quote:Perhaps for an RTS to offer diverse and emergent strategy, it must bias the game overwhelmingly in favour of defence in the early stages so that a small advantage can''t be exploited in the form of a ''rush''. Obviously a rush is a valid strategy, but its mere existence often precludes the emergence of other strategies that demand a period of relative safety in order to develop. In other words, if there''s a chance that your opponent will rush you, you have to either beat them on their terms, or dig in. The first option implies copying the opponent, which is not terribly interesting. The second option only works if you have the defensive bias already mentioned, otherwise you''re just gambling at best and handicapping your growth at worst. One way of making this feasible would be to make your peons relatively dangerous vs. opposing forces, but poor at attacking opposing buildings. This forces the opposition to have a significant advantage before being able to conquer your home territory. Or start everyone off in a partly-fortified area, which will need to be worn down by a process of attrition. The flip-side of this is obviously avoiding stalemate. There must be some way of one side asserting dominance that doesn''t come down to ''sacrificing pieces'' as in Chess until one side has a peon and an archer vs. an opponent''s single peon. I actually found Age of Empires good in this regard as units had preferred targets and units to avoid, which meant that careful choice and deployment of units could break through any defence eventually. Any thoughts? [ MSVC Fixes | STL Docs | SDL | Game AI | Sockets | C++ Faq Lite | Boost
Original post by haro I''m not really fond of AOE/AOE2/AOM.. It always turns into 1. Try to win/kill his economy by rushing your opponent. 2. Maximize your economy while simultaneously pumping out the optimal number of units to continually attack him with.
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