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	<title>Comments on: Automation and UI improvements in StarCraft 2</title>
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	<link>http://www.sc2blog.com/2007/10/14/automation-and-ui-improvements-in-starcraft-2/</link>
	<description>The Official Unofficial StarCraft 2 Blog</description>
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		<title>By: Jay</title>
		<link>http://www.sc2blog.com/2007/10/14/automation-and-ui-improvements-in-starcraft-2/#comment-9571</link>
		<dc:creator>Jay</dc:creator>
		<pubDate>Tue, 14 Jul 2009 22:51:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.sc2blog.com/2007/10/14/automation-and-ui-improvements-in-starcraft-2/#comment-9571</guid>
		<description>as if blizzard is going to cater to the few pro-sc players. their gonna add auto everything to the game and the newbies are going to love it. I can see now that starcraft 2 will not require half the amount of focus sc1 required. Lets just hope they add more strategy to it and release another sc1.</description>
		<content:encoded><![CDATA[<p>as if blizzard is going to cater to the few pro-sc players. their gonna add auto everything to the game and the newbies are going to love it. I can see now that starcraft 2 will not require half the amount of focus sc1 required. Lets just hope they add more strategy to it and release another sc1.</p>
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		<title>By: meru</title>
		<link>http://www.sc2blog.com/2007/10/14/automation-and-ui-improvements-in-starcraft-2/#comment-9210</link>
		<dc:creator>meru</dc:creator>
		<pubDate>Sat, 18 Apr 2009 05:40:01 +0000</pubDate>
		<guid isPermaLink="false">http://www.sc2blog.com/2007/10/14/automation-and-ui-improvements-in-starcraft-2/#comment-9210</guid>
		<description>MBS is not that much of a &quot;easymode&quot; compared to auto-mining to be honest. Assuming the play will be exactly like Starcraft 1, you really won&#039;t get to use MBS to any extent until around mid game because early on, every mineral is precious and you don&#039;t want to wait for 200 mineral to gather to make 4 marines when you can make them faster every time you get up to 50 mineral.
And getting multiple buildings to create units is not that hard even later.

I feel Auto-mining will definitely make it less clicky (which is something I approve because it&#039;s just boring as hell).
I have no problems with the improvements they make as long as unit management doesn&#039;t become like Company of Heroes of Dawn of War II</description>
		<content:encoded><![CDATA[<p>MBS is not that much of a &#8220;easymode&#8221; compared to auto-mining to be honest. Assuming the play will be exactly like Starcraft 1, you really won&#8217;t get to use MBS to any extent until around mid game because early on, every mineral is precious and you don&#8217;t want to wait for 200 mineral to gather to make 4 marines when you can make them faster every time you get up to 50 mineral.<br />
And getting multiple buildings to create units is not that hard even later.</p>
<p>I feel Auto-mining will definitely make it less clicky (which is something I approve because it&#8217;s just boring as hell).<br />
I have no problems with the improvements they make as long as unit management doesn&#8217;t become like Company of Heroes of Dawn of War II</p>
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		<title>By: cJw</title>
		<link>http://www.sc2blog.com/2007/10/14/automation-and-ui-improvements-in-starcraft-2/#comment-7204</link>
		<dc:creator>cJw</dc:creator>
		<pubDate>Sat, 20 Dec 2008 12:20:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.sc2blog.com/2007/10/14/automation-and-ui-improvements-in-starcraft-2/#comment-7204</guid>
		<description>I&#039;ve been waiting for &#039;auto-mining&#039; in starcraft since the day it came out. What? I can&#039;t rally to a mineral cluster? wtf!?

MBS, however, is a little more un-starcraft, imo.

