
At least 'pre-explored' maps have become more common, but it's a ridiculous jump from 'nothing more than 20m from a unit' to 'you know everything'. Ironically, the ancient 'Lords of Midnight' did it in a workable way ... decades ago.

Moderator: Thanas
The point I was trying to make is the following:Stark wrote:I think his point about initiative making the game 'player free' is fucking dumb. Yeah, having units that can do their job without the player directing every single action will result in nothing for the player to do! It's not like the actual game is still exactly the same and battles are simply less onerous - having units that respond autonomously or throw their own grenades or follow preset battleplans will make the rest of the game automatic... somehow.
Frankly, it's an example of what I've been saying all along: these people don't want to play a 'real-time strategy game', they want to play 'regular' RTS's with all the baggage that brings along. The idea that units doing the sensible/obvious thing is some kind of noob-assistance reveals a great deal about the mentality of RTS players. Other statements - like cancelling a project in progress should always refund resources - shows that they're incapable of imagining different games: heavens, in SOME games it makes sense, in others it doesn't! No, it shouldn't be penalised because of RTS gameflow convention. :Smile:
The funniest thing I've seen in EaW is that when in Cinematic mode, you can see things ahead of you that your units can not see in their vision radius! Take, for instance, when a fleet of mine hyperspaced in to an occupied system. When they jumped in (Cinematic) I could see the enemy space station. But when it went back to the overhead view, I couldn't see it anymore because it was outside the sight range!Stark wrote:The fact that 'vision radius' still exists - instead of proper modelled vision with terrain LOS, weather effects and sensors etc - is another sign of stagnation. The only way to see something far away is to a) go there or b) build the Super Satellite Control Centre. You sure can't just go somewhere high and LOOK AROUND. You can scout in a direction and suddenly 'uncover' huge fucking mountains that would be plainly visible from the other side of the map.![]()
At least 'pre-explored' maps have become more common, but it's a ridiculous jump from 'nothing more than 20m from a unit' to 'you know everything'. Ironically, the ancient 'Lords of Midnight' did it in a workable way ... decades ago.
I don't MIND RTS gameflow convention, I even pointed out that the only thing I really care to do is take out some of the insane APM out of a typical Starcraft game, for example. I'm not going all-out on the automation angle. I limited my own idea of how far it would apply to macro tasks, I never cared to adopt the automatic grouping shemes put forward by others. I LIKE conventional RTS's, I only really care to chip into the overhead.Stark wrote:I think his point about initiative making the game 'player free' is fucking dumb. Yeah, having units that can do their job without the player directing every single action will result in nothing for the player to do! It's not like the actual game is still exactly the same and battles are simply less onerous - having units that respond autonomously or throw their own grenades or follow preset battleplans will make the rest of the game automatic... somehow.
Frankly, it's an example of what I've been saying all along: these people don't want to play a 'real-time strategy game', they want to play 'regular' RTS's with all the baggage that brings along. The idea that units doing the sensible/obvious thing is some kind of noob-assistance reveals a great deal about the mentality of RTS players. Other statements - like cancelling a project in progress should always refund resources - shows that they're incapable of imagining different games: heavens, in SOME games it makes sense, in others it doesn't! No, it shouldn't be penalised because of RTS gameflow convention.
Are you going to provide any evidence at all for these claims? You're saying 'more autonomy = game easy', even though it allows more time to concentrate on complex maneuvers and tactics, making the game HARDER particularly for RTS fans who aren't used to such thinking. You then claim that I have to invent a new way for the games to be fun, because somehow they won't be fun IN EXACTLY THE SAME WAY. Can you show me how units that automatically use grenades totally ruin an RTS and force a redesign?D.Turtle wrote:I am NOT bashing the idea of automation/autonomy. I am saying: You have to present ideas which would make such a game fun - ie what is the focus of the game, show what the player has to do, etc.
This is such bullshit. Autonomy is not for making it easy or noob-friendly. It's for moving the focus from 'clicking like a speed monkey' to 'being able to orchestrate large complex battleplans'. You're just falling into the RTS-convention of thinking 'less insane clicking = easy for n00bs lololololol', and you're going to actually have to prove that. Games like this won't be EASY RTS'S they'll be ACTUAL 'real time' 'strategy' 'games'. As Shep says, in games like CoH it's pretty lame that units don't have more human-like autonomy (or standing orders for retreat etc), but you think that would make the game easy! At least you're not as retarded as Dendrobius, who thinks units running away when defeated is some superintelligent AI he must face in combat. Seriously - comparing a strategy game with unit AI to a shooter where you don't have to shoot is so utterly broken - RTS players need to realise that RTS-convention is NOT the only way to play 'real time' 'strategy' 'games'.D.Turtle wrote:This would make a game more accessible to new players, while still allowing 'pro' gamers their advantage.
