Forums LFJR » Total Annihilation » TA - alt.games.total-annihil

Sujet: Total Annihilation II: Real Timed Strategy?
Réponses: 16   Pages: 2   Dernier Message: 26 juin 2002 13:00 par: Daniel Blakemore »


Répondre à ce Sujet Répondre à ce Sujet
Rechercher Rechercher

Revenir à la Liste de Sujets Revenir à la Liste de Sujets Sujets: [ Précédent | Suivant ]
Réponses: 16   Pages: 2   [ 1 2 | Suivant ]
Invité
Total Annihilation II: Real Timed Strategy?
Publié: 24 juin 2002 18:50
  Cliquez pour répondre à ce sujet Répondre



Paul Ogle
Re: Total Annihilation II: Real Timed Strategy?
Publié: 24 juin 2002 18:50
  Cliquez pour répondre à ce sujet Répondre


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.



full name
Re: Total Annihilation II: Real Timed Strategy?
Publié: 25 juin 2002 15:42
  Cliquez pour répondre à ce sujet Répondre

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

"A computer in every home - mine, all mine!"



Paul Ogle
Re: Total Annihilation II: Real Timed Strategy?
Publié: 25 juin 2002 16:06
  Cliquez pour répondre à ce sujet Répondre

On Tue, 25 Jun 2002, full name wrote:

> 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.
>
<snip>

Yes, I believe any idiot with a news reader who saw my previous post
already knew that. How about you stop reposting the same crap over and
over, as everyone has already seen it more times than we care to. And for
those who think your drivel is intelligent, leave a link to your site in
your signature for them to follow, and stop spamming the newsgroup.



full name
Re: Total Annihilation II: Real Timed Strategy?
Publié: 25 juin 2002 17:39
  Cliquez pour répondre à ce sujet Répondre

Paul Ogle <pogle1@umbc.edu> wrote:

>On Tue, 25 Jun 2002, full name wrote:
>
>> 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.
>>
> <snip>
>
>Yes, I believe any idiot with a news reader who saw my previous post
>already knew that.

I have made sure that you cannot remove your opinion from the
archives. Your allusion to doing drugs at work also was worth noting,
IMO.

>How about you stop reposting the same crap over and over, as everyone
>has already seen it more times than we care to.

Obviously not. Before your trolling, my thread accounted for 88% of
the total posts in this group.

>And for those who think your drivel is intelligent,

Assuming you actually know the subject, since you haven't made that
clear.

Drivel or not, more than one of my ideas has been published world
wide. I think this particular one, Real Timed Strategy (or whatever
you want to call it), just needs refinement and testing. The only
negative reaction has been flailing from mouseslingers who are shocked
that they might be humbled by strategists. But hey, some will prove
to be both. The implimentation is very flexible, providing any
balance between the two (mouseslinging and strategizing), even through
ordinary game settings. The selection part seems good (very easy to
understand), but I am not sure whether that should be with individual
units or with groups. Also, since the idea is to think farther ahead,
how much display is needed? Should the player have to keep his (or
her) plans in mind to be effective? Some combination? I guess the
amount of display help can be optional too.

>leave a link to your site in your signature for them to follow, and stop
>spamming the newsgroup.

The large majority of the posts in my thread, currently 88% of all
posts to this group, were made by regulars. If you do not like it,
press the Ignore Thread key.



--
Real Timed Strategy Gaming
http://pages.prodigy.net/logicshaping
mbender@satx.rr.com

"A computer in every home - mine, all mine!"


Paul Ogle
Re: Total Annihilation II: Real Timed Strategy?
Publié: 25 juin 2002 18:32
  Cliquez pour répondre à ce sujet Répondre


I know its impolite to feed the trolls, but this is just too good to pass
up. Last post from me dealing with this troll, I promise.

On Tue, 25 Jun 2002, full name wrote:

> Paul Ogle <pogle1@umbc.edu> wrote:
>
> >On Tue, 25 Jun 2002, full name wrote:
> >
> >> 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.
> >>
> > <snip>
> >
> >Yes, I believe any idiot with a news reader who saw my previous post
> >already knew that.
>
> I have made sure that you cannot remove your opinion from the
> archives. Your allusion to doing drugs at work also was worth noting,
> IMO.

Why would I want to remove my opinion from the archives? I said its a
crap idea, and thats my opinion. I have no intention of changing it.

