Shinova wrote:1. Military strength in TA is easy to produce. Lose a few dozen units? Crank them factories up to max again and replace. And whatever push you're going to make (I assume this is somewhat early game) is going to be going up against the enemy's remaining forces and his own commander. D-gunnage ahoy.
Actually, bombing is usually reserved for breaking stalemate situations. If you're at a later stage in the game, the loss of your Commander doesn't make too big a difference on your production capabilities anyhow if indeed you're able to crank out replacement forces in short order.
3. TA is not a resource war. Economy is not the end-all-be-all you seem to be thinking it is. I don't think you've played TA long enough to realize that. In TA, economy is cheap, victory is not.
I believe even Mr. Taylor admitted that resources are what govern how we play RTS games in the article. Simply put, if your production capabilities are superior to your opponents, you do have a strong advantage.
I'd not do it because I'd rather have a solid foundation that'd allow me to crank out attack forces like an assembly line rather than betting on a slim chance that my commander will get through the enemy's defenses to make a fair-sized but easily repairable dent.
The difference doesn't have to be long term, just enough room to help me get a leg up.
And again, I don't think you've played TA long enough. Base integrity is not as end-all-be-all as it is in games like Blizzard RTSs. Wiping out a few factories means very little to a competent player who can simply build them up again in seconds or minutes.
Losing a Commander also means little when production reaches these levels. But if you gain more than your opponent does through the loss of your Commander, are you not in a better position?
Because I'd rather keep all the benefits keeping my Commander at home gives me so that they may benefit me in the long-run.
Even when those benefits aren't really all that noticeable?
One, if you have that much resources at your disposal to give your flying bomb that much assistance, then the resulting Commander explosion would truly be a mere dent on the opponent's total production and combat capacity assuming the opponent has been matching your production output, which a competent one would've.
Still, if the gains outweigh the losses, why not?
Free your mind. You don't need Commanders to stick around in order to win.
And a good player won't be expecting, or at the very least suspecting that?
Usually the defender is less prepared for the event and therefore less able to control its outcome.
Where have I assumed a great micro player doesn't have macro? You asked for a case where brilliant micro doesn't pay off, and I gave one. Don't twist the meaning of my words.
I'm not. I just fail to see where the advantage is in not micromanaging as best you can in the situation presented if you could choose whether or not to micro.
Well, if you suppose the microing player is in a hopeless situation, then obviously nothing can save him, but then no other player is going to better off since the outcome is pretty fixed.
You can have the fastest fingers in the world and it won't help you a bit if you don't have the creative mind to take advantage of those fingers. Skill in strategy games and a great wankhand are not mutually inclusive.
So have you ever actually seen top RTS players in action?
Do you play Dawn of War by any chance?
Me? No. I though I'd buy it but I looked around and noticed a number of issues with the game which I wasn't fond of. Plus I sometimes wonder whether I may or may not simply have the time for such things.
Uraniun235 wrote:I see a common thread forming from your comments. I think that you're more inclined towards an alternate genre known as Real Time Tactics. RTS is partially defined by the player's choice of what to build to send against his opponent, rather than have his forces predefined.
Typically RTS is a catch all term for all games which involve strategic and/or tactical thinking. And I always thought the difference between what is strategic and what is tactical is some what philosophical in nature. *shrugs* Furthermore, it should be pointed out that strategy exists without the requirement of building your own units.
I see and understand some of the flaws of the current state of the RTS genre, but I think that despite those flaws Supreme Commander could well come to be the crown jewel of the genre; it may not have the "purity" that I sense you desire from your simulated combat experience, but I suspect and hope it will satisfy those of us who do like building our own base and army with which to wage war on the enemy.
Do you always enjoy the experience of building a base? Does it ever not seem like mopping a floor at any point?
And you don't think it's possible to do that by simply putting the player in command of more units than he could practically micromanage?
This is just another way of removing control. But there is a problem in that the harder it is for a fast player to deal with everything because the sheer numbers, then it's harder for a regular player too.
By that I didn't mean that my attempts to secure more resources couldn't be foiled or my outlying holdings harrassed; what I meant was that someone couldn't wipe me out with one swift stroke near the very beginning, a la the scout rush in Dawn of War.
He almost may as well if competent and gets an economic leg up due to aggressive play.
Miles Teg wrote: The model in TA allows resource management to be a factor in your game play but not an overwhelming one as in Starcraft et al.
If you have a economic advantage over your opponent, your chances of winning are increased sizeably and usually lead to an exponential gain over time. Due to your larger capacity for war you can also increase the size of your holdings while reducing your opponents, giving you an even larger economic edge. And so on.