STF mod creator, Modcrafters.com admin, CampaignCreations.org staff
+dmg vs %dmg is technically the same number represented in a different way. +dmg is just faster to comprehend because you only have to add, not fractionalize for percentages. You must take more mental steps to figure the result of a % system versus an addition system.
For instance, a Vulture in SC1 did 20 concussive damage. Expanded, that's 20 to small, 10 to medium, and 5 to large targets.
- The Ghost did 10 concussive damage. That's 10 to small, 5 to medium, and 2.5 to large targets (decimals now, eh?).
- The Siege Tank did 30/70 explosive damage.
Quick, what's 75% of 30? The Siege Tank did 15/35 to small, 22.5/52.5 to medium, and 30/70 to large targets. Care to explain how
that is easier than the new system?
Another disadvantage of the SC1 method beyond player comprehension is balance. The designers have a lot more flexibility with this new system, as they can give the Ghost +20 damage to light targets or +10 damage to light targets without affecting the base damage nor the damage of any other unit. With SC1, design was restricted to applying the same reductions across all units that used that damage type.
Also, I like that there are only two unit types (Light/Armored). Warcraft III was horribly bogged down with overly complex, obfustificated armor/damage relationships. The further away from mechanics that are not visually represented, the better. Compared to Warcraft III, SC1 was tame and only utilized damage modifiers where important (rather than base the entire game around them).
Concussive:
- Firebat to restrict the usefulness of his splash on targets outside his realm of specialty.
- Vulture to ensure it specialized in early game and harassment tactics.
- Ghost to limit its damage potential as a caster (one of only two casters that kept their attack).
Explosive:
- Dragoon and Hydralisk to empower small melee units as an appropriate counter.
- Siege Tank to keep effectiveness against buildings/defenses without totally overpowering it against small units (who usually don't have many hitpoints to begin with).
- Arbiter to limit its damage potential as a caster.