> >How about you stop reposting the same crap over and over, as everyone
> >has already seen it more times than we care to.
>
> Obviously not. Before your trolling, my thread accounted for 88% of
> the total posts in this group.

With the same summary posted over and over and over again. Pointless
spam, after the first time. Its one thing if a message is very old, and
has expired on some news servers. You posted the same thing multiple
times in a period of a day or so. That qualifies as spam.

And 88% of a mostly dead newsgroup doesnt mean much.

> >And for those who think your drivel is intelligent,
>
> Assuming you actually know the subject, since you haven't made that
> clear.

How could anyone miss the subject? You've spammed it a dozen times.

> Drivel or not, more than one of my ideas has been published world
> wide. I think this particular one, Real Timed Strategy (or whatever
> you want to call it), just needs refinement and testing. The only
> negative reaction has been flailing from mouseslingers who are shocked
> that they might be humbled by strategists. But hey, some will prove
> to be both. The implimentation is very flexible, providing any
> balance between the two (mouseslinging and strategizing), even through
> ordinary game settings. The selection part seems good (very easy to
> understand), but I am not sure whether that should be with individual
> units or with groups. Also, since the idea is to think farther ahead,
> how much display is needed? Should the player have to keep his (or
> her) plans in mind to be effective? Some combination? I guess the
> amount of display help can be optional too.

Published worldwide, eh? I've heard similiar things. There was a lovely
story about a spammer who's business references were worldwide, very
famous, etc. But he was still a spammer.


> >leave a link to your site in your signature for them to follow, and stop
> >spamming the newsgroup.
>
> The large majority of the posts in my thread, currently 88% of all
> posts to this group, were made by regulars. If you do not like it,
> press the Ignore Thread key.

Some of us use mail clients that dont have an option such as this. Oops,
I'm not a windows person, I use a text client, oh my! 88% of the posts
were in this thread, and it seems that 44% was you saying the same thing
over and over, and the other 44% was the regulars being irritated with
you. I'm a regular luker here, have been for ages, I just tend not to
post.



Daniel Blakemore
Re: Total Annihilation II: Real Timed Strategy?
Publié: 25 juin 2002 20:03
  Cliquez pour répondre à ce sujet Répondre

> >> 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.
> > <snip>
> >Yes, I believe any idiot with a news reader who saw my previous post
> >already knew that.
> I have made sure that you cannot remove your opinion from the
> archives.

*Yaaawn* Your point? If you're going to insinuate soething, say it to our
faces...

> Your allusion to doing drugs at work also was worth noting,
> IMO.

Aww diddums...you gonna tell your mommy..?(!)

> >How about you stop reposting the same crap over and over, as everyone
> >has already seen it more times than we care to.
> Obviously not. Before your trolling, my thread accounted for 88% of
> the total posts in this group.

Well, considering things were a little quiet, that doesn't mean too much...
:)

> >And for those who think your drivel is intelligent,
> Assuming you actually know the subject, since you haven't made that
> clear.

Somehow, I don't think *you* fully understand it... :)

> Drivel or not, more than one of my ideas has been published world
> wide.

Yeah, right...(!) That's the thing about Usenet, it's almost completely
anonymous. Anyone could claim anything, and most retards take advantage of
this fact.

I think this particular one, Real Timed Strategy (or whatever
> you want to call it), just needs refinement and testing. The only
> negative reaction has been flailing from mouseslingers who are shocked
> that they might be humbled by strategists. But hey, some will prove
> to be both. The implimentation is very flexible, providing any
> balance between the two (mouseslinging and strategizing), even through
> ordinary game settings. The selection part seems good (very easy to
> understand), but I am not sure whether that should be with individual
> units or with groups. Also, since the idea is to think farther ahead,
> how much display is needed? Should the player have to keep his (or
> her) plans in mind to be effective? Some combination? I guess the
> amount of display help can be optional too.

*yaaawn*... I don't think you've thought about this too much... Are you
actually gonna try implementing this in a mod, or are you just here to look
swanky?

> >leave a link to your site in your signature for them to follow, and stop
> >spamming the newsgroup.
> The large majority of the posts in my thread, currently 88% of all
> posts to this group, were made by regulars. If you do not like it,
> press the Ignore Thread key.