Yes, this is applying the autonomy stuff to a 'standard' RTS, but face it - thats what most people want and are comfortable with.
So if you ordered your dudes to a specific point, they'd just keep running about in circles? I don't even want to think about the traffic jams that could cause.Stark wrote:I was just discussing this elsewhere, acutally: in most RTSs there is no penalty for moving and firing... so why don't the units constantly move? Why do they stop and shoot, like in Dune 2? Many RTSs have laughably slow projectiles, and attack-move micro is very effective. Why don't they do it themselves, like Cantabrian circles in Rome?
Wait, that'd make the game hell easy and you'd be fighting the AI way more than your opponent.
Because most RTSs actually don't let units fire on the move, and forces ranged units to stop and shoot. Dawn of War and I think CoH improved greatly on this by enabling ranged units to fire on the move, WITH an accuracy penalty. This in combination with ranged vs close combat units actually makes micromanagement far harder and far more rewarding.I was just discussing this elsewhere, acutally: in most RTSs there is no penalty for moving and firing... so why don't the units constantly move? Why do they stop and shoot, like in Dune 2?
Actually, the Rome example was to try to head off the 'zomg too EEEEASY where is the fun' comments I expected. Such movement isn't necessary in a 'modern' game and wouldn't work anyway (the shots would just hit the other guys in the circle lol). But agility is useful militarily, and yet the units just sit there forcing you to nanny them through avoiding hellishly slow projectiles - basically producing the 'micro best = win' thing many people don't like. Further, this is a behaviour not a 'mode' - units wouldn't do it unless they were actually in combat, so stealth attacks would be more effective than usual.Uraniun235 wrote:So if you ordered your dudes to a specific point, they'd just keep running about in circles? I don't even want to think about the traffic jams that could cause.
Unit pathfinding is in desperate, desperate need of improvement.
Wah you don't play like micromonkeys you are bad people, bad gamers, and should leave my precious games alone wah! How about this - you don't want RTS innovation, great. Get the fuck out of the RTS innovation thread and go back to your clickfest. See how that logic works?Dendrobius wrote:I think almost everybody who's commented in this thread in support of more autonomy for AI units in existing RTS games either doesn't play competitively against other live humans in ranked games (1v1 Automatch in DoW for example), or really should be playing turn-based strategy games more than RTSes.
Wrong. The idea of RTSs is to have 'real time' 'strategy', not make another paper-scissors-stone StarCraft clone. It's not OUR fault you can't see beyond convention and your precious ladders. Remember everyone: either you have high 'APM' and like micro or you have low 'APM' and would like to see the genre actually go someone and maybe even become more realistic!Dendrobius wrote:The entire idea of RTSes designed so far is to be able to think fast on your feet IN COMBINATION WITH ludicriously high APM. I'm sorry if your APM sucks and therefore you can't compete in ranked games against other humans or take on the AI, but asking for that level of autonomy without changing major aspects of RTSs in general NEGATES AN ENTIRE ASPECT OF THE GAME. This would be the same as asking for an aimbot in CS so that you can "concentrate on tactical movement", or asking for auto gearbox in GTR2 so that you can "concentrate on driving the line without distractions".
Er, most RTSs have 'attack move' where units move WHILE SHOOTING AT ANYTHING IN RANGE. So... you're lying now?Dendrobius wrote:Because most RTSs actually don't let units fire on the move, and forces ranged units to stop and shoot. Dawn of War and I think CoH improved greatly on this by enabling ranged units to fire on the move, WITH an accuracy penalty. This in combination with ranged vs close combat units actually makes micromanagement far harder and far more rewarding.
