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Staredit Network -> Mod Production & Showcase -> Starcraft Team Fortress v2.4.4
Report, edit, etc...Posted by Sephiroth-Cetra on 2006-12-28 at 15:18:55
STF is a very great mod. Hopefully we can get back some of the popularity that it once had.
One of my first thought when I played STF was about the lack of unit hierarchy. I really loved that. It irritated me when you go for an early game strategy, then get owned by a couple higher-up units on the techtree. That and "Fear the 7 [I think it was 14 back then, though] damage Wrench of doom!"
Report, edit, etc...Posted by Hercanic on 2006-12-29 at 10:34:03
Dear Sephiroth-Cetra:
Heh, yes, at one point all units had their health and damage doubled from what it is now. However, this reduced the effectiveness of armor and weapon upgrades, so I elected to cut everything in half.

As for unit hierarchy, I'm very glad you liked one of the core aspects of STF. Strategy games with their tech trees and unit hierarchy had always struck me as emphasizing pre-planning rather than adaptive and tactical planning. In many strategy games, to be successful you must begin the game with a set build strategy in mind and work towards that as fast as possible.

I wanted to create a game where it didn't matter what build route you took, instead it all came down to how you decided to use the unit types you chose and adapt your decisions based on the enemy's response. That way, players are given the chance to succeed in any battle based on their tactical choices, not their build strategy.

This approach ultimately leads to intense and varied battles involving any manner of units. It also reduces the learning curve for STF, making it simple to learn but difficult to master, which is especially crucial to mods due to their smaller and less committed audience (it's free, people didn't pay for it so they won't spend as much time with it if it frustrates them or doesn't hold their interest).

ADDITION:
Are you touchin' me, dirtbag?

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