Posted: 18 May 2007, 15:26
I've always thought of TA as Beta, and Starcraft as VHS.
You completly misunderstood us. I think everybody, even those who played little starcraft, understand that they are the Starcraft equivalent of Spring's speedmetal: Completly ruins the whole balance and gameplay, trashed by everybody on any forums, yet are the most played online. We don't blame Starcraft for having infinite ressources on money maps. We blame Starcraft for having finite ressources on Blizzard's official maps.Also, Blizzard had nothing to do with ruining the infinite resource model. [...]I reiterate, SC is NOT based on an infinite resource model, and should not be judged as such.
Ishach wrote:Finite resources make your strategy more important. If your plan dosen't work you just wasted a finite resource. So this in turn makes scouting/hiding from your opponent a great deal more important.
I disagree. First, finite ressources, by itself, makes the game more porcy. When you run out of ressources, and both side are left with 5 tanks and 3 turrets, the best start is too wait for the enemy to attack first, so he has {his tanks} to battle {your tank + your turret}, so you win, and are left with an advantage. And let's even mention when you've expended your last tanks and are left within nothing but buildings, there you don't even have any choice but stay porced forever. Even before the ressources are spent, finite ressources means attacking actually make you at the disavantage, since any failure is an irrecoverable loss of ressource, while with inifinite ressources you're free to attack all you want, that won't be put you at a disavantage later. It also should be noted that in TA and most Spring mods, even Kernel Panic, the ressources don't come from free, but are proportionnal to how much territory you own. So there's an incencitive to claim as much territory as possible, and since both player do it, it innevitably leads to attacks. Every little territory gain gives you a permanent (for as long as you keep it anyway) ressources income, so every tiny bit of land is worth fighting for. Unlike a finite ressource game where anyway you don't have any reason to fight now for a far tiberium field if your home field isn't depleted yet. Personnaly I'm looking forward to a RTS that entirely remove the ressources system. All that would be left is the buildpower, how much construction unit and factory you own. If only to prove that the whole ressource system isn't even needed for RTS. Nanoblobz does that to some extend, but I never get the chance to play it in Spring lobby. I can already predict that such a system would need to exponential growth, and that whether it'll be an endless porcfest or always get a winner after a given time will depends on the relative ease of construction verus destruction, how long it takes to build a unit compared to how long it takes to destroy one. I guess the destruction power / construction power ratio should increase as tech level are climbed to ensure that games last a predictable time.Cainen wrote:No. The infinite resource model works perfectly when coupled with a wreckage system; if you just stuffed up, congrats, you delivered a boatload of metal right to their front doorstep. If it wasn't for wreckage, though, the resource system would barely work, so I suppose you have some ground there.
It has. The majority of us comes from the TA community, where the bashing of Starcraft fanboys is a long lasting tradition. Here are a few exemples:I'm not trying to "change" anybodies mind about starcraft vs TA. I'm only trying to understand why this communitity hates SC so much.
[...]
ha ha, It's almost like SC has hurt this community on some deep emotional level, or you've all become accustomed to the odd idiot who runs in screaming "SC ROXXXORS, TA BLOZORS!".
You haven't been flamed (yet). WTF are you on?ronkkrop wrote:Also, i dont appreciate poor attempts at public humiliation. I could see if i had roasted you or somebody else on these forums, but clearly, i did not. I don't roast anybody, and i expect the same respect in return, thanks.
Don't.ronkkrop wrote:My concern was that it wouldn't be very well received, in which case i'd fork it and start my own project elsewhere.
This is complete bullshit. The devs are our god. We praise them. Stop saying such blatant untruth!! Look around a bit instead of pulling whacky misconception out of nowhere.ronkkrop wrote:It's always a fight to get major patches released because a lot of developers are insulted.
No. You should listen to the Backstreet Boys and Celine Dion. They sold way more albums. Linkin Park and My Chemical Romance is for the people who wanted to be different but failed. They're not popular per se, they're the popular of those pretend to not like pop.ronkkrop wrote:Or are you one of the people who thinks that everyone should listen to Linkin Park and My Chemical Romance just because they're popular?
not the typical"I have come up with this strategy for blah blah"
"OMG so much strategy I play this game it has true strategy, strategy is blah blah, Im so much better since I play this game and h8 on this crap game blahblah"
Very True.it should have been obvious that anyone good enough to code for Spring is above the pettiness of fanboy flaming
HAR HARzwzsg wrote:1) Total Annihilation : it was so ahead of its time that it is stil the best RTS today
2) Dune II : the game that started it all
I thought it was an entirely new project which may adapt some stuff from spring?SinbadEV wrote:or you could go help out at the command engine ( http://www.osrts.info/ ), which is sorta like a fork anyways...
It is, but It's populated by former Spring Devs to the extent that you could call it Spring 2... fork isn't the right word...rattle wrote:I thought it was an entirely new project which may adapt some stuff from spring?SinbadEV wrote:or you could go help out at the command engine ( http://www.osrts.info/ ), which is sorta like a fork anyways...