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[quote]simulationism[/quote]
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[quote]simulationism[/quote]
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There is a difference between war games, and rts games. Those are different genres, and simulationism only belongs in the former. The latter make their own rules.
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There is a difference between war games, and rts games. Those are different genres, and simulationism only belongs in the former. The latter make their own rules.
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[quote]dice throws[/quote]
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[quote]dice throws[/quote]
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I'm not addicted to those, but i like them sometimes - as long as the probability values are at least roughly known, so i can do some backbone probability theory in my mind as i run.
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I'm not addicted to those, but i like them sometimes - as long as the probability values are at least roughly known, so i can do some backbone probability theory in my mind as i run.
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You should also notice, that you can't eradicate probability from ANY game that has information hiding and RPS mechanics - that's just game theory for you. I'm not even talking blind counters, btw - there are always cases where you have to evaluate probable risks and benefits of moving your Abominable Glaivepack from your base - which can lead to enemy marching in and obliterating said base.
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You should also notice, that you can't eradicate probability from ANY game that has information hiding and RPS mechanics - that's just game theory for you. I'm not even talking blind counters, btw - there are always cases where you have to evaluate probable risks and benefits of moving your Abominable Glaivepack from your base - which can lead to enemy marching in and obliterating said base.
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[quote]unit count/scale[/quote]
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[quote]unit count/scale[/quote]
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This is a sliding scale. Smaller number of more complicated units for more tactic, larger number of similar guys for more grand-scale stuff. I prefer the smaller counts, because i like that adrenaline-packed tension where you Find And Kill The Other Guy.
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This is a sliding scale. Smaller number of more complicated units for more tactic, larger number of similar guys for more grand-scale stuff. I prefer the smaller counts, because i like that adrenaline-packed tension where you Find And Kill The Other Guy.
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[quote]micromanagement[/quote]
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[quote]micromanagement[/quote]
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Micromanagement is in most cases just tactics with a bad name and a lot of tedium. If units are less dumb, the micro- is actually less "micro" and more "tactics", so smart units are for the future!
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Micromanagement is in most cases just tactics with a bad name and a lot of tedium. If units are less dumb, the micro- is actually less "micro" and more "tactics", so smart units are for the future!
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[quote]tactics vs strategy?[/quote]
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[quote]tactics vs strategy?[/quote]
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The difference between those are, imo, mostly artificial in an RTS like ZK. Oh, you can call your factory choice, unit composition, economy and expansion patterns strategy, and the rest tactics, but what good does it do?
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The difference between those are, imo, mostly artificial in an RTS like ZK. Oh, you can call your factory choice, unit composition, economy and expansion patterns strategy, and the rest tactics, but what good does it do?
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[quote]The standard for 1v1 maps could be bigger imo. Ideally all 1v1 maps should be around comet catcher's size. [/quote]
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[quote]The standard for 1v1 maps could be bigger imo. Ideally all 1v1 maps should be around comet catcher's size. [/quote]
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Ironically,
most
and
best
comebacks
seem
to
come
from
hiding
information,
not
from
vast
expanses
of
easy-to-claim
mexes
-
Barren
and
that
green
map
with
hills
come
to
mind.
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Ironically,
most
and
best
comebacks
seem
to
come
from
hiding
information,
not
from
vast
expanses
of
easy-to-claim
mexes
-
Barren
and
wanderlust
come
to
mind.
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Comebacks on larger maps like comet seem to usually come from escalation events (a guy starts making dante, falls back because of no reinforcements, then dante comes out and pwns everything)
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Now, to the real philosophy behind RTS games:
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Now, to the real philosophy behind RTS games:
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[b]TIME IS YOUR ONLY RESOURCE[/b].
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[b]TIME IS YOUR ONLY RESOURCE[/b].
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Just think about that for a minute.
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Just think about that for a minute.
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