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	<title>Starcraft 2 Fan Site &#038; Weblog</title>
	<atom:link href="http://www.starcraft2weblog.com/feed" rel="self" type="application/rss+xml" />
	<link>http://www.starcraft2weblog.com</link>
	<description>All about Blizzard's Starcraft 2</description>
	<pubDate>Tue, 29 Jul 2008 09:00:17 +0000</pubDate>
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	<language>en</language>
			<item>
		<title>Starcraft II Q &#038; A Batch 27</title>
		<link>http://www.starcraft2weblog.com/starcraft-ii-q-a-batch-27.page</link>
		<comments>http://www.starcraft2weblog.com/starcraft-ii-q-a-batch-27.page#comments</comments>
		<pubDate>Mon, 28 Jan 2008 06:02:55 +0000</pubDate>
		<dc:creator>Editor in Chief</dc:creator>
		
		<category><![CDATA[Blizzard]]></category>

		<category><![CDATA[FAQ]]></category>

		<category><![CDATA[Starcraft 2]]></category>

		<guid isPermaLink="false">http://www.starcraft2weblog.com/starcraft-ii-q-a-batch-27.page</guid>
		<description><![CDATA[	How will the map pool for the ladder be handled? Only maps made by Blizzard or will there be opportunities for mapmakers to contribute? If so, how will new maps be selected/balanced and how often are you planning on updating the map pool? 

	[Dustin Browder] The map pool for competitive play will only be Blizzard [...]]]></description>
			<content:encoded><![CDATA[	<p><strong>How will the map pool for the ladder be handled? Only maps made by Blizzard or will there be opportunities for mapmakers to contribute? If so, how will new maps be selected/balanced and how often are you planning on updating the map pool? </strong></p>

	<p>[Dustin Browder] The map pool for competitive play will only be Blizzard maps or Blizzard-approved maps. We are always excited to see new maps from the community and when we see new cool maps we will definitely include them in the pool. I have no idea how often this will happen. It really depends on the map makers and our schedule. We also have some really cool plans for mod support for Battle.net for StarCraft II, which we will be rolling out to the community soon. We have all watched with great enthusiasm the impact that mod makers have had upon our previous games, especially Warcraft <span class="caps">III</span>, and we really want to continue to support and encourage this community.</p>

	<p><span id="more-83"></span></p>

	<p><strong>Terran in StarCraft 1 had a very interesting dynamic in that the optimal strategy combating a Zerg would require large amounts of infantry and science vessels, whereas Protoss would require a large amount of factory units, leading to more diverse gameplay between the two matchups. This dynamic existed in mirror matchups as well &#8211; Goliaths, Battlecruisers and Wraiths were very useful in Terran vs Terran, but are rarely seen versus Protoss and Zerg (with the exception of Goliath vs Carrier). </strong></p>

	<p>Protoss and Zerg also had this trait &#8211; Protoss would often need large amounts of Corsairs, Zealots, and Archons to combat Zerg and a large amount of Dragoons, Arbiters, and Carriers to combat Terran, skipping zealots entirely until the speed upgrade is done. Zergs would frequently use Hydralisks versus Protoss, but would always immediately morph them to Lurkers vs Terran until Plague was researched.</p>

	<p>For some people this was viewed as a positive aspect of SC, others are frequently disappointed that Terran cannot realistically integrate marines into their strategy vs Protoss and so forth. What style of gameplay is StarCraft II looking to attain &#8211; will each of the 9 different matchups play in a unique fashion with less viable strategies overall, or is the game looking to ensure that every unit has a useful role against every race? &#8211; Zanno</p>

	<p>[Dustin Browder] So far StarCraft II plays similar to the original StarCraft in that different matchups require a different unit mix. On the design team we enjoy this type of gameplay and prefer to have players use different strategies and different units against different races. Our goal is that every unit will have some use against each race, but that players will tend to prefer certain units against certain races. We are going to strive to make sure that no unit is completely worthless against any one race but there will definitely be better and worse choices depending on the enemy race, strategy, the map, and your start position on the map.</p>

	<p><strong>In StarCraft 1 the basic tier 1 units were balanced against higher tech units almost equally by their unique role within each race as they were by unique unit upgrades and a greater benefit from the standard upgrades. How much effort are you putting into making lower tech units viable higher up in the tech tree in ways other than upgrades that just makes them a &#8220;better unit&#8221; such as hit points and damage?</strong></p>