The regulars are *us* :) If we're telling you where to go, what does that
say about you? :)

--
Daniel Blakemore
"He that would make his own liberty secure must guard even his enemy from
oppression; for if he violates this duty, he establishes a precedent that
will reach to himself" - Tom Paine




full name
Re: Total Annihilation II: Real Timed Strategy?
Publié: 25 juin 2002 21:48
  Cliquez pour répondre à ce sujet Répondre

Paul Ogle <pogle1@umbc.edu> wrote:

>I know its impolite to feed the trolls, but this is just too good to pass up.

Translation:
>I cannot reason, so I will continue evading the subject while posting lies.

<snip>



--
Real Timed Strategy Gaming
http://pages.prodigy.net/logicshaping
mbender@satx.rr.com

"A computer in every home - mine, all mine!"


full name
Re: Total Annihilation II: Real Timed Strategy?
Publié: 25 juin 2002 21:51
  Cliquez pour répondre à ce sujet Répondre

As a reminder. Daniel Blakemore's posts are not worth reading, IMO,
so I cannot comment on them.



--
Real Timed Strategy Gaming
http://pages.prodigy.net/logicshaping
mbender@satx.rr.com

"A computer in every home - mine, all mine!"


Paul Ogle
Re: Total Annihilation II: Real Timed Strategy?
Publié: 25 juin 2002 23:04
  Cliquez pour répondre à ce sujet Répondre


On Tue, 25 Jun 2002, full name wrote:

> Paul Ogle <pogle1@umbc.edu> wrote:
>
> >I know its impolite to feed the trolls, but this is just too good to pass up.
>
> Translation:
> >I cannot reason, so I will continue evading the subject while posting lies.
>
> <snip>


LOL, find one thing in that post that is a lie. Its mostly opinion. Kinda
impossible to have a lie there unless I lie about by opinion :-P
Idiot.

The one thing in there that isnt opinion is the definition of spam, and
you fit that pretty well.



Paul Ogle
Re: Total Annihilation II: Real Timed Strategy?
Publié: 25 juin 2002 23:04
  Cliquez pour répondre à ce sujet Répondre

On Tue, 25 Jun 2002, full name wrote:

> As a reminder. Daniel Blakemore's posts are not worth reading, IMO,
> so I cannot comment on them.
>


As a reminder. full name's posts are not worth reading, IMO, so I cannot
help but comment on the absurdity of them.



full name
Re: Total Annihilation II: Real Timed Strategy?
Publié: 25 juin 2002 23:58
  Cliquez pour répondre à ce sujet Répondre

Paul Ogle <pogle1@umbc.edu> wrote:

<snip>

I cannot spread myself so thin replying to every asshole like you who
posts meaningless replies. I wont be reading you any more. Bye.



--
Real Timed Strategy Gaming
http://pages.prodigy.net/logicshaping
mbender@satx.rr.com

"A computer in every home - mine, all mine!"


Paul Ogle
Re: Total Annihilation II: Real Timed Strategy?
Publié: 26 juin 2002 04:23
  Cliquez pour répondre à ce sujet Répondre

full name wrote:
> I cannot spread myself so thin replying to every asshole like you who
> posts meaningless replies. I wont be reading you any more. Bye.


Yippee! Now if he'd just extend that courtesy to the rest of the
newsgroup...




Daniel Blakemore
Re: Total Annihilation II: Real Timed Strategy?
Publié: 26 juin 2002 12:58
  Cliquez pour répondre à ce sujet Répondre

> >I know its impolite to feed the trolls, but this is just too good to pass
up.
> Translation:
> >I cannot reason, so I will continue evading the subject while posting
lies.

Wow, I was just thinking the same about you, F.N.!

--
Daniel Blakemore
"He that would make his own liberty secure must guard even his enemy from
oppression; for if he violates this duty, he establishes a precedent that
will reach to himself" - Tom Paine




Daniel Blakemore
Re: Total Annihilation II: Real Timed Strategy?
Publié: 26 juin 2002 13:00
  Cliquez pour répondre à ce sujet Répondre

> As a reminder. Daniel Blakemore's posts are not worth reading, IMO,
> so I cannot comment on them.

Aww...isn't he sweet...! The poor little thing can't even bring itself to
use a killfile like it said it would... ;)

--
Daniel Blakemore
"He that would make his own liberty secure must guard even his enemy from
oppression; for if he violates this duty, he establishes a precedent that
will reach to himself" - Tom Paine