Posted: 2007-02-15 02:24pm
Can't you just micro-manage your force at SQUAD or platoon level(depending how big the game is)?
An AI can control how the units respond to a threat like tank assault. Most likely the force will either try to attack the tanks with bazooka, or hide and wait for reinforcements.
A squad would consist of an anti-tank infantry, machine-gunner and standard rifleman. Sure, it may seem like the AI is doing all the job for you...BUT, you can always order the squad to LISTEN to your orders and stop their actions if you don't like it.
Let's say your troops is trying to attack with bazookas, you may pull the squad further back into your lines, and MANUNALLY order them to retreat, if what the AI do will disrupt your plan.
Infantry will make full use of their ability to run circles around the tanks and hindering the tanks advance, and will not be sitting ducks. Or the machine guns on the tanks may kill them.
Tanks will also know things like WHEN to lay down suppressing fire, firing machine randomly, keeping the infantry hiding behind cover, instead of engaging your infantry.
However, you may need to have to micro-manage, but it will be how to balance your defense force between infantry and armored units. Like when should you deploy your armored units with infantry support, sniper support and when your infantry need tank support.
Also, your tanks need not target ONE tank out of an enemy tank formation you click upon, instead your tanks will engage as a tank UNIT, spreading out your firepower, unless the enemy is highly dangerous to your forces.
You want to micro-manage a tank-tank battle? Simple, you can simply direct the movement of the tanks (the tanks will still engage enemy forces while maneuvering) to gain maximum advantage. Say a tank weakness is at the back, so directing a few tanks to the rear(or encirclement) works to your advantage.
You can also do things like setting up CAP mission for your airforce, and provide air cover for some units. Some units like Attack helicopter will respond to threat level, like when there's an enemy anti-air unit around. Or they will leave the area when they run of anti-tanks missiles, and retreat. There's no use in wasting your resources, EVEN in RTS. Your units will try their best to defend their position, until it is not possible to hold on, or you order the force in the area to retreat.
Your fighters WILL know how to dog-fight (which is lacking in a lot of RTS). For someone who likes to micro-manage…simply give him a toolbar which priorities the importance of the engagement and the fighters. Whether is it to divert attention from the bombers your fighters are escorting, or intercept the enemy bombers? Or you can order what kind of formation your squadrons are using. Changing your tactics will confuse the enemy squadron, but also affect your combat effectiveness as well.
Also, how much time you train your pilots can affect the air battle as well. If you spent too little time training your pilots, even a weaker or slower planes can shoot down your superior planes, but you can build up an air force in shorter time and have a larger one. Training your pilot for quite a while, ensure they are more capable of winning a dog-fight, but your air force may be much smaller.
Also, things like units becoming shock and their behavior is important as well. When you attack enemy forces from the rear, enemy forces at the least must be thrown into disarray and confusion. That gives the player a reason to apply tactics into his command, because it is useful. Ambushing enemy force can shock them enough to surrender; depending on how successful you are in your locations, troop quality and how much alertness enemy troop has.
Also, you should be able to set your troop quality before creating them at the barracks. You have to input a higher amount of money and time if you want very good quality troop. Type in what level of troop do you want, if your troops has good quality, their ability to counter-attack in ambush, killing rates, stealth and etc will be higher. However, you will have a much smaller amount of troops. Vice-versa if you want to input less time and resources into training them.
I think MM and not doing so in a RTS can both benefit and become your disadvantage in the game.
How want a reason to micro-manage this game? Sure, it helps a lot for your troop if they were ambushed, ensuring they can hold on their position or counter-attack. You can micro-manage to your advantage, ensuring the troops follow your plans strategically. Which battle to win, which battle to retreat and regroup. Where should your troops regroup for force so that you can easily counter-attack? What focus should your infantry squad face, go for infantry or tank first? For a tank division, which should they destroy first? The infantry squad holding bazookas or the enemy tank division?
However, if you do too much micro-manage, your force ability to engage the enemy effectively will be lower, due to the confusion you are giving them. The chance of they engaging wrong target may be higher, making you even more difficult to win an engagement. Also, micro-manage may distract you from your other objective and other engagement. You may be too immersed into micro-managing a battle to notice one of your bases require reinforcement or one of your strike forces is being ambushed (or wiped out) by the enemy forces.
I feel that both doing MM and not doing so can work well IF the developers put a reason to. Why you have to maneuver your troops, why you should hold on to a certain position to prevent a flanking or encirclement. What is the point of a pincer attack or attacking from the rear and surrounding a particular force.
If the developers input the *importance of using maneuvers and tactics, you don't have to depend on micro-manage or tank rush. Also, the reason why tank rush may fail when there's no infantry support, and your entire tank force can be attacked by a single squad which your tanks cannot see in their angle of view. Also, why tanks need infantry to cover their rear, as it is their weakness part and any anti-tank force being able to get behind them is very risky.
The developers should also let players know why forested area can be such a pain in the ass for your tanks, and why you should or should not mass your tank in case a helicopter squadron lay down a hell-fire barrage, or your tanks get into a trap where artillery fire upon them.
*IF the developers can give the player a reason to use ACTUAL tactics, and maneuver, players will use them. Take away things like calculating damage based solely on health bar, but on where did the shell hit the tanks, causing it to go down in one shot. And how much does it affect the morale and effectiveness of the attack force if they suddenly see one of their tank go boom.