Red herring. I ask again, how is the degree of automation you're asking for with existing RTSs different from asking for autoaim in CS or autogearbox in GTR2? They all take away some fundamental skill required for the game. High APM is a requirement of playing competitively in contemporary mainstream RTSs.Your examples are just getting stupider. Games like Metroid are in fact shooters with autoaim
Hilariously, you actually seem wholly ignorant of the concept of a strategy game in which you are a high-level commander in realtime... rather than playing glorified chequers with brainless proxies
When I want to play an RTS with micro, I pick up DoW. When I want to play a more realistic RTS, I go and play something like Close Combat. If I want to feel like a high level commander, I go play something like Steel Panthers. Different horses for different courses. You of course wouldn't understand that because most likely you would never have played such games anyway.Afraid your precious genre standard might grow up a little bit?
I disagree with improved interface making the game easier (because your opponent is the human, not the interface), but I disagree that it makes it harder for well balanced RTS games.Stark wrote:Are you going to provide any evidence at all for these claims? You're saying 'more autonomy = game easy', even though it allows more time to concentrate on complex maneuvers and tactics, making the game HARDER particularly for RTS fans who aren't used to such thinking.
You have no idea what is the meaning of the term of strategy in a game like starcraft. I just played a game on lost temple today, and let me tell you what strategy in that game is about.The idea of RTSs is to have 'real time' 'strategy', not make another paper-scissors-stone StarCraft clone. It's not OUR fault you can't see beyond convention and your precious ladders.
APM is like a talent not unlike game experience or hand eye cooridnation. There is nothing wrong with it. Strategy is build on the APM limitation, not against it.Remember everyone: either you have high 'APM' and like micro or you have low 'APM' and
Its easy to have a game without micro. It is stupid having a realistic RTS game. (which would take 2 real month to fight an average campiagn scale battle)would like to see the genre actually go someone and maybe even become more realistic!
A little bit more detail would be nice.Vendetta wrote:Strategy.D.Turtle wrote: The harder part is not (or shouldn't be) implementing the automation, but having a game DESPITE all this automation. In effect: what does the player do when his base-building, army formation, group behaviour, individual unit reactions are automated?
I think this kind of game would be far better, as well, with hard unit limits, because then strategy is more relevant than Tanks+1 and charge.
Sorry, I do not have a state funded study to support what I think, but I'll try my best - if its not enough I'll try again until I concedeStark wrote:Are you going to provide any evidence at all for these claims?D.Turtle wrote: I am NOT bashing the idea of automation/autonomy. I am saying: You have to present ideas which would make such a game fun - ie what is the focus of the game, show what the player has to do, etc.
I would propose that alone from a control viewpoint having to control every unit is more difficult than controlling only groups consisting of units, with each unit automatically doing what best helps the group of units achieve its goal.You're saying 'more autonomy = game easy', even though it allows more time to concentrate on complex maneuvers and tactics, making the game HARDER particularly for RTS fans who aren't used to such thinking.
Most of the ideas presented here (especially taken in their totality) go a bit beyond making units automatically use their grenades - something like that would obviously not fundamentally change the gameplay of an RTS.You then claim that I have to invent a new way for the games to be fun, because somehow they won't be fun IN EXACTLY THE SAME WAY. Can you show me how units that automatically use grenades totally ruin an RTS and force a redesign?
In the context of what I wrote this (implementing increased autonomy within a standard RTS) I would certainly hope there is a difference between controlling your own units and letting the AI handle it. Otherwise multiplayer and especially tournament play would suffer a bit (why control your own units when the computer can do it better?).Stark wrote:This is such bullshit. Autonomy is not for making it easy or noob-friendly. It's for moving the focus from 'clicking like a speed monkey' to 'being able to orchestrate large complex battleplans'.D.Turtle wrote:This would make a game more accessible to new players, while still allowing 'pro' gamers their advantage.
Yes, this is applying the autonomy stuff to a 'standard' RTS, but face it - thats what most people want and are comfortable with.
See above.You're just falling into the RTS-convention of thinking 'less insane clicking = easy for n00bs lololololol', and you're going to actually have to prove that. Games like this won't be EASY RTS'S they'll be ACTUAL 'real time' 'strategy' 'games'.
DoW had morale and retreating/broken units - that would be an example of this implemented in a standard RTS. In addition such decisions are most often situationally dependent: Maybe that units is supposed to hold the enemy there for just a few seconds more so your artillery strike hits him.As Shep says, in games like CoH it's pretty lame that units don't have more human-like autonomy (or standing orders for retreat etc), but you think that would make the game easy!
