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Original post by MadKeithV
What you see is not what beginners see. How long since you were a beginner? Sure, picking up a unit and telling it to "go there" is easy, but getting your active troops to do what you want them to do is a lot harder than getting your static base defenses to do what you want them to do.
Hmm, beginner must have been just when i got my hands on wc2 and red alert.
Controlling a mobile unit, will probably always be harder than controlling a tower - in some way or another, unless you lessen the degree of control the user actually has.
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You are talking static gameplay though! Moving a mobile unit somewhere useful does not equal active gameplay, that''s just rearranging the static scene of the battle. The movement itself is what sets it apart from static base defense. Having a contingent advancing from one side to distract while another circles a strong point in the defense to infiltrate an area left unwatched because of the distraction is active. Making doing things like this easier is going to improve gameplay for everyone.
When playing becomes more than choosing the places your troops stand (still an important part of course), when the player has an intuitive, easy method for defining the paths, actions and reactions of his units, when he can define how they should react should certain potential situations occur, and when he can do this without constantly worrying about the pathetically idiotic way the AI handles the situations where you CANNOT control the troops, that''s when you take the pressure off the beginner to just do the whole "base-building around resource gathering points" instead of trying something exciting.
Much of the problem lies in the actual controlling of units. You don''t need to control static structures at all. You can concentrate fully on building your units and planning the next extension of your base while your static defenses blow the bejeezus out of everything that comes near. Clicking the "repair" button every now and then is a silly way of trying to force the defender to keep paying attention (what about a "do not repair" button? That''s a condition that will happen much more rarely!). Now, if you can allow the defender to not have to pay so much attention by building a combination of static defenses (which, in my opinion, should have weaknesses as a whole, and not just as individual types of unit), and mobile defenses for which you can issue quite a complex set of orders in an easy-to-understand way, you''re on your way. This way, you can still have a pretty worry-free base defense, but it requires more active effort on the part of the defender than just ploinking down heavy turrets at specific intervals with regular spacings of air defense units.
If I can agree here or not depends on what were actually talking about
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I agree if were talking about what a RTS should probably be according to its name - a STRATEGY game.
I disagree if were talking about what a RTS currently is - A TACTICS (+ economy) game.
If things like unit micro-management was to be removed from SC/BW (just as an example, as thats the game i played most), you''d end with a boring game for anyone but beginners (and maybe programmer like ppl who like to self-program/customize some AI parts.)
Anyone above casual-gamer level will simply not use these new features (if possible), because he has more confidence in his own skills than that of some AI.
If the AI now does better than a human could do (or it simply is impossible to disable), the non-newbie had about nothing left todo while playing (maybe playing a 2nd game simultaniously ?
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In a "real" RTS the amount of units should probably not be controlable as in a standard RTS, either by an enforced command structure or increasing unit numbers to a degree where noone can hope to control them all.
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Make static units a little less attractive, active ones a little more, and the whole experience improves, offense AND defense.
For instance: what about the player that engineers a visual "gap" in his static defenses, but has a carefully planned ambush by hidden mobile units, a scenario programmed by the defensive player to lure an attacking force into the base in such a way that for minimal losses on the defender''s side, he can deal a great blow to the attacker''s resources?
Of course the really seasoned player can do this right now in most games, but it takes a level of control and comfort with the interface, and indeed a level of "twitch" that many casual players (including me) cannot keep up for the majority of a match. I can do it once or twice, but I want to spend most of my time planning what I want to do instead of clicking the mouse around like a madman.
The experienced player wont need lots of time to plan what he is going to do next. (Or maybe the actual clicking around doesnt need much thinking time ?) So both can be done at the same time.
If my enemy walks right into the trap i created, i''d rather decide right at that point what i will do now, not plan/"program" ahead for all eventualities that could happen.
Maybe i feel that him running into my trap is just to distract me from his real atack, so i move my forces to where i expect his real attack to come (atleast somewhere he does not expect them.)
I sure could do the same with pre-planned waypoints, but i would still have wasted time on the planning earlier.
In summary:
It''s an issue of catering either for the novice or catering for the one who mastered the game already. Doing both at once might be very hard to impossible or will atleast take up precious development time.
One idea here would be to offer automatisation for the newbie, but allow the experienced player to do everything manually - with better results, if done right.
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PS: I know I can be a bit aggressive in my writing style, so I apologise if I have seemed to attack you (it''s not my intention), and don''t let that annoying "moderator" tag stop you from pointing out when I''m wrong. I love a good discussion on a topic I can identify with, and what good is a discussion if everyone agrees!
Dont worry, i tend to have an agressive writing style aswell I think, so I know how to take what you''re writing
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