Quote:Original post by TechnoGoth For all you RTS fans out there what are your thoughts regarding Passive and Active abilites? Passive abilites are abilies that once a unit aquires them they are constantly in use such as the ability to attack while cloaked.
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Passive abilities is just a way to make the tech-tree deeper.
I mean since these abillites are always turned on, and they are "bought" at some point in the game, they are the same thing as getting a new production building with a better unit. (unless you already have alot of un-upgraded units alive). So in this way they don't alter the way a battle is fought, but only gives a strategic choice weather i want to use such units in battle or not.
Quote:Original post by TechnoGoth While active abilites are abilites that have to activated in order to be used. They may have recharge delay or consume power such cloak which makes a unit invsible but constantly drains power while the unit remains cloaked. There is a second element to active abilites and that is should the units be allowed to active them themselves or have to be order to do so?
Lastly are there any abilites that people have seen in other games that they though where either overpowered or underpowered and why? |
Its hard to compare rts's to turned based stratey games, since rts's have 2 basic resources, money and player time, while turned based only have money. (Where money could be ore,gold,gas or whatever).
Player-time will have to divided between base building, scouting, and unit micro-management, communication between players, and strategic planning and so on. In each moment of the game there is a strategic / and or tactical choice to be made on what action to do next, or is it to expensive in player-time?
A player that is fast at any of these actions will have more time over for other things, and in a sence have more "player-time". The most important way to gain more player-time is to improve on the interface shortcuts, and mouse-clicking skills.
The importence of player time can however be diminished by lowering the speed of the game. If the speed is lowered enough, even a really slow player has time to perform all actions he wants. This leads to that the gap between skilled players and unskilled players decreses.
Active abilities cost time, time which i could have used on other tasks like managing my base, or making several more exact, but simpler orders in a battle.
In this way the harder it is to use a skill, the longer time it takes a player to use a skill, the greater the effect of the skill must be. To balance the effect of the skill against simpler actions.
What im trying to say is that there is a price for each action/skill performed. This price must be balanced with effect of the skill.
You pay in either player-time or money.
So any skill that does something extra must either take some extra time to perform, or can only be performed by an expensive unit, or cost money while using. It can also be balanced with delays, and so on.
I myself play starcraft/brood, and have since the day it came out.
I think its extremly intresting to see how new strategies formed when players got better and better skilled, and how new strategies were discovered that would have been impossible to have used in the beginning of the game. Its amazing how one unit that was useless in 1.0 (dragoons) went to be the backboone of protoss armies in 1.4, because the attack range was increased from 5 to 6. How several new strats became avaliable because terran dropships got a speed increase.
// TechnoCore