	<p>(This question is brought up because of the Terran Marine +HP upgrade which <span class="caps">IMHO</span> is really cheap) &#8211; CuddlyCuteKitten</p>

	<p>[Dustin Browder] We are putting a huge amount of effort into making sure that the tier 1 units are useful throughout the game. We are also putting a large amount of effort into trying to get as much mileage as we can out of each of our upgrades so that upgrades really change how you can use a unit (but without fundamentally altering its role). The Marine is an example of a work-in-progress unit. We think the shield looks cool, but we are still working on how it will affect gameplay. Actually, in current builds Marines+Medics+Stim are so powerful that the shield is not that necessary in a lot of matchups.</p>


	<p><strong>Some new maps used in the pro scene for StarCraft have started to include permanent spells like &#8220;Dark Swarm&#8221; and &#8220;Disruption Web&#8221; as a part of terrain. Are there any plans to allow this as a kind of special terrain by default or allow map makers to add it as a special attribute to some sections of the terrain? Examples would be areas with decreased movement for some or all units like shallow water, terrain making units immune to missile fire like dark swarm or terrain making the units unable to fire like web.</strong></p>

	<p>If you plan to include it will it be usable on melee maps or <span class="caps">UMS</span> only? &#8211; CuddlyCuteKitten</p>

	<p>[Dustin Browder] Our data editor allows the creation of this type of terrain. You could easily put this type of terrain on melee maps. We have not finalized our feature set for terrain yet so I dont know what will make the final cut for the default Blizzard maps.</p>

	<p><a href="http://www.starcraft2weblog.com/starcraft-ii-q-a-batch.page">Starcraft <span class="caps">II Q</span> &#38; A Batch</a></p>
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		<item>
		<title>StarCraft II Q&#038;A - Batch 26</title>
		<link>http://www.starcraft2weblog.com/starcraft-ii-qa-batch-26.page</link>
		<comments>http://www.starcraft2weblog.com/starcraft-ii-qa-batch-26.page#comments</comments>
		<pubDate>Mon, 28 Jan 2008 05:57:37 +0000</pubDate>
		<dc:creator>Editor in Chief</dc:creator>
		
		<category><![CDATA[Blizzard]]></category>

		<category><![CDATA[FAQ]]></category>

		<category><![CDATA[Starcraft 2]]></category>

		<guid isPermaLink="false">http://www.starcraft2weblog.com/starcraft-ii-qa-batch-26.page</guid>
		<description><![CDATA[	Do Protoss warriors actually die? What is the blue flash when they die?

	In the chaos of the battlefield, Protoss warriors fight with tremendous power and grace, but even so, they can be mortally wounded. Then the Protoss&#8217; foes often bear witness to a startling sight: the injured Protoss disappears in a bright flash of light. [...]]]></description>
			<content:encoded><![CDATA[	<p><strong>Do Protoss warriors actually die? What is the blue flash when they die?</strong></p>

	<p>In the chaos of the battlefield, Protoss warriors fight with tremendous power and grace, but even so, they can be mortally wounded. Then the Protoss&#8217; foes often bear witness to a startling sight: the injured Protoss disappears in a bright flash of light. Such a vision has caused primitive races to quail in superstitious fear, and yet it has no supernatural cause. On the contrary, it is merely the result of teleportation, which is one of the chief strengths of Protoss technology. Protoss warriors typically have teleport mechanisms built into their armor. If the warrior is sufficiently injured, a properly functioning mechanism will automatically teleport the body to the nearest safe haven.</p>

	<p><span id="more-82"></span></p>

	<p>A Protoss warrior who is badly injured but still living may be placed in a dragoon&#8212;or latterly an immortal&#8212;shell to continue to fight. This is the choice of the individual warrior. Some warriors elect to shoulder the burden of remaining among the living instead of joining the sum of Protoss lives embodied in the Khala. It is worthy of note that the lives of individual Protoss that have passed into the Khala are no longer coherent entities, and the Protoss cannot speak with their dead per se. However, there are memories and strands of experience that can be accessed. Only the most skilled Protoss preservers can locate and follow specific desired strands of knowledge. The tremendous value of preservers comes from the fact that they carry within themselves and can access the sum total of Protoss experience at an individual level.</p>

	<p><strong>Will there be more ways to give energy(mana) to a caster?</strong></p>

