Here is Paul Ogle's opinion about the Real Timed Strategy idea (which is reprinted at the bottom of this message), including his message header, for the record.
Paul Ogle <pogle1@umbc.edu> wrote:
>Path: newssvr17.news.prodigy.com!Richter0.news.prodigy.com!newsmst01.news.prodigy.com!prodigy.com!nntp.flash.net!newsswitch.lcs.mit.edu!news-spur1.maxwell.syr.edu!news.maxwell.syr.edu!feed.news.qwest.net!news.ums.edu!news.umbc.edu!linux3.gl.umbc.edu!pogle1 >From: Paul Ogle <pogle1@umbc.edu> >Newsgroups: alt.games.total-annihil >Subject: Re: Total Annihilation II: Real Timed Strategy? >Date: Mon, 24 Jun 2002 12:50:01 -0400 >Organization: University of Maryland, Baltimore County >Lines: 10 >Message-ID: <Pine.LNX.4.31L.02.0206241247500.22947-100000@linux3.gl.umbc.edu> >References: <q574hu47rss7212qla2mc5ml3evqrqlfnu@4ax.com> <g5HQ8.28941$EP.2797@sccrnsc03> <u7g6husb06irrvius6iknen5jsc4abe2fi@4ax.com> <ii2bhuch514kosiujsl86if4nifgv53uqt@4ax.com> <d77bhuo47q8n82fnt19c0tdlja32c3vlo4@4ax.com> <b9gchu0nvjgaa8e9lb9ddg9rapui6n3626@4ax.com> <af5irt$b8hep$1@ID-12797.news.dfncis.de> <3d168825_1@news.vic.com> >NNTP-Posting-Host: linux3.gl.umbc.edu >Mime-Version: 1.0 >Content-Type: TEXT/PLAIN; charset=US-ASCII >X-Trace: news.umbc.edu 1024937402 6895 130.85.60.39 (24 Jun 2002 16:50:02 GMT) >X-Complaints-To: usenet@umbc.edu >NNTP-Posting-Date: 24 Jun 2002 16:50:02 GMT >X-X-Sender: <pogle1@linux3.gl.umbc.edu> >In-Reply-To: <3d168825_1@news.vic.com> >Xref: newsmst01.news.prodigy.com alt.games.total-annihil:46251 > > >Dang, I saw this huge thread on TA2 and was hoping it was chock full of >juicy info I can't view at work due to the proxy server blocking game >sites. Instead, I find this idiot talking about making TA playable by >himself and other 2year olds who can't manuver a mouse a little. Sheesh. >back to lurking I guess. > >Oh, but fullname/LShape/whatever: can I have some of what medication >they're giving you? Might make my day at work more interesting.
Real Timed Strategy
The Basics:
Required ingredients. ...queuing ...selection size limit ...subgrouping ...timing device
Methodology. The number of times a player makes a selection is counted. A "selection" is the same as resulting from the standard point, click, and drag method of selecting structures and units. Limiting the selection size and number of selections allowed during a game means that each player will have to queue farther ahead in order to do more. That means more clicking, but it also means more thinking ahead. Subgrouping as seen in WarCraft III allows more activity during a battle with no additional selections. Alternatively. The selection rule can be applied to individual units. As seen in Total Annihilation, a plan overlay can be provided which tells a player how far ahead individual units are queued. The basic idea provides many possibilities to explore.
Reasoning. If a group is queued farther ahead, it wont need selecting as often, therefore saving selections over the whole of the game. The selection size limit combined with subgrouping helps determine the intensity of battles since micromanaging subgroups is allowed with no additional selections. During a battle, losing units from a selection means that selection becomes less worthwhile. Losing all selected units in battle naturally means losing a selection.
A "selection" is simply a single, continuous selection.
Timing example one. A maximum number of selections, such as 180, is allowed in a given amount of time, such as 1 hour. An hour/180 is the expected strategy content of the game, also depending on player skill level.
Timing example two. Game time is fixed. The winner is the player who makes the fewest number of selections unless he (or she) dies first.
Timing example three. A non-timed game in which each player can make selections a maximum number of times.
-- Real Timed Strategy Gaming
http://pages.prodigy.net/logicshaping mbender@satx.rr.com
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