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[quote]A for a-move is not just starcraft, it's every RTS except spring ones [/quote]
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[quote]A for a-move is not just starcraft, it's every RTS except spring ones [/quote]
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Other [i]modern high profile[/i] RTS combine our 'fight' with 'attack' function. If the player does not select a unit to attack, the unit who is issued the attack command will not 'target the ground here' but rather stop to engage all enemies up until the point is reached (attack-move). It should be noted most other RTS are rather simplistic in their attack-move function. Units would be effectively nopioleted while on this attack-move order. In Zero-K however, this implementation is a hugely different beast. For instance, the unit will stop the moment an enemy comes into range or attempt to move into range of the enemy. There isn't (in my knowledge) a current high profile RTS with attack-ground functionality for units.
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Other [i]modern high profile[/i] RTS combine our 'fight' with 'attack' function. If the player does not select a unit to attack, the unit who is issued the attack command will not 'target the ground here' but rather stop to engage all enemies up until the point is reached (attack-move). It should be noted most other RTS are rather simplistic in their attack-move function. Units would be effectively nopioleted while on this attack-move order. In Zero-K however, this implementation is a hugely different beast. For instance, the unit will stop the moment an enemy comes into range or attempt to move into range of the enemy. There isn't (in my knowledge) a current high profile RTS with attack-ground functionality for units.
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You are wrong with classic starcraft's medic behavior. The medic will run [i]AHEAD[/i] of the group of units unless the allied units are damaged; treating the attack-move order as 'heal allies in range if damaged, continue if not'. The medic will also attempt to heal allies in a leash range unless put on hold position. This is because attack-move in the 90's was (and still is) rather simplistic in nature -- not because of technical limitations but because of the cultural elements in said RTS.
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You are wrong with classic starcraft's medic behavior. The medic will run [i]AHEAD[/i] of the group of units unless the allied units are damaged; treating the attack-move order as 'heal allies in range if damaged, continue if not'. The medic will also attempt to heal allies in a leash range unless put on hold position. This is because attack-move in the 90's was (and still is) rather simplistic in nature -- not because of technical limitations but because of the cultural elements in said RTS.
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[quote]Attack moving a combined group of marines and medics may be tricky since the medics may "charge" ahead when the marines stop to fire; the medics [u]only stop if a unit requires healing.[/u] [/quote]
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[quote]Attack moving a combined group of marines and medics may be tricky since the medics may "charge" ahead when the marines stop to fire; the medics [u]only stop if a unit requires healing.[/u] [/quote]
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- [url=http://starcraft.wikia.com/wiki/Marine_%28StarCraft%29]Source[/url] (and I played starcraft 1 for like 7 years before coming here. :P)
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- [url=http://starcraft.wikia.com/wiki/Marine_%28StarCraft%29]Source[/url] (and I played starcraft 1 for like 7 years before coming here. :P)
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Anyways, if you want to replicate the behavior, switching the hotkeys won't work. You should replicate attack-move + target unit as a single function. But this solution leaves something else out: Attack-ground.
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Anyways, if you want to replicate the behavior, switching the hotkeys won't work. You should replicate attack-move + target unit as a single function. But this solution leaves something else out: Attack-ground.
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[quote]If starcraft really is such a popular RTS that many of new zk players are used to its interface, I would suggest just offering a "starcraft preset". This will come with the UI arranged in a similar way and with similar hotkeys so that new players can easily switch.[/quote]
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[quote]If starcraft really is such a popular RTS that many of new zk players are used to its interface, I would suggest just offering a "starcraft preset". This will come with the UI arranged in a similar way and with similar hotkeys so that new players can easily switch.[/quote]
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I honestly think it's just because of the esports scene that has blown up it's popularity. Of course to any gamer, getting paid to play a game would attract you. It's lots of money for 'low _perceived_ effort'. See: Casters, Let's Players, Pro Gamers, etc.
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I honestly think it's just because of the esports scene that has blown up it's popularity. Of course to any gamer, getting paid to play a game would attract you. It's lots of money for 'low _perceived_ effort'. See: Casters, Let's Players, Pro Gamers, etc.
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If
ZK
offered
cash
prizes
for
tournaments
which
had
substantial
(
32,
000$USD)
or
higher,
wouldn't
you
be
attracted
to
it?
This
is
why
you
have
so
many
'competitive'
players
out
there
who
are
lured
into
this
[subjectively]
silly
game.
They
see
these
korean
players
who
get
massive
payouts
in
these
tournaments
and
go
'fuck
yeah
i'ma
start
practicing
to
be
#1
so
I
can
get
massive
monies'
(
reality
is
the
individual
players
are
parts
of
teams
who
share
dorms/flats/teamrooms/whatever
term
you
use
and
split
the
total
award
money
--
it's
usually
around
4,
000$/person
for
a
$32k
prize
and
8
player
team
--
this
is
before
the
manager
gets
a
cut
too.
.
.
)
.
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17 |
If
ZK
offered
cash
prizes
for
tournaments
which
had
substantial
(
32,
000$USD)
or
higher,
wouldn't
you
be
attracted
to
it?
This
is
why
you
have
so
many
'ultra-competitive'
players
out
there
who
are
lured
into
this
[subjectively]
silly
game.
They
see
these
korean
players
who
get
massive
payouts
in
these
tournaments
and
go
'fuck
yeah
i'ma
start
practicing
to
be
#1
so
I
can
get
massive
monies'
(
reality
is
the
individual
players
are
parts
of
teams
who
share
dorms/flats/teamrooms/whatever
term
you
use
and
split
the
total
award
money
--
it's
usually
around
4,
000$/person
for
a
$32k
prize
and
8
player
team
--
this
is
before
the
manager
gets
a
cut
too.
.
.
)
.
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