	<p>Protoss casters will have an ability to transfer energy from one caster to another. This ability will allow for a lot of micromanagement opportunities to maximize the amount of energy to a single caster, for the maximum number of special abilities casted.</p>

	<p><strong>On what kind of energy are based Protoss shields? If they are based on <span class="caps">PSI</span> energy, how can be possible for a Terran <span class="caps">EMP</span> attack to drain their energy?</strong></p>

	<p>Protoss energy sources are highly esoteric because their starting point was the Protoss&#8217; use of their own psionic powers to protect themselves; to charge their tools and weapons; and to make, manipulate, or meld matter. Over time technological advances have enabled the Protoss to mimic these psionic processes to the extent that the Protoss can now construct inorganic devices to tap into the same universal processes to power shields, drives, weapons, and robots. Thus, for example, the energy field projected by a pylon that powers Protoss structures cannot truly be called psionic in nature, just as the shields protecting a zealot are not purely technological constructs. Rather, the two processes are so closely interlinked that they are almost the same. As a result, Protoss power sources and particularly their shields are vulnerable to disruption by technological means such as <span class="caps">EMP</span> weapons. Similarly such power sources can be restored or recharged from artificially stored energy.</p>

	<p><strong>Are you planning to make another statue, for example, statue of Kerrigan?</strong></p>

	<p>We are planning to fully explore the high end collectibles realm with plenty of StarCraft II merchandise, and yes, there are projects already in the works.</p>

	<p><a href="http://www.starcraft2weblog.com/starcraft-ii-q-a-batch.page">Starcraft <span class="caps">II Q</span> &#38; A Batch</a></p>
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		<title>StarCraft II Q&#038;A - Batch 25</title>
		<link>http://www.starcraft2weblog.com/starcraft-ii-qa-batch-25.page</link>
		<comments>http://www.starcraft2weblog.com/starcraft-ii-qa-batch-25.page#comments</comments>
		<pubDate>Mon, 28 Jan 2008 05:56:27 +0000</pubDate>
		<dc:creator>Editor in Chief</dc:creator>
		
		<category><![CDATA[Blizzard]]></category>

		<category><![CDATA[FAQ]]></category>

		<category><![CDATA[Starcraft 2]]></category>

		<guid isPermaLink="false">http://www.starcraft2weblog.com/starcraft-ii-qa-batch-25.page</guid>
		<description><![CDATA[	Does the Nomad have all the abilities an SCV has? (Of course it has its own abilities, but it would be interesting to know if you can at least temporarily replace lost SCVs with Nomads in a game.)

	No, Nomads will not have the abilities of a SCV. The buildings a Nomad will be able to [...]]]></description>
			<content:encoded><![CDATA[	<p><strong>Does the Nomad have all the abilities an <span class="caps">SCV</span> has? (Of course it has its own abilities, but it would be interesting to know if you can at least temporarily replace lost SCVs with Nomads in a game.)</strong></p>

	<p>No, Nomads will not have the abilities of a <span class="caps">SCV</span>. The buildings a Nomad will be able to build, will be unique to the Nomad unit. And you cant gather resources with a Nomad.</p>

	<p><strong>How will damage against Protoss Shields be calculated with the new damage bonus system?</strong></p>

	<p><span id="more-81"></span></p>

	<p>Protoss shields will take up the characteristics of their normal armor type. For example, if a Protoss Zealot with light armor gets shot by a Terran Ghost with plus light armor damage, the Zealots shields will also take that light armor bonus damage. On the same note, if a Protoss Colossus were to be hit by a Protoss Stalker with bonus damage towards armored unit, the shields would also take that additional damage.</p>

	<p><strong>Artwork and rumors about <span class="caps">SCII</span> have shown Terran cities like Augustgrad. Will Starcraft 2 contain building doodads as seen in the original artwork (ie. skysc#@!&#38;rs, homes, etc)?</strong></p>

	<p>Yes, many of the original iconic doodads will be recreated for StarCraft II.</p>

	<p><strong>Can the shadow ops contain &#8220;one nuke and one drop pod&#8221; or &#8220;any 2 of nukes and drop pods&#8221;?</strong></p>

	<p>Currently, the Shadow Ops can contain both a nuke and a drop pod at the same time, but will not be able to contain two of one type within a single Shadow Ops building. Drop pods can be loaded with 12 infantry units of the players choosing. On certain maps, a fast expanding <span class="caps">SCV</span> drop pod strategy may prove highly effective.</p>

