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-i noticed how in starcraft, APM is the limiting factor, while you have pretty much unlimited centralized information and knowledge. -but in real war, you basically have unlimited APM (individual control and attention of each unit) and cohesive information is the limiting factor (you have heard of the phrase "chaos in the batlefield", which describes the lack of integrated information that ensues.
and the improvement of functionality as a group for each domain rests upon raising the cap of the limiting factor.
-in starcraft, raising your APM allows for a lot more balanced fighting force. Comparatively, raising communication and centralized information (say by making the screen show a larger area) would yield very little improvement. -In real war, we try to improve the limiting factor of collective awareness with radios, hand signals, colored smoke signals, and GPS. But providing more micromanagement for each soldier (an officer or sergeant basically doing things for one soldier instead of doing his own task or overseeing many people) would do not really improve the fighting force much, and in fact, might be counterproductive.
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Never thought of it that way, its pretty interesting.
Although its much more fun this way.
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sooooo
sair/dt to win every warr
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On August 10 2008 08:50 stanley_ wrote:sooooo sair/dt to win every warr
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Yup. Chain of command in real militaries is actually quite interesting. You also have the aspect of being able to trust everyone in virtual war, where in reality precautions must be taken to limit the abuse of weapons. There's also the nature of human life, where in virtual war you're willing to send as many units as necessary to their suicide, very few militaries in real life (kamikaze soldiers) will actually use these tactics, as they're deemed immoral by westernized cultures.
StarCraft is a great war simulation, and tactics that would work in the game would work in real life, but the exclusion of the mental disposition of the troops makes it more predictable than real war could ever be.
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if only all wars could be settled with a game of starcraft
:/
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I like how you used a passenger plane to represent a Corsair.
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On August 10 2008 10:48 shavingcream66 wrote: if only all wars could be settled with a game of starcraft
:/ Then South Korea would rule this planet..
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On August 10 2008 10:48 shavingcream66 wrote: if only all wars could be settled with a game of starcraft
:/
Korea would rule the world.
Edit- Beat to it! :\
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no, then USA would be best in the world at starcraft
even if it meant abducting korean citizens
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hahaha yeah, korea would dominate the world XD
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thedeadhaji
39489 Posts
wow never thought about the two things next to each other, very nice observation and made me go "wow that's really fuckign cool"
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How do you have "unlimited centralized information and knowledge" in SC? Why is scouting one of the deciding factors in high-level games then?
Then you say in a real war "an officer or sergeant basically doing things for one soldier instead of doing his own task or overseeing many people would do not really improve the fighting force much, and in fact, might be counterproductive". What are you talking about? Why are there ranks in the military? What do generals do if not oversee many people? If "micromanagement" is not an issue in a war, then why would troop movement, mobility or range matter?
Maybe I'm not understanding you correctly, but it seems to me that you are trying to force a symmetry where there is none. SC is a game, it's great, it's wonderful. Leave it at that and stop trying to make it into some sort of key that unlocks the secrets of life and death.
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That was already solved, it's 42.
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On August 10 2008 08:50 stanley_ wrote:sooooo sair/dt to win every warr
Lmao thats pure genious
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