The addition of a 'fall back' feature
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Ababmer
17 Posts
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Khaymus
United States750 Posts
By the way: Sorry in advance for the 123213 people who are going to rip your post apart ![]() | ||
Butigroove
Seychelles2061 Posts
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Ababmer
17 Posts
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Lovin
Denmark812 Posts
Edit: Woops, I missed the whole "Retreat to base" thing.. Define base, and.. Ah well I guess the AI can take it.. | ||
Zergneedsfood
United States10671 Posts
If you think about it, a game HAS to do a couple of things, and these are ALL interconnected: 1) Challenge you - wouldn't be fun if every level of Starcraft you got 50 imbalisks and 40 lings and 50 defilers with infinite energy. 2) User friendly - if you had your controls scrambled over your keyboard and the visuals made commands really hard to see, that wouldn't be fun either 3) Most importantly: Provide a DISPARITY between the good and bad players. Number 3 is obviously the one I'm looking at here. Retreating in Starcraft is a great aspect of strategy and play because it helps to set an advantage or prevent a disadvantage. In a game where huge mega-losses are absolutely unforgiving in many matchups, the best players will obviously retreat with more forces intact than bad players. Having a function like this not only drags out the game longer, but then anyone can retreat without losing too many troops. It makes the concept of retreating pointless. In real military strategy, retreats happen when both you react to situations and when your troops know that the shit hit the fan. Gamers need to learn that games are supposed to be challenging and not easy to win. If you had such a function, you'd completely eliminate any potential gaining of advantages when playing Starcraft. Oh, it's time to run? Let's click a button and my army is gone. Please don't make the game any more user-friendly than it already is. Make it fun, and at the same time, make it so that there is a distinction between better players. That makes competition so much more entertaining. EDIT: Ok, so your post talks about being a good strategic commander? I can approve of that, BUT: 1) The best strategic player KNOWS when to retreat. If you are a good player, you KNOW that your MnM army is going to get ripped apart by 20 imbalisks and it's time to fall back to a good location. 2) Strategy comes down to reaction time. It doesn't matter if you have a billion ideas. But if you can't poop one out in the middle of a battle, then why would anyone want you as general of an army? 3) Retreating in Starcraft should NEVER be about mainly running back to your base and licking your wounds. Retreat can be many things. It can be running back and regrouping your army, and finding another point of attack. Remember Gettysburg, where Lee hit the Union Army after falling back multiple times? In many aspects, as lame as it sounds, retreat is never about falling back, it's just about advancing in another direction. | ||
Pyrrhuloxia
United States6700 Posts
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Tropics
United Kingdom1132 Posts
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TheYango
United States47024 Posts
On December 23 2009 08:56 Ababmer wrote: I think a fall back feature for your units would be a very good idea because it means that players ultimatley are not judged by how fast or how many orders they give, but how gooder strategitions they are. What? I actually don't know why this is useful. It was in CoH, but that's because units in CoH that retreated automatically broke pinning and got a movement bonus. There are no mechanics in place for an analogue to that in Starcraft (you'd need morale, suppressive fire, etc., concepts which don't even apply neatly to a race like the zerg), and without them, it's functionally identical to right-clicking on the minimap. Even for the most mechanically incompetent player, the difference between hitting an arbitrary key on the keyboard and clicking in a corner of the minimap is negligible. Simply put, you're asking for a feature that, without a complex set of mechanics in place to support it, doesn't actually save any actions for anyone. | ||
armed_
Canada443 Posts
I find it hilarious that you took the time to point that out yet didn't suspect anything about whether the post was serious or not. | ||
emikochan
United Kingdom232 Posts
@ Tropics, it's also better as it makes them run faster and better armour (in dow2 anyway, never played coh) OP , sc2 has been made immensely easier already, how hard is it to select all your troups and click your base ? It's not like you send them individually (your comment of "lots of clicking") | ||
Ababmer
17 Posts
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TheYango
United States47024 Posts
On December 23 2009 09:13 armed_ wrote: I find it hilarious that you took the time to point that out yet didn't suspect anything about whether the post was serious or not. Oh I'm well aware that the post is likely a troll. I don't see how that's relevant to providing a serious answer if it isn't. | ||
Ababmer
17 Posts
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n00bonicPlague
United States197 Posts
On a serious note, "retreat" commands aren't very good for most RTS games. You might as well take the time to command those units to the desired location. | ||
Khaymus
United States750 Posts
[B] gg 60 apm cap.. This made me lol real hard. I run into WoW players all the time who think the PvP takes skill. Many DOTA players try to convince me that it takes skill too. I just sigh. | ||
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TheYango
United States47024 Posts
On December 23 2009 09:18 Ababmer wrote: Again not relevant, i heard from friends who i play starcraft with that this website is professional, yet users who do only mock and not post relevant things to thread are all over the place. You prejudge and break rules, why are you not banned? ...and this is definitely a troll. Tropics and I provide two answers to why such a feature does no good to Starcraft (it's useful in Company of Heroes and Dawn of War 2 because there are mechanics related to it--without them, a retreat key is the same as right-clicking on the minimap), and you conveniently skip over them. | ||
yhnmk
Canada630 Posts
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Klapdout
United States282 Posts
I hope this is a troll post. | ||
Ababmer
17 Posts
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