	<p><strong>Will the native resolution of Starcraft 2 be widescreen or 4:3?</strong></p>

	<p>The plan is to have both of those resolutions supported, along with everything between 5:4 and 16:9. Larger screens will have slightly more viewable range than a smaller screen, but from our tests, the differences will be very minor.</p>

	<p><a href="http://www.starcraft2weblog.com/starcraft-ii-q-a-batch.page">Starcraft <span class="caps">II Q</span> &#38; A Batch</a></p>
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		<item>
		<title>StarCraft II Q&#038;A - Batch 24</title>
		<link>http://www.starcraft2weblog.com/starcraft-ii-qa-batch-24.page</link>
		<comments>http://www.starcraft2weblog.com/starcraft-ii-qa-batch-24.page#comments</comments>
		<pubDate>Mon, 28 Jan 2008 05:55:05 +0000</pubDate>
		<dc:creator>Editor in Chief</dc:creator>
		
		<category><![CDATA[Blizzard]]></category>

		<category><![CDATA[FAQ]]></category>

		<category><![CDATA[Starcraft 2]]></category>

		<guid isPermaLink="false">http://www.starcraft2weblog.com/starcraft-ii-qa-batch-24.page</guid>
		<description><![CDATA[	Will there be a way for fan sites to parse replays uploaded to their website so they can pull information such as race, player names, map, etc.?

	Exact details have not been finalized, but we do plan to create a much more robust way of being able to search and share replays in game.

	The Soul Hunter [...]]]></description>
			<content:encoded><![CDATA[	<p><strong>Will there be a way for fan sites to parse replays uploaded to their website so they can pull information such as race, player names, map, etc.?</strong></p>

	<p>Exact details have not been finalized, but we do plan to create a much more robust way of being able to search and share replays in game.</p>

	<p><strong>The Soul Hunter was considered a good counter unit against the Zerg; why did you remove the Soul Hunter from StarCraft II?</strong></p>

	<p><span id="more-80"></span></p>

	<p>There were a couple of reasons, but one of the more important ones is that it was difficult to make it easily readable in big battles when the Soul Hunter had upgraded. Another reason is that this unit was way too targeted against the Zerg, since they have so many low hit point units, as opposed to other factions.</p>

	<p><strong>Has the Merc Haven been removed since the Reaper is built from the Barracks? If so, whats replacing it (if anything)?</strong></p>

	<p>The Merc Haven has been brought back in for the current build. It currently needs a Factory as a prerequisite, and is a prerequisite building to build Reapers from the Barracks.</p>

	<p><strong>Will &#8220;Unlockable Content&#8221; be included with the game, such as Art Packs, Secret Maps and Missions, Extra Units, and Special Sounds and Movies?</strong></p>

	<p>We are exploring the possibility of having various types of art unlockables, which may include some in-game decals.</p>

	<p><strong>Is it possible to build Phase Cannons, turn them into energy and then move them across the map to your opponents base or an expansion, redeploying them using a Phase Prism?</strong></p>

	<p>Yes, this tactic will be possible.</p>

	<p><strong>How does a Zerg Overlord fly?</strong></p>

	<p>To fly, the Zerg Overlord uses gas sacs (filled with helium) combined with a weak telekinetic psi-ability for lift and motive power.</p>

 ]]></content:encoded>
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		<title>StarCraft II Q&#038;A - Batch 23</title>
		<link>http://www.starcraft2weblog.com/starcraft-ii-qa-batch-23.page</link>
		<comments>http://www.starcraft2weblog.com/starcraft-ii-qa-batch-23.page#comments</comments>
		<pubDate>Mon, 28 Jan 2008 05:53:49 +0000</pubDate>
		<dc:creator>Editor in Chief</dc:creator>
		
		<category><![CDATA[Blizzard]]></category>

		<category><![CDATA[FAQ]]></category>

		<category><![CDATA[Starcraft 2]]></category>

		<guid isPermaLink="false">http://www.starcraft2weblog.com/starcraft-ii-qa-batch-23.page</guid>
		<description><![CDATA[	Will the Campaign have as many videos as the original Starcraft? (www.starcraft2.hu)

