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Participants needed for academic study on Starcraf - Page 3

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LF9
Profile Joined November 2009
United States537 Posts
November 23 2009 21:00 GMT
#41
I honestly would say the ranking of those elements of gameplay differ greatly depending on what level of play you are at. It should be obvious to everyone but it's worth pointing out. For a beginner, interface management and resource management are the top priorities and are far more than most beginner or intermediate players can hope to handle, but as the level of play rises, these things become a given and most of the focus shifts to "thinking about your opponents strategy"; that is, guessing what your opponent will do and preparing a suitable strategy before the game. The higher the level of play, the more the focus shifts from basic mechanics to a sort of thinking game.
zulu_nation8
Profile Blog Joined May 2005
China26351 Posts
November 23 2009 21:21 GMT
#42
hey carmen what do you mean by statistically significant
Masq
Profile Blog Joined March 2009
Canada1792 Posts
November 25 2009 01:18 GMT
#43
On November 21 2009 10:11 MountainDewJunkie wrote:
Show nested quote +
On November 21 2009 09:34 Carmen wrote:
Could you please sort the and rank the following concepts in order of importance they are to winning a Starcraft match, the first in the list or (1) being the most important and the last on the list (9) being the least important. I've put the concept name and then a very brief definition underneath. The concepts are below listed in no particular order.

Exploration
Scanning or moving unit(s) to unexplored areas

Building Management
Building repairing, moving buildings

Upgrading
Upgrading or improving building or units

Thinking about the opponents strategy
Mental state or possible strategic plans of the opponent(s)

Interface management
The game interface, such as hot keys or group key assignments

Defense
Defensive actions or plans

Offense
Offensive actions or plans

Recruitment
The recruitment of military units


Resources Management
The recruitment of SCVs, assignment of SCV to extract resources, or the building of a gas extractor

Carmen


This is retarded. What's more important: units, plans, hotkeys, or management? The answer is you need all of these in every game! You can't win if you don't *ahem* recruit military units. You can't win if you don't have a plan. You can maximize utility without upgrades and hotkeys. And you can't do anything if you don't manage the dough.

Liken this to the human body:

What's more important? Nevous system? The brain? The heart? Thumbs?

Stupid. That that's with 5 O's.



That's not entirely true. Sometimes people leave the game if they scout a proxy (without you actually building units), lose a 12hatch to cannons, etc.

Just being difficult
Railxp
Profile Blog Joined February 2008
Hong Kong1313 Posts
November 26 2009 04:41 GMT
#44
shouldn't map control be in there somewhere....? or i guess you can argue that map control is multiple factors put together.

the arrangement of these components also depend on your race and strategy.
~\(。◕‿‿◕。)/~,,,,,,,,>
Biochemist
Profile Blog Joined February 2009
United States1008 Posts
November 26 2009 04:55 GMT
#45
On November 21 2009 09:37 KwarK wrote:
...It's like asking which is more important in football, running or kicking the ball.


It took me several seconds to decide that running vs passing the ball wouldn't be a better way to make this analogy because I'm American and was thinking of a different sport
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