I do not think RTS-convention is the only way to play real time strategy games. In fact I haven't played actively for several years already (German army got in the way, and I didn't like the Warcraft 3 style of play - which was what my friends were/are playing). At the moment I am enjoying Medieval Total War 2 (and have been for some time) - and I love being able to pause and give commands.At least you're not as retarded as Dendrobius, who thinks units running away when defeated is some superintelligent AI he must face in combat. Seriously - comparing a strategy game with unit AI to a shooter where you don't have to shoot is so utterly broken - RTS players need to realise that RTS-convention is NOT the only way to play 'real time' 'strategy' 'games'.
Those are idiotic statements when taken alone (and none are from me, i hope).However, at least you're all providing even more examples for my previous statements about RTS players being resistant to change and conventional. Unit morale = 'am i fighting an ai lol'. Automatically throwing nades = 'lowering skill level'. RTS not based on paper-scissors-stone counters = bad... somehow. Rolling Eyes Rolling Eyes
But you can limit how much control is needed. I shouldn't have to tell my machine guns to aim at infantry, not bounce .50 cal ammunition uselessly off of 6 inch armor plated steel (AKA A tank).SWPIGWANG wrote:Control is the most personal, intimate and variable resource in the game that can not be described by a build order or a strat. It is the one personal piece of the strategy puzzle that can't be dumped into an AI.
And instituting some common-sense shit like a machine gun firing on infantry is wrong? I'm sorry, I like having my units to have some semblance of brains.As a player playing the game, it is the player's job to take command of things. Control is what the player DO. As the complexity and number of events in a RTS game is staggering, there is always more thing to manage and the player that can manage better and faster has the advantage.
We don't need to dumb down games like that, I just want to make my units a bit less stupid. I shouldn't have to tell my machine gun squad to shoot at infantry, and leave the tank until the guys without 6 inch armor plating are dead.AI is not the solution, as an "game feature" where the AI can manage is a "game feature" that is irrelevent to the player. The game can simply be simplified to remove the feature all together. Instead of complex bases and complex base AI, one can simply have an handful of buildings doing everything. Similiarly, instead of auto-casting spell casters, one can simply remove magic and integrate abilities into base attack.
Bullshit. A good game feature requires zero player management. Or perhaps you think we should make resource harvesting a manual activity? I know! We should make SCVs only bring resources in when their told to, even if they're full. Brilliant, sir! Additionally, they only go out when told to! EVEN MORE MICRO! HAH! I COULD GO ON ALL DAY WITH THIS!An game feature only has meaning if the player has to spend time managing it. A games micro requirements basically is a function of game complexity and time.
Or they could concentrate on creating diversions, traps, you know, the things that only 300 APM guys can do right now. No wait, that's boring.If there is little need to micro battles for example, the player would simply push an attack move on the enemy and spend time in "boring" things like concentrate on squeezing tiny ounces of resources by systematic peon/building management.
So?If there is nothing that the player needs to do for most of the game, the game probably would be speed up to the point where there is something to do other than stare at the screen. (very few RTS are played online at the slowest speed, even for the most micro-intensive ones)
So let's at least contain the unnecessary micro, then work on interface. RTS does have to equal "Micro 24/7".I think the problem with micro isn't that there is too much of it, but it is often very boring and has clumsy interface, and that micro demands come in share spikes (short battles) as oppose to smoothly. The micro troops to outflank the enemy is one thing, to spend 30 seconds rebuilding the farm complex due to natural exhaustion is another.
Let's make things harder for no good reason! Because we CAN!Finally, micro is the only true random variable involved in a RTS game not designed for chance to be important. What seperates good players and average ones is the ability to apply the resource of player concentration at the right place in the right time.
No fucker. It means there's something called "strategy". No, wait, you like Real Time Tactics. Go play Hungry Hungry Hippos. That's micro intensive.If there is enough time for the player to sit there and think of an strategy, it is really a TBS with timed turns.
Increasing the range of possible strategies via minimizing unnecessary micro is a bad thing?2. There is no tactics: There is only Rock Paper Scissors
Well, one should not consider tactics outside player input. The only tactics relevent to the player is the tactics implemented by himself or his opponent.
So what you're saying is we have a choice between broken macro, and a shit-ton of unnecessary micro? Or am I missing the point?People complain of games that require little micro or tactics as "tank rush games" like Heavy Tank rush in RA, while they also complain of games where tactics and control has massive effects on the game, like Starcraft where a professional player can kill a force twice its size controlled by a casual player due to knowledge and precise 300+ action per minute controls.