	There will be several more in-game cutscenes, which are at a much higher quality than the original StarCraft pre-rendered movies. And while StarCraft II&#8217;s single player will likely feature a few less pre-rendered movies, they will be much longer and more epic than anything [...]]]></description>
			<content:encoded><![CDATA[	<p><strong>Will the Campaign have as many videos as the original Starcraft? (www.starcraft2.hu)</strong></p>

	<p>There will be several more in-game cutscenes, which are at a much higher quality than the original StarCraft pre-rendered movies. And while StarCraft II&#8217;s single player will likely feature a few less pre-rendered movies, they will be much longer and more epic than anything seen in the original StarCraft.</p>

	<p><strong>Is the ghost unit going to be able to use the <span class="caps">EMP </span>Shockwave and <del>within short time interval</del> the Nuclear Strike as well? (starcraft2.4players.de)</strong></p>

	<p><span id="more-79"></span></p>

	<p>Currently, there is no restriction to when you can follow up a special ability with another, as long as there are available energy points.</p>

	<p><strong>Will the Ghost&#8217;s <span class="caps">EMP</span> affect building shields and energy? (www.TheWarCenter.net)</strong></p>

	<p>Yes, the Ghosts <span class="caps">EMP</span> ability currently affects both building and unit shields, as well as casters energy. It is important to note that there is a possibility the Ghost may lose its <span class="caps">EMP</span> ability due to balance.</p>

	<p><strong>Will there be some sort of wall structure in StarCraft, for any of the races? (www.vilegaming.com)</strong></p>

	<p>Aside from building current structures close to each other to form walls, such as a line of Terran Supply Depots, no, there will not be walls that can be built. On the other hand, there will be some new wall structures in the single player mode and these doodads can also be accessed in the map editor.</p>

	<p><strong>Will the game feature a mechanic similar to Warcraft 3 where if a selection of units contains more than one unit type then the whole selection will move at the speed of the slowest unit to maintain cohesion? (www.sclegacy.com)</strong></p>

	<p>No, units in the same selection will not move at the same speeds. The slower units will need to be micromanaged by the players to keep up with the larger group.</p>

	<p><a href="http://www.starcraft2weblog.com/starcraft-ii-q-a-batch.page">Starcraft <span class="caps">II Q</span> &#38; A Batch</a></p>
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		<title>StarCraft II Q&#038;A - Batch 22: Map Maker Series</title>
		<link>http://www.starcraft2weblog.com/starcraft-ii-qa-batch-22-map-maker-series.page</link>
		<comments>http://www.starcraft2weblog.com/starcraft-ii-qa-batch-22-map-maker-series.page#comments</comments>
		<pubDate>Mon, 28 Jan 2008 05:52:34 +0000</pubDate>
		<dc:creator>Editor in Chief</dc:creator>
		
		<category><![CDATA[Blizzard]]></category>

		<category><![CDATA[FAQ]]></category>

		<category><![CDATA[Starcraft 2]]></category>

		<guid isPermaLink="false">http://www.starcraft2weblog.com/starcraft-ii-qa-batch-22-map-maker-series.page</guid>
		<description><![CDATA[	Will you finally be able to mix and match terrain types instead of being stuck on jungle, twilight, etc?

	[Dustin Browder] Yes terrain texture is mixable now. Also tilesets are also mixable. [Brett Wood] Essentially, you can define your own tileset in the editor, something that wasnt really supported even in Warcraft III.

	Will the new StarCraft [...]]]></description>
			<content:encoded><![CDATA[	<p><strong>Will you finally be able to mix and match terrain types instead of being stuck on jungle, twilight, etc?</strong></p>

	<p>[Dustin Browder] Yes terrain texture is mixable now. Also tilesets are also mixable. [Brett Wood] Essentially, you can define your own tileset in the editor, something that wasnt really supported even in Warcraft <span class="caps">III</span>.</p>

	<p><strong>Will the new StarCraft <span class="caps">II </span>Map Editor support text coloring, unit coloring, player &#8220;12&#8221; (i.e. neutral player) units?</strong></p>

	<p><span id="more-78"></span></p>

	<p>[Dustin Browder] Yes, all of these features will be supported.</p>

	<p><strong>Will maps be larger than 256&#215;256?</strong></p>

	<p>[Brett Wood] The maximum map size will still be 256&#215;256, and we have no plans to increase that.</p>

	<p><strong>Will the new map editor support locking maps? People hate losing credit for a map.</strong></p>

	<p>[Dustin Browder] Yes, we are planning to support this feature. We hope that this feature will give the modding community more incentive to create their own original maps.</p>

