Quote:Original post by Mephs Ahem.. no sorry, just kidding. Basically yes, I want to play the tabletop game on my computer, why is that bad? |
It isn't. I'd like to be able to do the same. [grin]
It's just wrong to expect DoW to provide that, because it doesn't even *try* to go in that direction.
Quote:DOW is not perfect IMO not because of any individual thing you have to micromanage, but because the combined total leaves you unable to ever optimally control your force.
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But is that so bad? Isn't that where tactics really come in? When you're unable to pick the perfect solution, but have to weigh various imperfect ones? When you have to balance your time and attention and knowledge of what's going on in the game?
Anyway, I'm not saying there's anything wrong with the tabletop game, I'm just pointing out that DoW has some merits on its own, features that actually contribute to a better experience, and while yes, these features stray from the tabletop game, they should still be considered and appreciated, because they do add to the genre.
Quote:Just to answer a couple of last things to do some justice to your posts.... yes I have experienced long games, see-sawing of balance, short rush games and games where defeat was inevitable but took a long time coming.
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In Dawn of War? You said you hadn't played it online... [grin]
I don't really count the AI, because, well, that's the AI.
But just to be clear, I love the WH40k tabletop game (Or I did when I played it some years ago), I love the Total War games, and I love Dawn of War. Each have their own focus and their own ways to make the game fun, and I try to appreciate all of them. Dawn of War uses the resource management aspect in a way neither of the two other games do, to encourage you to take risks, to drive the pace of the game up, and to force you to engage the enemy rather than sit and wait.
While it's certainly a deviation from the tabletop game, that in itself isn't a bad thing. It just means you have more different games to play, rather than more different platforms to play the *same* game on.
If you want to make a "resource-less" RTS game, go ahead. I'd love to play it.
(There are already a few of those games, but like you say, the idea has a lot of potential)
Quote: Sometimes we are trying to do reality. Or at least something somewhat realistic. Think Age of Empires II. Producing a very large amount of warriors would have taken more time in real life. And that game was based off of a real era. Actually, that game seems really "out of focus" now that I think about it, between physical sizes of units and buildings, numbers of troops, and time progression combined. But I digress. I can see instant training in futuristic games. But when I play a say, World War I RTS, I'd like to feel the correct sense of timing, relatively.
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Why does it matter? Dawn of War solves it by not letting you train troops. Instead, you "requisition" them. You tell your HQ in orbit or wherever "Send more space marines", and they're airdropped into your base.
but that's just backstory, it doesn't really affect the gameplay. it's just a way of explaining away the fast "building" times. The same logic could apply to a WW2 game. They too had the ability to call for reinforcements.
About rushing, keep in mind that when rushing, you make a big gamble. You totally cripple your economy to build troops. And you're unable to grow your army while en route to the enemy, so when you arrive, you basically attack with yesterday's army, while the defender is able to keep reinforcing and building new units. The only reason rushing works as well as it does is that a lot of people
refuse to adapt and counter it. (And yeah, I tend to do the same. I find rushing a boring, cheap strategy too, and prefer to play games where it's not easily done. But I know it can be countered quite easily simply because you as the defender has a few advantages)
What PyroGuNx described doesn't *really* sound like rushing to me. Rushing is usually when you totally cripple your economy to be able to make one all-out, all or nothing rush. Either you wipe out the enemy then and there, or you're dead. If he defeats your rush, he'll have a working economy, and you won't.
Quote: To throw the conversation another way, something I've always thought would be cool would be a skirmish game based on gang warfare, something akin to Necromunda, GorkaMorka or Mordheim, again providing even more focus on a smaller number of troops. Necromunda was an amazing game for moving your gang about tactically, gang members out on their own being more prone to fleeing, multiple levels of buildings making the game great for fighting over the best sniping spots and amount of cover dictating the importance of ranged over melee combat, over use of equipment like grenades. With gangs of 8-20 or so people, you coudl afford to customize each and every gang member and see them develop giving the gang an identity as a whole.
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Sounds like the X-Com games... :)
And yes, that definitely does work. Feel free to make more of that kind of games [grin]
Quote: Perhaps the fact that you may build your army specifically for offensive action? Defensive play isn't such a bad thing anyway, siege warfare for instance can be quite interesting.
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But siege warfare becomes a lot more interesting if the defending army also has a reason to be more than a passive spectator. or if the attacking army has to withstand the occasional counterattack.
And if both sides can play defensively, it *is* a bad thing. it just means two armies can both sit and wait for each others forever.
That's where I think DoW is really clever. No matter how you play, you always need *some* offensive element. If you don't push your opponent, he'll defeat you. Turtling isn't an option. Turtling, with the occasional assault on a critical location is viable, but "pure" defensive play isn't. Again, this makes te game much more unpredictable, and forces you to improvise your tactics on the spot.
Quote:nobody is gaining an advantage by holding back other than the defensive position they occupy |
But that's enough, isn't it? If I hold a defensive advantage, why would I move? If I move, I lose my advantage. If my opponent moves, he loses his. I can wait. If he wants to wait 3 friggin' days before running out of patience and attacking me, that's fine. (Ok, I'm not that patient, but that's what it would seem to reward)
I think it'd be better if the game encouraged and rewarded *taking risks*, rather than *Waiting for your opponent to lose patience*
Quote: Granted these options exist in a game like DOW, but with the option to build troops to order, it becomes a race to build troops/harvest resources.
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Again, I disagree. In DoW, it becomes much more than that. if you try to play defensive, I'll just grab the critical locations and wait for the timer to reach 0. Instant win. The defensive player is forced to go out of hiding occasionally. You're forced to improvise your strategy, rather than just wait patiently for the game to fit your premade strategy. And if I know what units you're building, I can counter them without losing more than a few units.
DoW hardly ever becomes *just* a race to build troops. Much more often, it becomes a race to counter your opponent's movements, a race to build *the right* troops, and to weaken the opponent literally by outwitting him.
Some of the best DoW games I've played have literally been a battle of wits and bluffs. You're always overextended with too many places to fight, and too few troops. You move your troops to counter one threat, and just bluff and try to prevent your opponent from even discovering how vulnerable you are everywhere else. Your base is under heavy attack, so while putting up a good fight there, you drop a few units into the enemy base, which by now is almost undefended.
or you spend 10 minutes fighting over one critical location, only to break off with a small part of your army, to capture a different one. Or you fight using only old units, to fool the opponent into building specific units to counter them, while you secretly build a different unit type with different weaknesses. But a race to build units is hardly ever an important part of the game.
I've played matches where I won without losing more than 8 units while killing 200. Not because my opponent sucked, but because I managed to stay one step ahead of him in that particular match. No matter what he built, I either predicted it, or spotted it in time to produce a counter. So in those cases, it wasn't a race to build troops for me. It only turns into that if both sides are unable to adapt their tactics, and instead tries to just flood their opponent with semi-random units.
Oops, another loooong rant. I'm good at those.