
If you don't like micro, play a turn based game.
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Like what?sergey wrote:"To mirco is to make qwick tatical desition to make your units fight better. To move artillery into to right position is microing. To move the wounded units back and cover the hole with fresh new units is microing. To make your units surrond a bulldog so it can't move is microing. "
other 2 cents:
1) "To move artillery into to right position is microing." Can it be done by ai? Easility - artelery should find out where it is safe and can attack the designeted target. Is it big task for AI? It is just look at 200 positions nealy and give and estimation for it. It iwll also move artelery out of range for short-range attackers.
2) "To move the wounded units back". Can be do easily by AI. Just stop attacking by it and start moving to repair platform/base, or just out of attacker.
3) "cover the hole with fresh new units ". Can be done by AI if AI knows formations. Like - i have a gap in formation, so what can i put in it? Aga - the closest unit is that one. Go to formation!
4) "To make your units surrond a bulldog so it can't move is microing". Dont think it is possible. But btw - when you need it. If you can't destroy it - it will kill you. Otherthise - if it can kill your "damager" units - it is all about formations aging.
So the point is AI can done a very good job - just need nice scripts for it. What can really can't be done by AI - is a strategy.
I don't think you know the real definition of microing...would say - that micro or let's name it macro managment is really depends of how many units we have. When you manage 10 units - it is may be right spending of your time, then managing 100 - microing them can be really stupid - you spend too much time on it - so it does not give you enought in back.
Why offcourse. I just said that if we are gonna have AI's handleing everything we could just make a big damn ai to play the whole game for us. Oh, and there are behavior modfiers in Spring for a reson. Set the artillery on hold position...SwiftSpear wrote:There is so many qualitative things players do with micromanagement that an AI would have difficulty emulating easily, and if it did emulate it easily it would make the game alot less fun. Things like deciding you don't like the current mex your zipper is attacking because there is an LLT there, so you decide you're going to move on to another mex instead, while staying out of the LLT range the entire time. Running 30 AKs into an opponents base and realizing when you see the commander that running them all in together will just get them all Dgunned with 3-4 blasts, so you back off and send them one by one so the comm has to spend exorbitant energy to stay alive. Really, skirting outside of the range of any automated defence is probably outside of the abilities of an AI, too many qualitative decisions involved. Do I want to sacrifice these 20 AKs so my goli can get to the annihillator untouched? Is it a better idea to circle around the LLT or push through it with my group of 15 flash tanks? Too many variables for an AI to even begin to handle. Intellegent AI really can't handle. However, things like automatically retreating highly damaged units wouldn't be so hard to deal with, and it still drives me nuts when an artillery unit decides to follow it's current target back within the range of an opponents defences.
There is a midpoint between where an AI requires too much micromanagement and when it gets too smart for it's own good.
having a building order more efficient then your opponent... which apparently is the highest from of RTS strategy, because as from what I can tell people want to remove everything else.Kixxe wrote:Why offcourse. I just said that if we are gonna have AI's handleing everything we could just make a big damn ai to play the whole game for us. Oh, and there are behavior modfiers in Spring for a reson. Set the artillery on hold position...SwiftSpear wrote:There is so many qualitative things players do with micromanagement that an AI would have difficulty emulating easily, and if it did emulate it easily it would make the game alot less fun. Things like deciding you don't like the current mex your zipper is attacking because there is an LLT there, so you decide you're going to move on to another mex instead, while staying out of the LLT range the entire time. Running 30 AKs into an opponents base and realizing when you see the commander that running them all in together will just get them all Dgunned with 3-4 blasts, so you back off and send them one by one so the comm has to spend exorbitant energy to stay alive. Really, skirting outside of the range of any automated defence is probably outside of the abilities of an AI, too many qualitative decisions involved. Do I want to sacrifice these 20 AKs so my goli can get to the annihillator untouched? Is it a better idea to circle around the LLT or push through it with my group of 15 flash tanks? Too many variables for an AI to even begin to handle. Intellegent AI really can't handle. However, things like automatically retreating highly damaged units wouldn't be so hard to deal with, and it still drives me nuts when an artillery unit decides to follow it's current target back within the range of an opponents defences.
There is a midpoint between where an AI requires too much micromanagement and when it gets too smart for it's own good.
Also, most units should be stupid, but not moronic. If i tell them to go somewhere, they are gonna try to get there ASAP. If i tell them to attack something, they move to that position. They only know how to fight, not what the overall plan is.
Also... if we remove the need of microing, where those the strategy lie without turning sping into a Rock, papper and sizzor game?
That's not true.sergey wrote:just two my cents about wesels or jeffry.
1) 2 weasels can kill any starting base exept bases which has 2 llts. ...
I had some plans for a fallout style game using more or less those combat mechanics at some point... but for it to really pay off enough to be much fun you need more control over your units movements and firing abilities then most RTS/TBS provide, as well as some fun things like chosing the cover you want to hide under and weather you are going to risk running from point A to B under suppressive fire. Done properly gameplay mechanics like that could really slow down overly fastpaced tactical situtions to the point where they are really fun to explore in depth.Zoombie wrote:I just had a great idea.