Not part of the debate, but I hate this fucking expression with a passion. I have to ask, what the fuck is the point of cake if not to eat it? Do you just let it sit there and rot? What's wrong with you?People want to eat their cake and have it too.
Like what you said above, this is stupid.They want tactics but they want tactics to happen by itself while they press a butten say "please don't let units be stupid." Like I said above, any feature that does not require player input is one that is irrelevent.
Black/White fallacy right here. Very nice. See what I described above about less-stupid units. Or would you prefer to have manual resourcing too?Either you make player inputted tactics important, or you don't.
So you don't like having to have a logistics tree? Go play Ground Control, that has no resourcing or logistics whatsoever.In a true "rush, swarm and attack move game" devoid of tactics, what is the decisive element in battle? Yes, this lameness called having and sending more and better units to the enemy when your enemy lacks them. That is pretty much what strategy is about: The logistics, the production and the grand scale macro-management of the economy.
Yup. But I never said I didn't want tactics in my strategy, especially things like that. I just wanted my guys to be less blindingly stupid. I wouldn't mind my guys moving some to get in cover, either. That would be nice to have.Things like placing an artillery on a hill or flanking troops is tactics, not strategy.
Your kind of strategy is a mind-numbingly boring clickfest that sends me to sleep. I play Starcraft when I want to go to bed.Now one might argue that such "strategy" really don't take that much thinking, but that is untrue. Things like optimal build orders is anything but self evident. The only reason why it is not considered "intelligent" is because RTS generally revolves around a few very, very well studied maps with millions of games played on them and all possible decisions tried.
No, it's not, you're just stupid.Now, to fix that problem is extremely difficult given physical limits and the player base.
This should be hilarious.Lets look at the solutions:
At last count I had 4000+ maps for Starcraft before I quit. More maps do not work.a. More maps: However given that all fractions have to be somewhat balanced on all maps, and that all fractions have to be unique, the set of possible maps is tiny. Unbalanced maps are not accepted by the RTS community. (unlike wargaming/tabletop gaming) In anycase, most players would stick to only a few known maps anyways.
The more skill you have, the less chance plays a part. You've been an advocate of "skill" all along, and now you're saying...well...I'm not sure what you're saying here. Lay out how a game could be too complex for skill to be important.b. More complex interactions that can not be studied to completion in millions of games: This would be far to non-linear and abstract for most of the RTS community. Games like Chess or Go have no real life counter part in terms of interaction after all. In RTS games with fog of war, information is imperfect and a complex interaction game would not consistant ensure the better player wins as randomness added up with uncountered non-linearity means chance plays an important role.
So creativity from developers should also be quashed? 'Cause I think if the developers gave a kick to the player base, there'd be a shitload of creativity very quickly.But really, the lack of "strategy" is also reflective of the generally uncreative player base. For all the whining about "lack of strategy", most players never put in the effort of actually learning about all aspect of the game to form a effective original strategy anyways.
APM shouldn't be as important as it is in Starcraft. I'm sorry, no. And I don't learn "power strats", I just play the game for kicks. But I'm just pointlessly shouting into the wind at this point.Most just learns some "power strat" and complain of lack of strategy. Some simply complain that their APM is too low and don't even bother.
One word, chuckles: Patches. Galactic Civilizations 2's AI has been remarkably improved since release. I kicked its ass at Tough (the highest level sans AI cheating) when GC2 came out. Now? I have to fight for my fucking life at that level. Get my drift?The AI is not a human, however the AI is not allowed to use its greatest assets while has many artifical weaknesses. In the same way that the AI is not allowed to aim-bot in a FPS game, the AI in a RTS game have many limitations. The biggest limitation is that the AI is build before the game is released in most cases. They will have no benefit from the strategies that is developed after millions of games played by the entire gaming community.
Why not? It'd certainly hone your skills. I wouldn't complain if an AI was actually "skilled" and honestly kicked my ass.The other limitation is that AI can not do what a human can not, for example one can not program an AI in starcraft to win by insane SCV micro in small maps. The AI can do probably do it, but no human would want to play against it.
I'm not sure what your last two sentences were supposed to mean. I don't speak gibberish. I think what you meant with the first one is that the AI is supposed to be able to micro better than humans? I don't know. Run this by me again, with your English code turned to "On".So we are removing all strength of AI and adding many weaknesses over a human. It is no wonder that they are of little challenge. We need an AI that can read forums and evaluate good strats, then we are talking.