	<p><strong>Will the new map editor support &#8220;square&#8221; terrain building as well?</strong></p>

	<p>[Dustin Browder] Yes. In the editor, users can adjust the footprint of buildings to whatever shape and size they like.</p>
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		<title>Starcraft II Q &#038; A Batch 21</title>
		<link>http://www.starcraft2weblog.com/starcraft-ii-q-a-batch-21.page</link>
		<comments>http://www.starcraft2weblog.com/starcraft-ii-q-a-batch-21.page#comments</comments>
		<pubDate>Mon, 28 Jan 2008 05:50:54 +0000</pubDate>
		<dc:creator>Editor in Chief</dc:creator>
		
		<category><![CDATA[Blizzard]]></category>

		<category><![CDATA[FAQ]]></category>

		<category><![CDATA[Starcraft 2]]></category>

		<guid isPermaLink="false">http://www.starcraft2weblog.com/starcraft-ii-q-a-batch-21.page</guid>
		<description><![CDATA[	Do you have any plan to put the auto-casting ability into StarCraft II units, just like in Warcraft III?

	At the moment, Medics are the only units that we have deemed fit to have an auto-cast ability. StarCraft II, compared to Warcraft III, has fewer abilities but are much more potent when executed properly, thus making [...]]]></description>
			<content:encoded><![CDATA[	<p><strong>Do you have any plan to put the auto-casting ability into StarCraft II units, just like in Warcraft <span class="caps">III</span>?</strong></p>

	<p>At the moment, Medics are the only units that we have deemed fit to have an auto-cast ability. StarCraft II, compared to Warcraft <span class="caps">III</span>, has fewer abilities but are much more potent when executed properly, thus making them manual cast will give players a huge opportunity to demonstrate much skill in the game.</p>

	<p><strong>Would you make it possible for players on observing mode to check various information including a mini map, upgrading status, and resource status on a personal window? If not, would you consider developing this function?</strong></p>

	<p><span id="more-77"></span></p>

	<p>These are all great ideas and we will work to get these in for observing mode. We will be working hard to have the observing mode innovative and comprehensive, building upon all the features that were in our previous <span class="caps">RTS</span> titles, as well as other titles in the market.</p>

	<p><strong>Will the story of StarCraft II be continued right from where the original StarCraft story ended? Or, will it begin at the moment after some amount of time passed since the last time of the original StarCraft?</strong></p>

	<p>The StarCraft II storyline will continue 4 years after the events of Brood War.</p>

	<p><strong>It is not possible to watch how a mouse was moved in a saved replay game. Could you make this possible to see the movement of mouse?</strong></p>

	<p>We would also like the mouse to be viewable in saved replays, however, it may be more likely that well have the options to show both the view of the players playing as well as selection icons of the units being currently selected in the replay.</p>

	<p><strong>When grouping units to a control group, how many units could be added to one group?</strong></p>

	<p>Currently, players are able to select more than 150 units in a single control group. The final actual number will be determined by hardware performance tests on the game, but should still be close to that number.</p>

	<p><strong>Players often tend to stack up workers and air units looking as one group in original StarCraft. Will this still be possible in StarCraft II?</strong></p>

	<p>In StarCraft II, this is harder to do than in the original StarCraft, but still possible. Units tend to group together more and more with each manual attack order. As long as you keep giving that manual attack order upon a target certain attacking units of the same type will group closer together. When the unit attacked upon is destroyed or the units become idle, they will naturally spread out again.</p>

	<p><a href="http://www.starcraft2weblog.com/starcraft-ii-q-a-batch.page">Starcraft <span class="caps">II Q</span> &#38; A Batch</a></p>
 ]]></content:encoded>
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		<title>Starcraft II Q &#038; A Batch 20</title>
		<link>http://www.starcraft2weblog.com/starcraft-ii-q-a-batch-20.page</link>
		<comments>http://www.starcraft2weblog.com/starcraft-ii-q-a-batch-20.page#comments</comments>
		<pubDate>Mon, 28 Jan 2008 05:49:21 +0000</pubDate>
		<dc:creator>Editor in Chief</dc:creator>
		
		<category><![CDATA[Blizzard]]></category>

		<category><![CDATA[FAQ]]></category>

		<category><![CDATA[Starcraft 2]]></category>

		<guid isPermaLink="false">http://www.starcraft2weblog.com/starcraft-ii-q-a-batch-20.page</guid>
		<description><![CDATA[	Will it be possible to give more fluid and realistic movements to small aircraft with proper banking and turning rather than just abrupt sprite-style direction changes?

