for the total of all merchants would be shown, with a small number at the bottom right of each button showing the total number available. The tooltip would show the item's name and description. This would allow far more items per page.
Clicking on this would bring up a small dialog showing the sellers with the item available, either as a list, or as several buttons with the info in their tooltips (cost, delay, energy etc.)
To be honest, for a full interface revamp I would be much more in favor of this idea. The exception would be that still keep the merchants' units separated but instead try to put as many as possible on a same dialog. If a single dialog is too full, you can press some buttons to change pages.
Interface-wise, I am thinking this :
Trigger-wise, I can probably get away with only scraping about 20% of my triggers (mostly all related to button buying & interface) with such idea. However, since I would have to think further about the specifics, it's clear that I won't change it really soon. Homework and exams are finally crawling up.
Although in the short term, ill probably put all unit types into "All units" and put all research types into "All researches" with my current interface which has the less work to do while having the most benefit until then.
Lavarinth wrote:You need to be direct, Ricky. Ask people "is the UI overwhelming," "how is the merchant gameplay," "is the warlord's UI interfering with gameplay too much?" Ask the questions, don't ask for pure suggestions, people will forget. Until I mentioned the UI being overwhelming, no one said a thing so you say "people don't complain," but now look- It would be beneficial to downgrade the complexity of the UI. It's impressive, yes, but not intuitive.
That would imply that I knew in advance that my stuff was "THAT wrong" with the minimal complains I had regarding this. That would also imply that I know the "right" questions to ask as the wrong questions tend to lead nowhere or in the wrong direction.
I tend to ask for suggestions since in general, if someone really see a problem in-mid game, it will in general say the problem and their perceived solution and in general I would note it down for consideration. If I start doubting everything of my works (to know the questions to ask), I might as well not do it.
The only big complain I had lately was that "W&M have too long games" which unfortunately by W&M nature, I don't believe there is much to do short of putting back 1500 minerals and 3000 vespene geysers which would make for too short games instead. I am not even sure if putting 3000-4500 mineral packs and 6000-7500 vespene geysers will honestly do the job. Wonder if I should also pump the extracting rate if I no longer make a "true" money map.
Yes, it *could* be beneficial but I am not going to jump into big interface changes if I am not reasonably sure that I can pull it off without lots of side issues. I want to avoid fixing a problem to create a new major one (the one being the major early undercutting). Out of all suggestions that seem honestly solid is Xenon's suggestion with a bit of tweaking.
However, W&M would be still fine with the current interface for the most part. Otherwise, complains about the interface would flooded much quicker or people would avoided my map like the plague already.