I don&#039;t see the other issues as issues, really. Formations could be an issue, but we&#039;ll have to see how that plays out.</description>
		<content:encoded><![CDATA[<p>I&#8217;ve been waiting for &#8216;auto-mining&#8217; in starcraft since the day it came out. What? I can&#8217;t rally to a mineral cluster? wtf!?</p>
<p>MBS, however, is a little more un-starcraft, imo.</p>
<p>I don&#8217;t see the other issues as issues, really. Formations could be an issue, but we&#8217;ll have to see how that plays out.</p>
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		<title>By: Joe</title>
		<link>http://www.sc2blog.com/2007/10/14/automation-and-ui-improvements-in-starcraft-2/#comment-7180</link>
		<dc:creator>Joe</dc:creator>
		<pubDate>Wed, 17 Dec 2008 07:03:08 +0000</pubDate>
		<guid isPermaLink="false">http://www.sc2blog.com/2007/10/14/automation-and-ui-improvements-in-starcraft-2/#comment-7180</guid>
		<description>I don&#039;t represent this website, but as far as I know, units don&#039;t get stronger, and zerg group bashes do not receive extra effects/bonus. I would guess the reasons are more or less related to simplicity and clarity for the player and audiences.</description>
		<content:encoded><![CDATA[<p>I don&#8217;t represent this website, but as far as I know, units don&#8217;t get stronger, and zerg group bashes do not receive extra effects/bonus. I would guess the reasons are more or less related to simplicity and clarity for the player and audiences.</p>
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		<title>By: Anonymous</title>
		<link>http://www.sc2blog.com/2007/10/14/automation-and-ui-improvements-in-starcraft-2/#comment-7177</link>
		<dc:creator>Anonymous</dc:creator>
		<pubDate>Mon, 15 Dec 2008 08:32:21 +0000</pubDate>
		<guid isPermaLink="false">http://www.sc2blog.com/2007/10/14/automation-and-ui-improvements-in-starcraft-2/#comment-7177</guid>
		<description>First I would like to say that article was great, I completly agree with the writer. I have two questions that I have not seen addressed any where:

1. Is there any form of veterinary in this game? Meaning the more a unit kills the enemy the stronger it gets? I would actually prefer that over the simple &quot;buy an upgrade button&quot;.

2. Do the zerg get an added effect/bonus when they attack in numbers? I saw a few videos where they simply surrounded and just trash a substantial enemy.