An AI can control how the units respond to a threat like tank assault. Most likely the force will either try to attack the tanks with bazooka, or hide and wait for reinforcements.
A squad would consist of an anti-tank infantry, machine-gunner and standard rifleman. Sure, it may seem like the AI is doing all the job for you...BUT, you can always order the squad to LISTEN to your orders and stop their actions if you don't like it.
Let's say your troops is trying to attack with bazookas, you may pull the squad further back into your lines, and MANUNALLY order them to retreat, if what the AI do will disrupt your plan.
Infantry will make full use of their ability to run circles around the tanks and hindering the tanks advance, and will not be sitting ducks. Or the machine guns on the tanks may kill them.
Tanks will also know things like WHEN to lay down suppressing fire, firing machine randomly, keeping the infantry hiding behind cover, instead of engaging your infantry.
However, you may need to have to micro-manage, but it will be how to balance your defense force between infantry and armored units. Like when should you deploy your armored units with infantry support, sniper support and when your infantry need tank support.
Also, your tanks need not target ONE tank out of an enemy tank formation you click upon, instead your tanks will engage as a tank UNIT, spreading out your firepower, unless the enemy is highly dangerous to your forces.
You want to micro-manage a tank-tank battle? Simple, you can simply direct the movement of the tanks (the tanks will still engage enemy forces while maneuvering) to gain maximum advantage. Say a tank weakness is at the back, so directing a few tanks to the rear(or encirclement) works to your advantage.
You can also do things like setting up CAP mission for your airforce, and provide air cover for some units. Some units like Attack helicopter will respond to threat level, like when there's an enemy anti-air unit around. Or they will leave the area when they run of anti-tanks missiles, and retreat. There's no use in wasting your resources, EVEN in RTS. Your units will try their best to defend their position, until it is not possible to hold on, or you order the force in the area to retreat.
Your fighters WILL know how to dog-fight (which is lacking in a lot of RTS). For someone who likes to micro-manage…simply give him a toolbar which priorities the importance of the engagement and the fighters. Whether is it to divert attention from the bombers your fighters are escorting, or intercept the enemy bombers? Or you can order what kind of formation your squadrons are using. Changing your tactics will confuse the enemy squadron, but also affect your combat effectiveness as well.
Also, how much time you train your pilots can affect the air battle as well. If you spent too little time training your pilots, even a weaker or slower planes can shoot down your superior planes, but you can build up an air force in shorter time and have a larger one. Training your pilot for quite a while, ensure they are more capable of winning a dog-fight, but your air force may be much smaller.
Also, things like units becoming shock and their behavior is important as well. When you attack enemy forces from the rear, enemy forces at the least must be thrown into disarray and confusion. That gives the player a reason to apply tactics into his command, because it is useful. Ambushing enemy force can shock them enough to surrender; depending on how successful you are in your locations, troop quality and how much alertness enemy troop has.
Also, you should be able to set your troop quality before creating them at the barracks. You have to input a higher amount of money and time if you want very good quality troop. Type in what level of troop do you want, if your troops has good quality, their ability to counter-attack in ambush, killing rates, stealth and etc will be higher. However, you will have a much smaller amount of troops. Vice-versa if you want to input less time and resources into training them.
I think MM and not doing so in a RTS can both benefit and become your disadvantage in the game.
How want a reason to micro-manage this game? Sure, it helps a lot for your troop if they were ambushed, ensuring they can hold on their position or counter-attack. You can micro-manage to your advantage, ensuring the troops follow your plans strategically. Which battle to win, which battle to retreat and regroup. Where should your troops regroup for force so that you can easily counter-attack? What focus should your infantry squad face, go for infantry or tank first? For a tank division, which should they destroy first? The infantry squad holding bazookas or the enemy tank division?
However, if you do too much micro-manage, your force ability to engage the enemy effectively will be lower, due to the confusion you are giving them. The chance of they engaging wrong target may be higher, making you even more difficult to win an engagement. Also, micro-manage may distract you from your other objective and other engagement. You may be too immersed into micro-managing a battle to notice one of your bases require reinforcement or one of your strike forces is being ambushed (or wiped out) by the enemy forces.
I feel that both doing MM and not doing so can work well IF the developers put a reason to. Why you have to maneuver your troops, why you should hold on to a certain position to prevent a flanking or encirclement. What is the point of a pincer attack or attacking from the rear and surrounding a particular force.
If the developers input the *importance of using maneuvers and tactics, you don't have to depend on micro-manage or tank rush. Also, the reason why tank rush may fail when there's no infantry support, and your entire tank force can be attacked by a single squad which your tanks cannot see in their angle of view. Also, why tanks need infantry to cover their rear, as it is their weakness part and any anti-tank force being able to get behind them is very risky.
The developers should also let players know why forested area can be such a pain in the ass for your tanks, and why you should or should not mass your tank in case a helicopter squadron lay down a hell-fire barrage, or your tanks get into a trap where artillery fire upon them.
*IF the developers can give the player a reason to use ACTUAL tactics, and maneuver, players will use them. Take away things like calculating damage based solely on health bar, but on where did the shell hit the tanks, causing it to go down in one shot. And how much does it affect the morale and effectiveness of the attack force if they suddenly see one of their tank go boom.