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3/23/2019 8:39:08 AMAUrankAdminGoogleFrog before revert after revert
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1 Thanks for the interesting feedback. I'm not sure how much of it can be addressed because I feel like the problems are deeply entwined with issues of skill ceilings and finding equally skilled opponents. Zero-K has a smaller scale compared to games of the TA genre, but I thought it had a somewhat comparable scale to Starcraft 2. Scale is also a bit tricky to define. 1 Thanks for the interesting feedback. I'm not sure how much of it can be addressed because I feel like the problems are deeply entwined with issues of skill ceilings and finding equally skilled opponents. Zero-K has a smaller scale compared to games of the TA genre, but I thought it had a somewhat comparable scale to Starcraft 2. Scale is also a bit tricky to define.
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3 One question to ask is whether you want to manage a large scale battle or whether you want to play in a large scale battle. Large battles are common in packed teamgames, however, each individual player is probably managing a small front. For the largest scale games I'd suggest 1v1 on reasonably large maps. I think managing multiple domains across a large front leads to the largest sense of scale. The difficulty here is that playing a 1v1 on a large map tests a lot of skills, so I would expect many newer players to end up playing small games on large maps. 3 One question to ask is whether you want to manage a large scale battle or whether you want to play in a large scale battle. Large battles are common in packed teamgames, however, each individual player is probably managing a small front. For the largest scale games I'd suggest 1v1 on reasonably large maps. I think managing multiple domains across a large front leads to the largest sense of scale. The difficulty here is that playing a 1v1 on a large map tests a lot of skills, so I would expect many newer players to end up playing small games on large maps.
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5 Here are some reasons skilled players may have larger scale games. 5 Here are some reasons skilled players may have larger scale games.
6 * Experienced players can keep their units alive. Most armies are able to avoid most encounters that will not go well for them, especially in the early game. It can be very hard to damage an army that has decided to retreat. The feeling of sending small squads into the meatgrinder is reduced when you get better at evaluating engagements and retreating. 6 * Experienced players can keep their units alive. Most armies are able to avoid most encounters that will not go well for them, especially in the early game. It can be very hard to damage an army that has decided to retreat. The feeling of sending small squads into the meatgrinder is reduced when you get better at evaluating engagements and retreating.
7 * Experienced players have larger economies. More economy creates larger armies. 7 * Experienced players have larger economies. More economy creates larger armies.
8 * Experienced players attack more on multiple fronts. Even if the armies consist of 10 units, attacking with three armies imparts a sense of scale. 8 * Experienced players attack more on multiple fronts. Even if the armies consist of 10 units, attacking with three armies imparts a sense of scale.
9 * Experienced players are more able to handle multiple factories. There is a lot to do when you are managing land and air. 9 * Experienced players are more able to handle multiple factories. There is a lot to do when you are managing land and air.
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11 A lot of Zero-K (and many RTS games in general) is about making your own progress. If you are new and can only handle a small economy then you could spend the whole game only making small squads of units. If you don't have the experience to keep those units alive then you'll never build up an army. If your opponent does the same thing then you're going to have a small-scale game. 11 A lot of Zero-K (and many RTS games in general) is about making your own progress. If you are new and can only handle a small economy then you could spend the whole game only making small squads of units. If you don't have the experience to keep those units alive then you'll never build up an army. If your opponent does the same thing then you're going to have a small-scale game.
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13 Zero-K may be harder to learn to the level required to play at a scale comparable to Starcraft 2. You need to expand to get any sort of economy. Zero-K fighting is focused more on raiding, where it is easy to lose units, than long buildups followed by sudden clashes. 13 Zero-K may be harder to learn to the level required to play at a scale comparable to Starcraft 2. You need to expand to get any sort of economy. Zero-K fighting is focused more on raiding, where it is easy to lose units, than long buildups followed by sudden clashes. Large armies are relatively hard to use in Zero-K as units cannot shoot through each other. A lot of the progression in Zero-K comes from developing defenses throughout your territory. The amount to spend is very hard for players to balance as too much leads to a lack of expansion, while too little leaves you open to raiding.
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15 I would call @B698598 was a large scale game. Large armies started appearing about 11 minutes in, but there were many armies all over the map prior to that. 15 I would call @B698598 was a large scale game. Large armies started appearing about 11 minutes in, but there were many armies all over the map prior to that.
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