Each 'turn' has the following steps in it.
Host pauses
Each player plans out his movements with the shift key
Once each is done host unpauses for 60 seconds
60 seconds pass, and no one can do ANYTHING in that period
Host pauses, cycle begins again
Howz that for a turn based game, eh?
But on the whole ai management stuff, i say screw it. Your here to play the god damned game, not to whatch the ai play the god damed game.
<cough> Dungion Shige<chough><chough>
Why not get a base building AI for the microer and the squad commander style AI for the macroer?Kixxe wrote: A player that have good Macro skills builds and exelent base and has great resource managment. But he sends his units in to oblivion and wont manage his defences when the enemy is attacking.
A play with great micro skills will build phew units, but use em as a pro. You will never se so much damage done with a small 10 unit k-bot army. On the other hand, he will esaly die to any attack since he's resources are lower then the support for bush, and his base is something not even Picasso could love.
Spring is not SC. Also, they are only gonna include a base building ai? What those that tell you about what they think is important?Why not get a base building AI for the microer and the squad commander style AI for the macroer? Wink Suprem commander is gonna include the base building AI and I don't belive it will ruin the game. But still each for his/her own. Could always have a new mod which includes squad commanders and AI facilities :D
No you can't. They have too few hitpoints and too high a relitive cost to be used anywhere near active combat. They also have such a high build speed advantage that most players don't even want to use them anywhere out of their bases. The last factor is ressurection time is way too high to use them in active combat, they might as well have big bullseyes painted on them if they were going to be used offencively.Strider wrote:By the same token however, you could use res-bots to further an advance and make it more sucessful; instead of having to have con bots/planes/vehicles dancing between heavy fire in the front lines to repair dammaged but not dead units, farks can follow along the back lines and resurect fallen units/buildings friend or foe to continue pushing forward.
Giveing core a fusion plant at half the price of the arm equivalent would also be overpowered. A unit doesn't need to have higher attack ratings or higher stats to be overpowered, it just has to be the difference between victory and defeat more often then not. Almost every late game farks/resbots become the deciding factor.Saying that they are overpowered is kinda bizarr; because they can't actually personally hurt units, instead they build things and resurect things; these are tactical abilities that both sides share and either side can make use of with proper planning.
They are expensive enough that you need to keep them away from active combat, but they aren't so costly that they aren't worth what you pay for them right now. They build DISTURBINGLY fast, and have several decent feild structures in thier roster. They really don't even need thier ressurection capabilities to retain balance.As well, they are expensive units, and in a map which is short on metal there loss is not something to be ignored, so you can 'bait' them out with a 'failed' wave of attackers, then move in the real wave killing the farks first; if they have so much extra metal and FARKS that whatever they loose there is irrelivant, then they can just as easily spam out whatever unit your worried about them claiming with resurection.
That would make ressurection close to useless. I mean, most of the time you will be on the attacking side when you lose units, and that makes it very hard for you to rez any units at all. Thus removing rezzing from a good tatic to just something that noone never uses because it never works.SwiftSpear wrote:No you can't. They have too few hitpoints and too high a relitive cost to be used anywhere near active combat. They also have such a high build speed advantage that most players don't even want to use them anywhere out of their bases. The last factor is ressurection time is way too high to use them in active combat, they might as well have big bullseyes painted on them if they were going to be used offencively.Strider wrote:By the same token however, you could use res-bots to further an advance and make it more sucessful; instead of having to have con bots/planes/vehicles dancing between heavy fire in the front lines to repair dammaged but not dead units, farks can follow along the back lines and resurect fallen units/buildings friend or foe to continue pushing forward.
Giveing core a fusion plant at half the price of the arm equivalent would also be overpowered. A unit doesn't need to have higher attack ratings or higher stats to be overpowered, it just has to be the difference between victory and defeat more often then not. Almost every late game farks/resbots become the deciding factor.Saying that they are overpowered is kinda bizarr; because they can't actually personally hurt units, instead they build things and resurect things; these are tactical abilities that both sides share and either side can make use of with proper planning.
They are expensive enough that you need to keep them away from active combat, but they aren't so costly that they aren't worth what you pay for them right now. They build DISTURBINGLY fast, and have several decent feild structures in thier roster. They really don't even need thier ressurection capabilities to retain balance.As well, they are expensive units, and in a map which is short on metal there loss is not something to be ignored, so you can 'bait' them out with a 'failed' wave of attackers, then move in the real wave killing the farks first; if they have so much extra metal and FARKS that whatever they loose there is irrelivant, then they can just as easily spam out whatever unit your worried about them claiming with resurection.
Suggestion: Ressurection kbots can only ressurect fallen units that were on it's team originally, enemy units it automatically reclaims. This would end the vicious cycle of teams continuously sending half price ressurection armies at eachother, and not force players to porc behind infinate lines of annihilators and Bertha when attempting to win games.