The thing is this: Games give you limits, the player's job is to work around them better than the other player. If it takes thinking to overcome those limits, that is not stupid.
Vendetta wrote:That's the fucking problem! There's only one way for that engagement to be successful, so why the fuck do we have to do it manually?
Thats the problem, there is one optimal way to win any game, why the fuck do have to play it. There should be an "I win button" instead.
You are missing what I'm saying. Just because there is the "right way" to do it, it doesn't mean it is obvious, self evident at takes no thought. The player's job is to find that solution and execute it, whether it takes 20 minutes or 5 seconds.
Yes, there are micro that are truely annoying and pointless, I'll admit, like shoot-run dancing. There are others that isn't however, and takes tactical acuman to figure out. For example, in DOW, figuring out the right path to charge a squad of guardman while avoiding melee and flamer units and using jump units to cut off retreat while the opposing force is busily dancing to avoid your attack.
Graeme Dice wrote:Please stop conflating thinking speed and clicking speed. That you do so betrays your bias.
So that is the thing that limits your clicking speed? Your ability to move the mouse fast? Oh, Please. I've find that my limitation is that I can not think of 5 useful actions per second without losing sight of something. It doesn't happen if you can click very fast if your clicks are of a useless nature and your brain is too tied up to see the big picture.
Pint0 Xtreme wrote:Actually, I really do want to see what a super-autonomous RTS game will play like. You could get rid of commands like "move" or "attack" and use more high-level commands such as "assault area".....
Play HOI?
Stark wrote:I've mused about a realtime game like squad-level wargames for some time - where you give orders down one level of command (in this case, squad leaders) and they have an AI that determines how that 'squad leader'......
What I don't see is "why bother" (aside from the immersion factor). It is infinitely easier to just abstract the unit. Look at TBS games, they've been doing it for years. To simulate a company in TBS games don't involve modeling AI for five dozen people and keeping track of 500 hidden statistics that the player can not see or interact with. No, you as the commander is given this box with some numbers filled in on a map.
Whats wrong with just having a box with a set of numbers like "number of man", "organization level", "terrain modifier", "morale"....etc? The end game play result is the same after all.
Now, what I was talking about micro is that I thought that in game design, everything that the player is give control over is something that is intended for the player to control! The game give you 40 stupid infantry man unit and gives you control of movement and fire down to the mili-second is because the game intends that you control those troops directly. If it does not, it can just abstract it with a functional equvalent of a box on a map.
If you want 40 infantry man on the map but controlled by AI and is for all intends and purposes "an abstract box", it is just eye-candy and is no more strategic than a properally made box abstraction.
Just because it has high technology does not mean it provides superior game play beyond what is now possible.
Darth Wong wrote:The problem is that it's tedious. Some of us want to be field generals, not click-fest micromanagers. Do you think a field general walks around to all his soldiers saying things like "move two feet over to the right so you can shoot around that obstruction?"
Field generals do not command by looking over the entire zoomable battlefield and have instaneous radio links to every unit either. If you want to play the role of a field general, just abstract everything into a box like how they really do it. In real life, to the commander the details of combat, "micro" is hidden and abstracted. AI is not needed.
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But really, the very structure of "traditional RTS" is against the "field general" and only changing things like AI would not effect it very much. The problem is simply that the player is given far more responsibility and far more directly controllable units (due to exponential unit growth) and far more detailed control than a real field general. In most cases they are not designed to model general, instead they are made with an abstract omni-present micro god, which fits in the theme of 30 minutes nukes from 4 peons.
The better approach is to think of ways to somehow limit the number of "clickable objects" in the game and reduce the requirement for micro in individual unit interactions from the ground up. (which may or may not be done with AI) All that has been done already in some games. It is a far more effective approach than try to shoestring such thing into an traditional RTS by throwing AI into it.
Start by adding at 8~12 second (random) time delay to unit response time. Now that would kill most "traditional micro" dead in its tracks. Following that, add a "Rise of Nations" style focus fire damage penality (if you click an a target as opposed to attack move, you lose 30% of attack power) and increase unit battle engagement time.........ah so many things that can do the same thing.
But really, if that is the kind of game play desired, why not just play TBS?
It fulfills all requirements set up in here. If the point isn't player time management, then TBS is technologically easier(more processor time for tac AI too), more scalable (can have more or less units without making it too busy to lax) and can be no less immersive if done right. (with a stop-time input system like in the Combat Mission series, where the game interacts in a real time manner but pauses every minute for the player to input commands)