Clicktastic fantastic?
Posted: 20 Jun 2005, 23:45
A few thoughts, which hopefully pull a lot of this together (or maybe I'm just repeating what's already been said):
But to get strategic level stuff - "get rid of AA" etc. I think it would be OK to try a new unit - Advanced Command Facility or some similar. If the current "group AI"s had to be accessed through something like this then you'd have to pay real money to use 'em and there'd be no way an individual could cheat by plugging in custom group AIs that helped in this way. You could have multiple facilities, for example a metal maker management facility, a formation management facility etc. and of course a strategic targeting facility, which would pick out what ever kinds of target you specify (e.g. AA/ground defenses/factories/metal production/energy production etc.) this could then apply to all units that it was coordinating. All that would be left to choose on the "select AI" box from a units point of view, would be the facility which would control it... and of course a metal maker wouldn't have the option of being controlled by a strategic targeting facility, nor would an annihilator be controllable by a metal maker facility LOL.
I think these "management" units could add a whole new dimension to the gameplay if properly handled. I would certainly vote for a "mine manager" which allowed you to specify what sorts of target you want it to take out!
Just my tuppence - this turned out to be muuuuuuuuuch longer than I originally intended. I hope your ears have not fallen off =)
Munch
- 1. Some like "he who clicks fastest wins" type games, but for me, clicktasticness A. isn't particularly good fun and B. tends to encourage RSI
2. OTA has many features, such as patrolling, unit orders out of factories, massive build queues (which can be modified on the fly) etc. which set it apart from most other RTS games in that they move the gameplay away from "most clicktastic wins" towards battle tactics (pun intended) and strategy. IMHO this is why TA is such a good game, when compared to other (even current) strategy games.
3. Spring has (so far) done an excellent job of building on OTA's starting point by e.g. providing an execellent equivalent of factory "shift-click" build orders, for con-vehicles. So, if I want to build a line of 10 solars or 20 MTs or 30 DTs, I don't miss the fact that I don't have to click each individual one any more. Also, the repeat order command has a touch of brilliance - an excellent solution to an age old problem (I personally don't get a buzz out of have to go back and Shift-click another 10 times on my "flash factory" because it's stopped producing)!
4. Another great thing about OTA was that despite providing all this automation to use... you didn't have to use it. You could still single click and micromanage if you wanted to. The real skill being in focusing your "click-time" microing the strategically important things. The default behaviour is good, but by microing you can get more out of your units.
5.Again Spring has done a good job of building on OTAs starting point - none of the new things introduced are compulsory AND there's a new way to micro-manage individual units by driving them!
6.OTA's approach to extra automation was that you have to pay for it (thinking of popup-MPRCs, ATFs). Units with some automation built in, or that automated other units, had to be paid for in real metal and energy terms. This was not found to be a good solution in the eyes of the community, e.g. it is well recognised that OTA pop-up MRPCs are not as good as ordinary MRPCs because they just can't fire as far. XTA has fixed this by swapping the lvl1 and lvl2 round. UH fixed this by beefing up the range of the popups AND getting rid of the automation. One thing's for sure - it needed fixing. Fixing the ATF had to wait for a brand new engine...
7.... Spring again has an inspired solution. Automation is there by default - why on earth wouldn't your units target the radar blips? But to keep it from drastically affecting the gameplay, basic radar is innacurate and the ATF fixes up radar inaccuracies.
But to get strategic level stuff - "get rid of AA" etc. I think it would be OK to try a new unit - Advanced Command Facility or some similar. If the current "group AI"s had to be accessed through something like this then you'd have to pay real money to use 'em and there'd be no way an individual could cheat by plugging in custom group AIs that helped in this way. You could have multiple facilities, for example a metal maker management facility, a formation management facility etc. and of course a strategic targeting facility, which would pick out what ever kinds of target you specify (e.g. AA/ground defenses/factories/metal production/energy production etc.) this could then apply to all units that it was coordinating. All that would be left to choose on the "select AI" box from a units point of view, would be the facility which would control it... and of course a metal maker wouldn't have the option of being controlled by a strategic targeting facility, nor would an annihilator be controllable by a metal maker facility LOL.
I think these "management" units could add a whole new dimension to the gameplay if properly handled. I would certainly vote for a "mine manager" which allowed you to specify what sorts of target you want it to take out!
Just my tuppence - this turned out to be muuuuuuuuuch longer than I originally intended. I hope your ears have not fallen off =)
Munch