Using Starcraft as an RTS model one quickly sees a very obvious theme about the use of teleportation i/mass transportation an RTS.
Take the Zerg- Their teleportation mechanism is the nydus network. In order to place one you need vision of the destination. The building takes a decent amount of time to construct and can be destroyed to prevent units from getting through.
The Protoss- The use of mass recall in starcraft 1 required a very advanced unit and once again the unit would have to be at the spot where the recall is to take place.
The Terrans- Only mass dropships could acheieve the same results as a mass teleportation and the huge fleet of dropships made it very obvious what to expect.
This brings us to the issue of the SHipmaster. His teleportation can be executed anywhere without vision. This is a broken mechanic that good RTS games of the past knew to prevent. An army that can be anywhere at once simply cannot be beaten with all other things being equal. The ability of the arbiter to teleport to your base destroy it with the still powerful locusts then either teleport away to avoid your army or teleport home to defend is simply not a balanced concept. teleportation should always require actual fog of war vision of the area. There should be some level of warning that your opponent is attempting to transplant their entire army next to your base.
So your asking for a “heads up” when someone is about to teleport? How could this be achieved with the current game mechanics?
I ran into the shipmaster teleport/extraction harassment, it was terribly annoying and he kept my base destroyed it was no contest. To fix this there should be a no teleport zone on your bases make the army march in. Idc how powerful the locusts are they are easily countered but paired with shipmaster they are game breaking right now, it’s literally too powerful in the hands of the right person! I had cyclopses to counter them but they were too fast and the damage was crazy on my base then the teleport out really stalled me out then a few minutes later after getting my base back up he did it again, then his teammates slowly picked off my army until I was out of the game. Having my other two teammates backing me up wasn’t enough either.
That is why there should be a no teleport zone near bases, it’s simply to powerful. I’m not one to moan and groan I actually think it’s absurd how much locusts have been nerfed it’s just that hit n run shipmaster brings to the table that’s super op.
They must perfectly know what they are doing with the teleportation as it is. I think this is how the game is supposed to be. There are others mechanics that are simply overpowered. I’m thinking of cloaked unit not revealing their position when attacking added to the impossibility to force fire for example.
My guess is that it is meant to level the skill gap between players.
Teleportation is a problem, not only can you teleport without vision but it’s also almost instant.
I remember back in HW1 pelican transport was so smooth, and I think a similar concept could be introduced in HW2:
Teleport would be completely reworked and changed for Dropship Transportation, the mechanics are the same, you select the origin and destination but what happens next is a couple of spirit dropships would pick your units up and physically transport them to the destination. The dropships can be destroyed mid air and you’d get a warning if the game spots an incoming Dropship attack. If your Dropship gets destroyed so are your units.
What do you think?
> 2533274821521504;5:
> Teleportation is a problem, not only can you teleport without vision but it’s also almost instant.
>
> I remember back in HW1 pelican transport was so smooth, and I think a similar concept could be introduced in HW2:
>
> Teleport would be completely reworked and changed for Dropship Transportation, the mechanics are the same, you select the origin and destination but what happens next is a couple of spirit dropships would pick your units up and physically transport them to the destination. The dropships can be destroyed mid air and you’d get a warning if the game spots an incoming Dropship attack. If your Dropship gets destroyed so are your units.
>
> What do you think?
I think something like this would make the game better. This would probably allow Locusts to be unnerfed a bit.
At the very least, make it require line of sight on the area. Otherwise it breaks the function of fog of war
> 2533274821521504;5:
> Teleportation is a problem, not only can you teleport without vision but it’s also almost instant.
>
> I remember back in HW1 pelican transport was so smooth, and I think a similar concept could be introduced in HW2:
>
> Teleport would be completely reworked and changed for Dropship Transportation, the mechanics are the same, you select the origin and destination but what happens next is a couple of spirit dropships would pick your units up and physically transport them to the destination. The dropships can be destroyed mid air and you’d get a warning if the game spots an incoming Dropship attack. If your Dropship gets destroyed so are your units.
>
> What do you think?
I’m all for this. Shipmaster can keep Displacement and Extraction though
This is a tricky situation. If you change teleportation you gut Shipmaster to the point of uselessness. I think that the cooldown for teleport needs to be much longer than it is and it needs to cost more.
I don’t think making a vision requirement on teleport will do much of anything. Shipmaster already has access to the ghost, so all one would have to do is make a ghost and send it to where they want the teleport to go.
> 2533274812650916;9:
> This is a tricky situation. If you change teleportation you gut Shipmaster to the point of uselessness. I think that the cooldown for teleport needs to be much longer than it is and it needs to cost more.
>
>
> …
Very tricky. They would have to adapt a lot of things. I’m gonna repeat myself but this is the game.
I feel like RTS fans are seeing the limits of HW2’s gameplay 