Ok. So selecting more than 12 units is a cheat, since in real online competitive RTS you cannot give order to more than 12 units. Area reclaim is a cheat, since it would normally takes one click per wreck. Move in formation is a cheat too, normally you have to select and give a move order to each unit individually to achieve that. Srlsy, you shoud aft stop right after "effect units".SwiftSpear wrote:Seriously, that's just stupid. Cheating should be anything that effects units and issues orders automatically in game, be it a cheat that manages metal makers for you, micro or macromanages units, issues abstract order queues at the touch of a button. You should be allowed to customize what keystrokes it takes to issue an event, but you shouldn't be allowed to remove large portions of the necessary keystrokes from the game by adding common orders to hotkey queues.
A cheat changes the properties of the units, or the parameters of the simulation, while letting you play with people who don't have it. For exemple, it makes units cheaper, grants tons of energy or metal, makes your units immune to shots, etc... Cheats are bad and ruins the fun.neddiedrow wrote:There is something to be drawn from this - we need to draw a line between a feature and a cheating element.
A interface enhancer gives you better or easier control of your units. For instance, a group AI that you assign to the commander at the start of the game and it plays the whole game for you*. Interface enhancers are good and should be encouraged.
* solar, vp, mexx, mexx, solar, solar, 200 flashes, move to enemy base, is just menial repetitive clicking that doesn't require any thinking.

Anything automatable should be automated**. This is 2007, we are in the future, it's high time robotics takes over humanity. I'm really longing for a RTS ruled by cyborg players, half 1337 humans, half artificial intelligence, each complementing the other to create The ultimate RTS Player, dispatching commands with the rapidity of a 3Ghz CPU, while analyzing the situation with the fuzzy logic of a hundred billions neurons.
** more precisely, anything that can be automated without going against the will of the player. This is why stuff like auto-retreat are hard to automate, and should be disablable or overridable by player, since an AI can never really decide if the player would rather turn back to retrieve half his units, or push forward and lose all while blowing up that fusion farm. But stuff like two clicks to create aerial bridge, zone commands, turning MM off when E is low, fire at will on any enemy on range when nothing else to do, gives units to allies before dying, these are things an AI can decide by itself without goofing up
But then people who are used to the better interface are penalised in the ladder! Instead, a fair way would be to have the battleroom list all group AI LUA widgets of each player, and propose to download them.tombom wrote:use .nohelp make it a requirement for the ladder or something PROBLEM SOLVED
To make everybody equal, there is two ways: pull everybody down (.nohelp), or pull everybody up (easier sharing of interface upgrades).Sleksa wrote:The idea was that every player should have equal resources to win, not take us back to the stone age.
Also, you're all under the impression that interface upgrades makes the n00bs able to beat the pr0. It is quite the contrary. Pr0 will always be the most up to date as to which interface upgrade are really useful and how to use them to the max, while n00bs will probably just have the default install, and even once told about interface upgrades, it'll take them much time and learning to understand and use them efficiently. So don't worry about n00bs beating pr0 thanks to better UI, in fact it's quite the contrary, it will just widden the gap between the hard core online player using everything possible to win and the casual ignoring whole aspect of the game.