"Thurstan R. McDougle" <trmcdougle@myrealbox.com> wrote:
>full name wrote: >> >> "Thurstan R. McDougle" <trmcdougle@myrealbox.com> wrote: >> >Aphex wrote: >> >> >> I have a few questions about this intruging thread: >> >> What is it going on about? >> >> What is the reason behind this limiting of actions (3 per minute etc.) >> >> >So that strategy/tactics rather than speed of mouse clicking is more >> >important. >> >> Yes, that has been my outspoken objective for years, after being >> fascinated by Warcraft II multiplayer and then realizing that it is >> mostly a mousefight at the higher levels of play. And Yes, that >> probably is how I will play. But that is not the only effect the >> method will have on real time strategy. Its function also will be to >> put reasonable time (or move/selection) limits on the games. Have you >> ever played Age of Empires? I can make a game against the better >> players last for over five hours. Extreme clicking for seven hours >> straight. But using a timer will not necessarily slow the game, it >> will control the timing, without messing with game speed. The timer >> can be used to provide any constraints, from a slow game to a fast >> game. It will control the rate of clicking versus thinking and it >> will control the length of the game too. Control the game, not >> necessarily slow or shorten the game, just control. >> >> Additionally, it will prevent the need for all sorts of artificial >> constraints on the game, involving game speed, build times, unit >> limits, and various weird game design. >> >> It might do a lot for the incredibly popular X-Craft series because >> the control over timing probably will mean much better spectating, >> especially when all of that design effort is put into graphics instead >> of trying to mold the game into less of a mousefight. >> >> >I.E. He is trying to produce a hybrid between turn based >> >strategy and the real time (click-fest) games like WC/SC. (The "fastest >> >clicker wins" effect is something that even multi-player TA can suffer >> >from, for instance if you are attacked from multiple vectors and want to >> >perform specific targeting of both sides base defenses/mobile units.) >> > >> >IMHO most strategy players would just go turn based for that, >> >> Timing will tell. >> >> >but perhaps he wants to draw the WC/SC types over to actually thinking. >> >(Checks this is not cross-posted to the SC forum...No, good) >> >> I posted to the StarCraft forum about the same time I first posted >> here. Strangely enough (being a large group compared to this nearly >> extinct group), the StarCraft forum has <snip> kept from flaming me >> for it. > >No flames for you, but not one post discussing your idea! (out of 185 >messages in the thread)
I have much experience posting ideas to UseNet. No reply is often times a very good reply.
This particular idea suggests a fundamental change to the whole genre. If it is viewed as a good idea, one might expect awe inspired silence from people who are not overly defensive of their egos.
Of course I would like more, but I am very pleased with the discussion the idea received in the design group. Now that the thing is in what appears to be a well refined form ready for application, there isn't much left to talk about except what effect it might have on game play. I would love talk about that, but maybe that is a cumbersome design issue more easily decided by play testing.
-- Real Timed Strategy Gaming
http://pages.prodigy.net/logicshaping mbender@satx.rr.com
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