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RTS philosophy

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Date Editor Before After
11/8/2012 8:14:35 AMNLrank[GBC]Tandstickor before revert after revert
Before After
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.
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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)
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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.
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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.