Do the mod in Spring use rock-paper-scissors model?
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Re: Do the mod in Spring use rock-paper-scissors model?
Depends on the mod, depends on how you interpret the mod, depends on how the people that hound you over your opinion on the mod interpret the mod.
Re: Do the mod in Spring use rock-paper-scissors model?
Who are you?
Spring is an heir of Total Annihilation, which was renowned for not following the RPS system.
Spring is an heir of Total Annihilation, which was renowned for not following the RPS system.
Re: Do the mod in Spring use rock-paper-scissors model?
The mods whose balance models are closest to RPS are probably spring 1944 and complete annihilation, although neither are very rps-ish. CA has design principles that go against rps, and s44, well, i dont know that much about s44 

Re: Do the mod in Spring use rock-paper-scissors model?
Thank you.
I need the mod that one unit has weak with specific unit like in the Command & Conquer series, a general rocket trooper├óÔé¼Ôäós utter uselessness against other infantry.
Is CA has this? Please suggest me?
I need it to do my research and i don't have time to study each mod can do.
I need the mod that one unit has weak with specific unit like in the Command & Conquer series, a general rocket trooper├óÔé¼Ôäós utter uselessness against other infantry.
Is CA has this? Please suggest me?
I need it to do my research and i don't have time to study each mod can do.
Re: Do the mod in Spring use rock-paper-scissors model?
Spring mods tend to avoid literal damage-boosts like C&C units have. S1944 is an exception - there are weapons that are specifically anti-armor or anti-infantry.
The most popular mod, Balanced Annihilation, has almost no unit-specific damages. The only exception is aircraft - every weapon that is not explicitly anti-air has almost no effect on aircraft.
However, even without having weapons that do different damages to different units, you can have RPS balancing. A weapon with a big blast-radius will be best used against dense clumps of small units, instead of a single large target. A weapon with a slow projectile will miss fast units. And so on. Every game has these features to some extent.
The most popular mod, Balanced Annihilation, has almost no unit-specific damages. The only exception is aircraft - every weapon that is not explicitly anti-air has almost no effect on aircraft.
However, even without having weapons that do different damages to different units, you can have RPS balancing. A weapon with a big blast-radius will be best used against dense clumps of small units, instead of a single large target. A weapon with a slow projectile will miss fast units. And so on. Every game has these features to some extent.
Re: Do the mod in Spring use rock-paper-scissors model?
You sure?Pxtl wrote:The most popular mod, Balanced Annihilation, has almost no unit-specific damages. The only exception is aircraft
Re: Do the mod in Spring use rock-paper-scissors model?
I've got a fairly strict RPS game in the oven, it just needs about a week of solid work before release.
Re: Do the mod in Spring use rock-paper-scissors model?
S'1944 is not so much RPS as for example the first C&C was (haven't really tried next ones). Anti-tank inf is perfectly capable of 1-shot-killing other inf, it's just that they are better used to hunt tanks (killing inf with them is not cost-effective). Regular inf is also able to hurt tanks pretty badly with grenades, and tanks are able to dispatch inf fast (in reasonable numbers that is), very unlike C&C.
Re: Do the mod in Spring use rock-paper-scissors model?
CA uses the RPS model (ignore whatever midknight says he has no clue about gameplay)
Raiders > skirmishers > riot > Raiders
Assault/arty > bases
all of which is achieved with no special damages (not even to air
)
Raiders > skirmishers > riot > Raiders
Assault/arty > bases
all of which is achieved with no special damages (not even to air

Last edited by Otherside on 11 Mar 2009, 14:03, edited 1 time in total.
Re: Do the mod in Spring use rock-paper-scissors model?
Hell, The Cuberor's Finest has a very simple RPS for the Cubire units: Grunts beat Jumpers, Jumpers beat Armor and Armor beats Grunts. The biggest simplicity here comes from all units having the same stats except they come in different numbers, one gets reduced ranged damage and one can jump over large distances. The grunts win through sheer numbers, armor negates their fire if it stays at range and jumpers negate the armor's defense by getting close enough to use grenades. It shows the minimal differences necessary to create an RPS situation.
Re: Do the mod in Spring use rock-paper-scissors model?
I'm sure he's on drugs.lurker wrote:You sure?Pxtl wrote:The most popular mod, Balanced Annihilation, has almost no unit-specific damages. The only exception is aircraft
Re: Do the mod in Spring use rock-paper-scissors model?
that's not very niceOtherside wrote:CA uses the RPS model (ignore whatever midknight says he has no clue about gameplay)
Raiders > skirmishers > riot > Raiders
Assault/arty > bases
all of which is achieved with no special damages (not even to air)

but the fact that we achieve these classes without special damages does make them less strict then, say in Command and Conquer, in which 1 infantry squad can pwn a dozen missile squads.

in essence, CA does use RPS, but CA's RPS doesn't limit things as much.
does that resonate more with you, otherside?