Thank you</description>
		<content:encoded><![CDATA[<p>First I would like to say that article was great, I completly agree with the writer. I have two questions that I have not seen addressed any where:</p>
<p>1. Is there any form of veterinary in this game? Meaning the more a unit kills the enemy the stronger it gets? I would actually prefer that over the simple &#8220;buy an upgrade button&#8221;.</p>
<p>2. Do the zerg get an added effect/bonus when they attack in numbers? I saw a few videos where they simply surrounded and just trash a substantial enemy.</p>
<p>Thank you</p>
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		<title>By: goladragon</title>
		<link>http://www.sc2blog.com/2007/10/14/automation-and-ui-improvements-in-starcraft-2/#comment-4156</link>
		<dc:creator>goladragon</dc:creator>
		<pubDate>Mon, 02 Jun 2008 01:29:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.sc2blog.com/2007/10/14/automation-and-ui-improvements-in-starcraft-2/#comment-4156</guid>
		<description>Much of the pro-SC gaming community doesn&#039;t like Multiple Building Select because they worked long and hard to get really good micro, and feel that the skill that they have aquired will be made useless, and fear that less skill will be required to master the game. I find this kind of argument totally against the entire spirit of game development. Good games are easy to play, and strategy games are no exception. Some anti-MBSers have argued that wth MBS macro will be so easy that all games will become rock paper scissors between players because they will all have similar micromanagement skills. I think that these players underestimate how important micro is. No matter how good your macro is, if your opponent is winning on the battlefield, they&#039;re going to have the advantage in terms of population, army size, and tech. Reducing macro is good, because macro is boring. It&#039;s just a fact. It&#039;s one of the reasons that Heroes and creeps were introduced in to WC3. While SC2 shouldn&#039;t go too much in that direction, MBS is just plain common sense.</description>
		<content:encoded><![CDATA[<p>Much of the pro-SC gaming community doesn&#8217;t like Multiple Building Select because they worked long and hard to get really good micro, and feel that the skill that they have aquired will be made useless, and fear that less skill will be required to master the game. I find this kind of argument totally against the entire spirit of game development. Good games are easy to play, and strategy games are no exception. Some anti-MBSers have argued that wth MBS macro will be so easy that all games will become rock paper scissors between players because they will all have similar micromanagement skills. I think that these players underestimate how important micro is. No matter how good your macro is, if your opponent is winning on the battlefield, they&#8217;re going to have the advantage in terms of population, army size, and tech. Reducing macro is good, because macro is boring. It&#8217;s just a fact. It&#8217;s one of the reasons that Heroes and creeps were introduced in to WC3. While SC2 shouldn&#8217;t go too much in that direction, MBS is just plain common sense.</p>
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		<title>By: virLudens</title>
		<link>http://www.sc2blog.com/2007/10/14/automation-and-ui-improvements-in-starcraft-2/#comment-3007</link>
		<dc:creator>virLudens</dc:creator>
		<pubDate>Fri, 25 Apr 2008 04:39:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.sc2blog.com/2007/10/14/automation-and-ui-improvements-in-starcraft-2/#comment-3007</guid>
		<description>I have to say that I don&#039;t really like the idea of unit formations in starcraft. Not because it would lessen the amount of skill required, but because it just wouldn&#039;t look as good.
It just looks better to have units pouring in.
Pathing needs to be improved, but formations would just be ugly.</description>
		<content:encoded><![CDATA[<p>I have to say that I don&#8217;t really like the idea of unit formations in starcraft. Not because it would lessen the amount of skill required, but because it just wouldn&#8217;t look as good.<br />
It just looks better to have units pouring in.<br />
Pathing needs to be improved, but formations would just be ugly.</p>
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		<title>By: meh...</title>
		<link>http://www.sc2blog.com/2007/10/14/automation-and-ui-improvements-in-starcraft-2/#comment-1357</link>
		<dc:creator>meh...</dc:creator>
		<pubDate>Thu, 01 Nov 2007 19:07:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.sc2blog.com/2007/10/14/automation-and-ui-improvements-in-starcraft-2/#comment-1357</guid>
		<description>I&#039;ve got two other ideas in my head, #!: I&#039;d like there to be a &quot;pace&quot; ability so that a unit will follow or slowdown so they can stay in a group. so you could have mutilisks and overlords sweep and area togeather, or have carriers fly under an arbiter easier, that kind of thing. #2; I like the formation thing, maybe something where you can set a formation, like you set a unit group, and then you hit a button and the units reform in the spot you click, alowing you to react to a back attack for example w/out having to make all your units stop, break formation, and then reform.</description>
		<content:encoded><![CDATA[<p>I&#8217;ve got two other ideas in my head, #!: I&#8217;d like there to be a &#8220;pace&#8221; ability so that a unit will follow or slowdown so they can stay in a group. so you could have mutilisks and overlords sweep and area togeather, or have carriers fly under an arbiter easier, that kind of thing. #2; I like the formation thing, maybe something where you can set a formation, like you set a unit group, and then you hit a button and the units reform in the spot you click, alowing you to react to a back attack for example w/out having to make all your units stop, break formation, and then reform.</p>
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		<title>By: Zelnaga</title>
		<link>http://www.sc2blog.com/2007/10/14/automation-and-ui-improvements-in-starcraft-2/#comment-1286</link>
		<dc:creator>Zelnaga</dc:creator>
		<pubDate>Thu, 25 Oct 2007 16:45:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.sc2blog.com/2007/10/14/automation-and-ui-improvements-in-starcraft-2/#comment-1286</guid>
		<description>i agree with Bashologist in that if we let it be too automated it will be more of a movie.  pros in SC1 have already conqured the spells that their race has. if we put fast casting in yes it will make it ez but will give an advantage to the spellcastors maybe to the point that real attacking units.</description>
		<content:encoded><![CDATA[<p>i agree with Bashologist in that if we let it be too automated it will be more of a movie.  pros in SC1 have already conqured the spells that their race has. if we put fast casting in yes it will make it ez but will give an advantage to the spellcastors maybe to the point that real attacking units.</p>
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		<title>By: bashologist</title>
		<link>http://www.sc2blog.com/2007/10/14/automation-and-ui-improvements-in-starcraft-2/#comment-1257</link>
		<dc:creator>bashologist</dc:creator>
		<pubDate>Mon, 22 Oct 2007 00:29:12 +0000</pubDate>
		<guid isPermaLink="false">http://www.sc2blog.com/2007/10/14/automation-and-ui-improvements-in-starcraft-2/#comment-1257</guid>
		<description>Why not have the units attack by themselves too? Sending an attack command is too tedious. Lets have it pick what units to build, attack, micro, etc. It&#039;s gonna be more like a movie than a game.</description>
		<content:encoded><![CDATA[<p>Why not have the units attack by themselves too? Sending an attack command is too tedious. Lets have it pick what units to build, attack, micro, etc. It&#8217;s gonna be more like a movie than a game.</p>
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