Re: [suggestion][idea][request][annoyingtag] Supply Cap
Posted: 06 Jun 2013, 16:46
Nope.Forboding Angel wrote:I think that spring games tend to minimize the overall impact of those points.
Open Source Realtime Strategy Game Engine
https://springrts.com/phpbb/
Nope.Forboding Angel wrote:I think that spring games tend to minimize the overall impact of those points.
Custom formations. Your argument is invalidJohannes wrote:Nope.Forboding Angel wrote:I think that spring games tend to minimize the overall impact of those points.
So think about what makes you "no good" at ZK but good enought in Evo. Does it really have to do with ui tools?Of course I would lose in ZK because I'm no good at ZK.
But not only the bad player gets better with these widgets, the good player improves too: I doubt it narrows the skill gap. Some things will even only give advantage to the good player, for example waypoints: If the bad player does not think ahead so much then given long queues of waypoints is a useless feature for him.But, what I mean is that spring has a lot of built in tools and thanks to widgets and gadgets, spring games are much easier to play for people who don't have great mechanics. Custom formations being a perfect example.
Chess is even more so but it does not even the players skil...RUSE was all about how you played the game, your strategy and your tactics, as opposed to how fast your could act and how accurate your clicks were (I'm overgeneralizing).
Custom formations doesn't really take away the importance of controlling your units precisely, it just raises the bar of how well everyone must do this to stay competitive. It's not an automation thing that'd make everyone similarly skilled in micro.Forboding Angel wrote:Custom formations. Your argument is invalidJohannes wrote:Nope.Forboding Angel wrote:I think that spring games tend to minimize the overall impact of those points.
@knorke, I don't think you understood what I meant. Of course I would lose in ZK because I'm no good at ZK.
But, what I mean is that spring has a lot of built in tools and thanks to widgets and gadgets, spring games are much easier to play for people who don't have great mechanics. Custom formations being a perfect example. I wasn't saying that those "tools" only exist in evo/spring, but I was using evo/spring as a firsthand example. Savvy?
There are different ways to create a skill gap. it can be about mechanics (fast mouse and keyboard), or understanding of the unit balance and tactics (what to chose and how to use), or about general overall strategy (managing investments). Actually games tend to have all of these, just to different extents.knorke wrote:So think about what makes you "no good" at ZK but good enought in Evo. Does it really have to do with ui tools?Of course I would lose in ZK because I'm no good at ZK.
If it was the tools you would be able to use them in zK too, but appearently there are other more important factors.
But not only the bad player gets better with these widgets, the good player improves too: I doubt it narrows the skill gap. Some things will even only give advantage to the good player, for example waypoints: If the bad player does not think ahead so much then given long queues of waypoints is a useless feature for him.But, what I mean is that spring has a lot of built in tools and thanks to widgets and gadgets, spring games are much easier to play for people who don't have great mechanics. Custom formations being a perfect example.
Chess is even more so but it does not even the players skil...RUSE was all about how you played the game, your strategy and your tactics, as opposed to how fast your could act and how accurate your clicks were (I'm overgeneralizing).
I think the point isn't that custom formations removes the need to control units, it just makes it more accessable because you don't need to be playing super fast to do it. Another good example feature in spring is strategic zoom. It doesn't remove the need to reposition your lone scouts around, it just makes it easer because you can have them all on screen at once.Johannes wrote:Custom formations doesn't really take away the importance of controlling your units precisely, it just raises the bar of how well everyone must do this to stay competitive. It's not an automation thing that'd make everyone similarly skilled in micro.Forboding Angel wrote:
Custom formations. Your argument is invalid
@knorke, I don't think you understood what I meant. Of course I would lose in ZK because I'm no good at ZK.
But, what I mean is that spring has a lot of built in tools and thanks to widgets and gadgets, spring games are much easier to play for people who don't have great mechanics. Custom formations being a perfect example. I wasn't saying that those "tools" only exist in evo/spring, but I was using evo/spring as a firsthand example. Savvy?
And there's really no tools that'd help you multitask better - constantly reposition several lone scouts, optimising your economy on when exactly to build wind, solar, adv solar, nano, etc., control different armies consisting of mixed speed units, take advantage of the fact that buildings and wrecks block bullets... SC2 is in many ways mechanically easy compared to BA or TA.
Hell even a simple game like KP demands great multitasking ability to get anywhere.
It isn't the same though. In starcraft, you must have excellent mechanics in order to get a perfect concave, and in many cases must individually control units. Think blink stalker micro as an example.knorke wrote:But not only the bad player gets better with these widgets, the good player improves too: I doubt it narrows the skill gap. Some things will even only give advantage to the good player, for example waypoints: If the bad player does not think ahead so much then given long queues of waypoints is a useless feature for him.But, what I mean is that spring has a lot of built in tools and thanks to widgets and gadgets, spring games are much easier to play for people who don't have great mechanics. Custom formations being a perfect example.
If your opponent is playing super fast and you're not, you lose.luckywaldo7 wrote: I think the point isn't that custom formations removes the need to control units, it just makes it more accessable because you don't need to be playing super fast to do it.
Games can be made in ways that skill does not matter so much. I can think of two ways:To the contrary, in less complex game, personal skill matters much.
hm of course both players have to know the game, else it is not really a fair game. If one player wins because he was the only one to know "dgun needs energy", that was not skill. But if he built windmills because he knew "dgun needs energy", that would be skill imo.In more complex games you can compensate a lack of raw skill by knowing the game more.