	We are currently in the process of implementing banking animations for flying units, but playability always comes first. If the animations affect playability negatively, it could get cut.

	With the Reavers [...]]]></description>
			<content:encoded><![CDATA[	<p><strong>Will it be possible to give more fluid and realistic movements to small aircraft with proper banking and turning rather than just abrupt sprite-style direction changes?</strong></p>

	<p>We are currently in the process of implementing banking animations for flying units, but playability always comes first. If the animations affect playability negatively, it could get cut.</p>

	<p><strong>With the Reavers no longer in the game, will the Protoss have any units capable of performing brutal worker raids? (Starcraftlive.net)</strong></p>

	<p><span id="more-76"></span></p>

	<p>The Colossus is an excellent choice for worker raids, since it is able to attack from higher elevations, and can be transported by the Phase Prism. In addition, we are exploring some ideas for the Twilight Archon that would allow him to make devastating attacks on enemy workers.</p>

	<p><strong>Will there be a escort ship for Battlecrusier because Protoss have like many kinds of capital ships?</strong></p>

	<p>With the Predator unit cut, the Viking is now the primary Terran air to air fighter. In addition, the Viking no longer requires an upgrade to transform between a ground and air unit and is also built directly from the Starport rather than the Factory.</p>

	<p><strong>Will there be units who can trample opponents (such as an Ultralisk)? (gamereplays.org)</strong></p>

	<p>Currently, there are no units that trample, but have discussed this idea as a possibility. Nonetheless, we also hit the dilemma of having a trample unit that is able to destroy enemy unit assets far beyond its own cost of the trample unit, with relatively little micro.</p>

	<p><strong>Will siege tanks be able to shoot at targets in the fog of war picked up by sensor towers, but not yet confirmed by visual sighting?</strong></p>

	<p>No. Siege Tanks will only be able to hit targets within visual range. In addition, Siege Tanks firing from the fog of war, such as on an unseen cliff, will not reveal its location from the fog of war to its enemy, thus will not be able to be return fired upon.</p>

	<p><a href="http://www.starcraft2weblog.com/starcraft-ii-q-a-batch.page">Starcraft <span class="caps">II Q</span> &#38; A Batch</a></p>
 ]]></content:encoded>
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		<title>Starcraft II Q &#038; A Batch 19</title>
		<link>http://www.starcraft2weblog.com/starcraft-ii-q-a-batch-19.page</link>
		<comments>http://www.starcraft2weblog.com/starcraft-ii-q-a-batch-19.page#comments</comments>
		<pubDate>Mon, 28 Jan 2008 05:48:04 +0000</pubDate>
		<dc:creator>Editor in Chief</dc:creator>
		
		<category><![CDATA[Blizzard]]></category>

		<category><![CDATA[FAQ]]></category>

		<category><![CDATA[Starcraft 2]]></category>

		<guid isPermaLink="false">http://www.starcraft2weblog.com/starcraft-ii-q-a-batch-19.page</guid>
		<description><![CDATA[	Will the Protoss be getting any mechanism for healing their units or repairing their buildings?

	There are no plans to give the Protoss any healing abilities, especially since their shield regeneration rate when out of combat, is more than twice the rate of the original StarCraft.

	With the new physics engine, can explosions affect surroundings? (like hurt [...]]]></description>
			<content:encoded><![CDATA[	<p><strong>Will the Protoss be getting any mechanism for healing their units or repairing their buildings?</strong></p>

	<p>There are no plans to give the Protoss any healing abilities, especially since their shield regeneration rate when out of combat, is more than twice the rate of the original StarCraft.</p>

	<p><strong>With the new physics engine, can explosions affect surroundings? (like hurt or push units, destroy doodads, etc ) (sc2blog.com)</strong></p>

	<p><span id="more-75"></span></p>

	<p>Explosions will not be able to push units, but they can destroy doodads. In fact, destroying certain doodads will be vital on certain maps, to get access to expansions or other strategic locations. Furthermore, explosions will not be able to push units because it would affect gameplay and balance negatively, in having units be knocked off cliffs, be stuck in unplanned locations, or ultimately have units disoriented where the player cannot control them.</p>