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Re: Do the mod in Spring use rock-paper-scissors model?
It depends, are you talking about strat, unit or stat RPS? Also is it soft hard or absolute?
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Re: Do the mod in Spring use rock-paper-scissors model?
Google, you should put your great mind to work and write these thoughts into a strategy guide and add it to the manual.
Re: Do the mod in Spring use rock-paper-scissors model?
BA has plenty of special damages and armor classes - its just mostly hidden from layman's eye..
Well except obvious things like LLT doing much bigger damage to commander than other units.
CA has basically none special damages but tries to implement strong counters using ordinary game mechanics like weapon ranges, aoe, reload times etc.
Classes we identify are described here http://trac.caspring.org/wiki/UnitGuide
Well except obvious things like LLT doing much bigger damage to commander than other units.
CA has basically none special damages but tries to implement strong counters using ordinary game mechanics like weapon ranges, aoe, reload times etc.
Classes we identify are described here http://trac.caspring.org/wiki/UnitGuide
Re: Do the mod in Spring use rock-paper-scissors model?
special damages do not make rps, they are only part of it.
IN real life special damages exist, just rps tends to exaggerate it as part of a form/function design which is narrowly focused to specific roles. When I talk about form/function I mean units having either behavioral weaknesses such as reactions or even an inability to catch something. The unit list is singled out to reduce the amount of available counter options until the player is pigeon holed into specific uses of a unit.
IN real life special damages exist, just rps tends to exaggerate it as part of a form/function design which is narrowly focused to specific roles. When I talk about form/function I mean units having either behavioral weaknesses such as reactions or even an inability to catch something. The unit list is singled out to reduce the amount of available counter options until the player is pigeon holed into specific uses of a unit.
Re: Do the mod in Spring use rock-paper-scissors model?
At their most basic, almost all RTS's use an RPS structure of Raid/Rush < Tech/Econ < Safe/Defensive < Raid/Rush.
CA is based around specific unit counters, using the physical abilities of a unit. However, it is not always so easily defined as the units 'class' (skirm, raid, etc) as much as its attributes.
The Samson is a Skirmisher, but so is the Rocko. This means they both have relatively long range and utilize this range to beat their enemies. The Samson, however, is accurate, while the rocko is not. This means that very fast moving, low HP targets such as Roaches utterly slaughter Rockos, but are totally useless against Samsons. The Storm is another Skirm verymuch like the Rocko, except it has an arcing projectile. This means while the Rocko is useless when there are wrecks or friendlies in the way, the Storm excells in such situations. However it also means the storm projectile is easier to dodge.
Each unit has a specific set of attributes that can be both strengths and weaknesses depending on the situation and what units it is facing. The units in CA are designed with this in mind, each being tailored to have a strength and weakness.
CA is based around specific unit counters, using the physical abilities of a unit. However, it is not always so easily defined as the units 'class' (skirm, raid, etc) as much as its attributes.
The Samson is a Skirmisher, but so is the Rocko. This means they both have relatively long range and utilize this range to beat their enemies. The Samson, however, is accurate, while the rocko is not. This means that very fast moving, low HP targets such as Roaches utterly slaughter Rockos, but are totally useless against Samsons. The Storm is another Skirm verymuch like the Rocko, except it has an arcing projectile. This means while the Rocko is useless when there are wrecks or friendlies in the way, the Storm excells in such situations. However it also means the storm projectile is easier to dodge.
Each unit has a specific set of attributes that can be both strengths and weaknesses depending on the situation and what units it is facing. The units in CA are designed with this in mind, each being tailored to have a strength and weakness.
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Re: Do the mod in Spring use rock-paper-scissors model?
Not anymore. I think a unit has to be able to run away to be a skirmisher.Saktoth wrote:The Samson is a Skirmisher