QUOTE(Mini Moose 2707)
I've came up with an idea that might be great but can be controversial: Raising the spawn time
OMGWTFMOOSE???6
QUOTE(Mini Moose 2707)
1. Team killing becomes less viable with a higher respawn time
I VERY rarely actually saw team killing going in a game anyway... The times I did, it only came from unrespectful, or bad mannered members that don't care to play the game. I don't think it's a matter, at this point... Most people play it fair.
QUOTE(Mini Moose 2707)
2. You'll micro more carefully because you have to wait longer to get more units
Okay, seriously, do you think a newb will micro more (granted he didn't micro in the first place), if he was given more time before respawn? I don't think so. You either play this game for "omg it'z teh UMS map!" or you play it to have fun and improve your micromanagement skills. Besides, it'll make the map kinda like TMA: Your opponent will have much more time to lay siege on your Overmind, and make the game even harder...
QUOTE(Mini Moose 2707)
3. If you win a battle, you'll have more time to damage the Overmind as your reward
I do believe 20 zerglings over 7-8 seconds do an already enormous amount of damage to the Overmind... I don't think they need more time than that :/
Exception being, if you raise the health of the Overmind (if possible?)
QUOTE(Mini Moose 2707)
4. People will stop overusing ITs and Scourge because they have to wait longer to get new units
Okay, first, just delete them if you don't want people to "use" them -.-.
No one really use them alot anyway... At least not in the games I played. You can't just run towards your opponents and hope to ram into them with an IT or 2-4 scourges... And it's their problem if they only have a bunch of unmicroed units. That's where micro comes into play in the first place (and will eventually decide on the winner).
Suggestion: You might want to have a higher "cost" for the Infested Terran; in which, it would cost like 200 or 300 points (score) to make one. It'll cover up for the already-enormous destructive potential it has. Same for Scourge, perhaps...
QUOTE(sckor)
I still don't get how suiciding would help you and why everyone is talking about it.
some one Help!
I don't think you should be playing Uberena in the first place, if you don't know the point of suiciding your units... But eh...
- What if you have an observer/medic/zergling/ATA units remaining, and, being in a UMS micro map, your opponent decides you shouldn't die yet? Would you rather suicide the single, almost-useless unit, or stay on the battle field and do basicaly nothing?
- What if you have a fleet of 12 mutalisks, and your opponent (not being an idiot), gets a fleet of 7 Valks? I don't think you'd even want to try that scenario... Which is why you should just suicide instead of giving the opponent 12 free kills. He'll just go and suicide after anyway, too
Hope that helped.