1 |
I
don
care
at
all
about
Simulationism
(
is
this
written
correctly?)
.
I
see
this
as
an
abstract
game
with
it's
own
rules,
including
action
at
a
distance.
The
robots
and
the
shooting
are
just
a
theme
to
make
it
more
accessible
and
understandable.
|
1 |
Simulationism
(
is
this
written
correctly?)
|
|
|
2 |
I don care at all about Simulationism. I see this as an abstract game with it's own rules, including action at a distance. The robots and the shooting are just a theme to make it more accessible and understandable.
|
2 |
\n
|
3 |
\n
|
3 |
Micro.
You
can't
get
it
out
of
Real
Time
games.
No
matter
how
much
you
stuff
automate
new
area's
appear
where
you
can
micro.
Zero-K,
or
every
other
good
RTS,
will
offer
you
with
more
to
do
than
you
can
handle.
Being
fast
and
simply
"do
more"
and
"do
if
fast"
is
one
of
the
core
skills
of
Real
Time
games.
|
4 |
Micro.
|
|
|
5 |
You can't get it out of Real Time games. No matter how much you stuff automate new area's appear where you can micro. Zero-K, or every other good RTS, will offer you with more to do than you can handle. Being fast and simply "do more" and "do if fast" is one of the core skills of Real Time games.
|
4 |
If you want a truly tinkerers game turn based games are the only way to go. Or you have to allow the players to pause the game every second (or even between every frame, so you have a turn based game again)
|
6 |
If you want a truly tinkerers game turn based games are the only way to go. Or you have to allow the players to pause the game every second (or even between every frame, so you have a turn based game again)
|
|
|
7 |
\n
|
|
|
8 |
\n
|
|
|
9 |
Randoms are bad for you, mmkay
|
|
|
10 |
Zero-K does have some areas where units behave a bit unpredictable. Hitting radar blobs and the projectile spread of certain weapons come to mind. But they are not that random at a level i have a problem with.
|
|
|
11 |
\n
|
|
|
12 |
Unit count/scale
|
|
|
13 |
I think the game has struck a nice balance between those two.
|
|
|
14 |
I'd maybe increase the size of flea/dirtbox and don't care for Detriments. I never consider the untits >3000 metal. (Partially a map problem and the fact that all of my games are decided before someone can make one those) But that's just me.
|
|
|
15 |
\n
|
|
|
16 |
The standard for 1v1 maps could be bigger imo. Ideally all 1v1 maps should be around comet catcher's size. the current popular 1v1 maps are too small (avalanche, geyser planes, and to hell with dark side) Bigger maps give more room for come-backs, are less prone to cheese, allow for a more economy based game and have more room for the positional game.
|