Pint0 Xtreme wrote:Stark wrote:Let me see if I have this clear in my head.
Non-fans - units are boring
Fans - they are robots they can't have chat
Non-fans - they can be interesting in robot-like ways
Fans - PROVE IT RAR!!!
Actually it's more like: "Robots can be interesting in robot-like ways but my ideas are just musings and I have no idea what the fuck I'm really talking about so don't ask for an example".
Robots can be interesting in robot-like ways. For example, maybe one of them sputters and jitters around as he stands while belching out smoke. That's right! The Monkeylord does that! The ML is a great example of a flavorful unit. It has style, it has a definite feel to it--that of a giant, smoke-belching mechanical spider like from Wild Wild West.
Sure it doesn't SAY anything. It doesn't really need to go "INPUT COORDINATES." It would be nice if it did. I'm not crying that it isn't, but hearing nothing but squeals and screeches doesn't give me a real good idea of what I just selected. I think it has a "Group 1, Group 2" notification, right? I never pay attention anymore.
Or, like, the Czar. Another great unit. Giant flying UFO with a Monument-Killer Beam? That's so classic. I love it! Why aren't the smaller units UFO's though? That'd be pretty cool. Why are they duplicates? Maybe they can change direction insanely quickly and fly around in Z shapes zig-zag routes and like to strafe things with down-facing beams? Maybe the Aeon ferry ship beams them up like a cow-mutilator would.
And that's the thing. The level 4 units feel great. Everything else feels like it was kinda tacked on. They all look basically the same. They all perform basically the same. Nobody has any special sounds or special abilities really--a few guys do, like how a Cybran Mantis and Siege Bot can help repair stuff. But it's not enough to distinguish things.
So really, it wouldn't be hard. Instead of all the tanks looking like little square bricks, make them look special! Sure, how special will they look with 8 billion of them on screen at once. Okay. If that's the case, then why make me spend all that time to get to Tier 4? Let the Moneylord-type of units be Level 2 or 3. Why add in all these layers of 'stepping stones' if they're not fun? Why give us 3 levels of power generation, radar, and mineral extractors if it just drags out the game and makes the entire thing feel like a mirror match against minutely different sides?
Otherwise, just make it all one faction. Then it'd actually be balanced.
Pint0 Xtreme wrote:Stark wrote:Oh, and 'hyperbole' is a great excuse for fans, but non-fans are held to a much higher standard. 'Aircraft returning to base' is automation? What the christ? Using the ferry command is autonomy when the player has to set it up?
Well, I'm sure in your alternate world, we can program games that can read your mind and figure out where you'd want to the transport to ferry troops over.
That wouldn't be totally necessary, but think about this:
There's various filters, yeah? The layers? Why couldn't I flip into, say, the Command Filter and then go over and drag a big marker on the ground. So I click on a spot and drag, making a big box appear from that spot.
Then a little circle appears over it. I click on that and a menu appears. I scroll down to 'Airlift Army 3' and click on that. It was past Airlift Army 2 and 1. That's the action I want. Then I click on the operational phrase box that appears and select 'all transports'. I could have also chosen a group, but I don't have my airlifts grouped. If I had given a general 'ferry' or 'move' command the all transports function would have included ships as well, unless I only specified airlift.
Now I've given a complex order that involves a huge about of stuff in a matter of seconds and my army springs into action.
Similar things could be done with enemy bases. Control zones could be emitted from enemy structures. In command they'd have tags over them like 'Strafe' or 'Avoid' that I could set behaviors to. I can also drag my own control box over them and say "Engage." Since I put my box over it, that's an order, not a passive behavioral response. In this case I choose "Engage on Command -- Army 3" on their base and another box in the same place that says "Engage on Command -- Army 1".
So I click on group one and move it over. It's my naval group, and I give them some move orders to head around some waterways carefully as Army 3 is airlifted into position. Once I get the navy there I click on their behavior and set it to 'Artillery' which tells them to stand off and fire. Ships that do not hav an artillery tag automatically then form up around those ships the same way formations in Homeworld 1 worked. Ships with the Artillery:1 in their unit file group to the center and move to the longest range possible. In the case of multiple types of artillery, they will only move to the medium range of the longrange artillery.
I then click 2, click shift+A and drag a box around the enemy base to tell them to attack. I've already set a few behavior tags on the enemy defenses (I did a control-click on their AA guns to do a 'behavior for all' function so I wouldn't need to tell them to evade them all manually. Clicking that many tags would suck!), so they know what to bomb and what not to.
I watch as they begin to get about halfway, then hit Cntrl-Alt 1 and Cntrl-Alt 3. That orders my units to go, and my entire attack springs into action.