I must note that I don't think my example goes anywhere in this direction; the unit's reaction could toggle between it (movement is unaffected, unit only attacks until out of range) or the standard reaction (sustaining the attack).Stark wrote:I was just discussing this elsewhere, acutally: in most RTSs there is no penalty for moving and firing... so why don't the units constantly move? Why do they stop and shoot, like in Dune 2? Many RTSs have laughably slow projectiles, and attack-move micro is very effective.
It would.Edward Yee wrote:HSRTG, would that example work with your examples? (i.e. machine guns versus heavy armor.)
Kind of like what Total Annihilation does. I would still like that, and something like attack-move. I want to tell my guys to burn that city to the ground, while moving through it.To add to what innovations I'd do, I'd have one Move command and use a standing orders toggle for its ROE...
There are four possible move choices I can think of.Would you change though the AI reactions when using the standard "attack-move"? (Sticking to the chosen target until it's dead and moving the next one.)
I'm in favor of having more options to pursue my goals.Or would you rather leave standard attack-move and manually choose targets/movement in an urban demo scenario?
It is not wrong, it is not that important.HSRTG wrote:But you can limit how much control is needed. I shouldn't have to tell my machine guns to aim at infantry, not bounce .50 cal ammunition uselessly off of 6 inch armor plated steel (AKA A tank).
And instituting some common-sense shit like a machine gun firing on infantry is wrong? I'm sorry, I like having my units to have some semblance of brains.
SCV mining is not a "gameplay feature" as mining is a boring event which few would want to pay attention to even if it takes strategy. Resource harvesting can be reduce to slapping a "mining building" on top of the resource instead of silly things like SCV running everywhere, which is mostly just eye candy.Bullshit. A good game feature requires zero player management. Or perhaps you think we should make resource harvesting a manual activity? I know! We should make SCVs only bring resources in when their told to, even if they're full.
Diversions and traps has most of its meaning when the person on the other side is overloaded with his own micromanagement problems. Try playing starcraft at 1/20 its base speed for example (giving the average player 1000APM post scaling) and things like distractions no longer mean anything. Your opponent can easily deal with any distraction and everything else at that speed and it ceases being a gameplay factor.Or they could concentrate on creating diversions, traps, you know, the things that only 300 APM guys can do right now. No wait, that's boring.
You do NOT increase the range of strategy via reducing micro. Like I said, you can reduce micro VERY EASILY. It is so easy it is trivial.Increasing the range of possible strategies via minimizing unnecessary micro is a bad thing?
Incidentally, there are games with manual resourcing. (AoK comes to mind, as are some european offerings)Black/White fallacy right here. Very nice. See what I described above about less-stupid units. Or would you prefer to have manual resourcing too?
Just because it is boring to you does not mean it has no strategy or is easy to master. I found standard Starcraft boring too, and spend my time playing use map setting. However it does not mean I know or could easily learn about all the details of strategy involved in a standard game.Your kind of strategy is a mind-numbingly boring clickfest that sends me to sleep.
Given that you do not play at a high level where minor map differences make the difference, I don't think you are in a good position to judge. I doubt you even really understood what different start locations on lost temple really means for combat given the different races.At last count I had 4000+ maps for Starcraft before I quit. More maps do not work.
Because in a non-total information game, much of what is going on is gambling.The more skill you have, the less chance plays a part. You've been an advocate of "skill" all along, and now you're saying...well...I'm not sure what you're saying here. Lay out how a game could be too complex for skill to be important.
The players have spoken, and they've decided to stick to counterstrike until the end of time?So creativity from developers should also be quashed? 'Cause I think if the developers gave a kick to the player base, there'd be a shitload of creativity very quickly.But really, the lack of "strategy" is also reflective of the generally uncreative player base. For all the whining about "lack of strategy", most players never put in the effort of actually learning about all aspect of the game to form a effective original strategy anyways.
Well, depending on the game, it is possible to seriously develop killer AI by focusing on the AI's greatest strength. Infinite APM and perfect execution. In long, complex and ambigous games, AI development becomes quite difficult and expensive.Why not? It'd certainly hone your skills. I wouldn't complain if an AI was actually "skilled" and honestly kicked my ass.