	<p><strong>How long does a unit typically take to make from concept to playable unit?</strong></p>

	<p>With a finished concept piece, it could take from a few days to a few months, to create it for the game. Much of this time depends on the priority of the unit amongst other development goals, as well as the iterations necessary to perfect the unit. The Zerg Baneling is an example of a unit that took only a few days to complete after the concept, whereas the Protoss Stalker has gone through several iterations, and has taken 4-5 months.</p>

	<p><strong>Are the units on the official site finalized, or is everything still up for grabs at this point? (gamereplays.org)</strong></p>

	<p>We are still heavily in the development phase of StarCraft II, thus none of the units on the website are 100% final. We are also still testing out several new units, abilities, and mechanics, to create the most fluid StarCraft II experience.</p>

	<p><strong>What do the Protoss eat? (where do they get energy and mass?) (starcraftcz.com)</strong></p>

	<p>Protoss gain nutrition from sunlight, or at a pinch, moonlight (which is just reflected sunlight anyway) by absorbing through their skins. They can go for extended periods without absorbing sunlight. What little moisture they need is also absorbed through their skin.</p>

	<p><a href="http://www.starcraft2weblog.com/starcraft-ii-q-a-batch.page">Starcraft <span class="caps">II Q</span> &#38; A Batch</a></p>
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		<title>Starcraft II Q &#038; A Batch 18: Map Maker Series 1</title>
		<link>http://www.starcraft2weblog.com/starcraft-ii-q-a-batch-18-map-maker-series-1.page</link>
		<comments>http://www.starcraft2weblog.com/starcraft-ii-q-a-batch-18-map-maker-series-1.page#comments</comments>
		<pubDate>Mon, 28 Jan 2008 05:46:40 +0000</pubDate>
		<dc:creator>Editor in Chief</dc:creator>
		
		<category><![CDATA[Blizzard]]></category>

		<category><![CDATA[FAQ]]></category>

		<category><![CDATA[Starcraft 2]]></category>

		<guid isPermaLink="false">http://www.starcraft2weblog.com/starcraft-ii-q-a-batch-18-map-maker-series-1.page</guid>
		<description><![CDATA[	Will doodad placement values increase? (ie, more than 25)

	[Brett Wood] We expect the doodad placement value will be on the same order as Warcraft III, which I believe was something like 10,000, so definitely way more than 25

	Will the number of available locations/triggers increase? The current limit on locations really cramps some ideas.

	

	[Brett Wood] Any [...]]]></description>
			<content:encoded><![CDATA[	<p><strong>Will doodad placement values increase? (ie, more than 25)</strong></p>

	<p>[Brett Wood] We expect the doodad placement value will be on the same order as Warcraft <span class="caps">III</span>, which I believe was something like 10,000, so definitely way more than 25</p>

	<p><strong>Will the number of available locations/triggers increase? The current limit on locations really cramps some ideas.</strong></p>

	<p><span id="more-74"></span></p>

	<p>[Brett Wood] Any limits on both regions and triggers will be at least in the thousands.</p>

	<p><strong>Will the new map editor include <span class="caps">ALL</span> the triggers in the program unlike Staredit?</strong></p>

	<p>[Brett Wood] Yes, even moreso than Warcraft IIIs WorldEdit. Weve been making a point of ensuring that <span class="caps">ALL</span> script functionality is also exposed in the Trigger Editor UI.</p>

	<p>Will max unit limits increase? The current unit limit on maps is quite a crimper, and nobody likes <span class="caps">CCMU </span>(cannot create more units).</p>

	<p>[Brett Wood] I dont recall the exact unit limit in the original StarCraft, but the StarCraft II limit will likely be a healthy boost over the limit in Warcraft <span class="caps">III</span>. The exact value hasnt been nailed down yet and will depend on optimizations near the end of the project (i.e. shortly before release).</p>

	<p><strong>Will the new map editor include unused units such as the crashed scouts, turrets, eggs, nukes, scarabs, crash command center, etc? Third party programs were needed to use these.</strong></p>

	<p>[Brett Wood] All units defined in the data files will be usable in the editor. I believe this was true in Warcraft <span class="caps">III</span> as well.</p>

	<p><a href="http://www.starcraft2weblog.com/starcraft-ii-q-a-batch.page">Starcraft <span class="caps">II Q</span> &#38; A Batch</a></p>
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