View Full Version : rts and micro management


postal postie
Jun 10, 2004, 18:19
what's the point? do you enjoy sending your minions to pick berrys and cut down trees?

do you want to be bogged down by mining tiberium?

it a nesessary part of a real time strategy game or just there to bulk the game out abit. give it a few extra hours game play

stoke_fields
Jun 11, 2004, 11:08
Resource collection just adds an extra dynamic. In addition to basic management you have issues such as collector defense, territory holding and of course it staggers and evens out game pace.

postal postie
Jun 11, 2004, 17:04
forgot to say my piece an all :) i don't like micro management. boring. unrealistic. sending guys out to chop wood before you can make knights. but then i'm not keen on the whole genre. age of empires was ok.

Jedichef
Jun 11, 2004, 20:12
to answer the question. yes. i do. the more micro the better.

and how is requiring a resource before a unit unrealistic? you think the stuff used to train them and their equipment appears out of no where?

stoke_fields
Jun 12, 2004, 10:46
And I'd say it's only as unrealistic as other elements in games such as these. Remember C&C where a tank round would do essentially no damage to a minigunner? Or... or... no, I'm out.

Jedichef
Jun 12, 2004, 11:46
well hitting a minigunner with a tank round aint easy you know :P

postal postie
Jun 12, 2004, 15:16
i was just reading the 'ground control 2' review.

no micro management, or at least hardly any. that's the sort of game i'd like.

none of this mining ore and chopping trees, amassing 300 warriors before charging headlong for a mass fight at the end. no strategy involved.

leave out the micro management and concentrate on strategy. that's the way forward. for me. :)

Jedichef
Jun 12, 2004, 15:23
lol thats down to your own inability to play the game well. there are many games where people use the tactics you describe but in most of them someone who uses their brain can win by other methods.

if you dont want to play that way, dont. find another way to play. its not hard.

postal postie
Jun 12, 2004, 15:33
it's just if the game is bent towrads that style of play then it's really difficult not to gravitate to that style. i have tried other ways before but the game doesn't really help you.

Jedichef
Jun 12, 2004, 15:41
maybe it doesnt help but then why would that stop you?

for example if you fake an attack from one direction to draw forces to defend then use other units to get in from another direction to knock out power which would take down defences or barracks/factories to prevent reinforcements being produced you'll find that theres no longer a need for a big shit load of units as there would be if you just went charging in with everything you had.

postal postie
Jun 12, 2004, 19:30
the games i'm thinking about. it doesn't matter if you fake an attack from one direction.
because the tactics within the ai aren't that advanced to consider it 'a specific attack' with which to react to.

they just sit back and allow you to attack them and then we all fight in the middle of their city.

this is what i'm talking about when i say the game is bent towards a build and rush style of play.

if the ai doesn't react to different tactics from you then it's pointless.

it's like feighning a punch to someones face expecting them to lived their hands up and then wacking them in the stomach. if they don't move their hands up then they get wacked in the face. you might as well just steem in with a few smacks to the face to begin with.

Markela_F12
Jun 18, 2004, 19:04
It's got to have a equilibrum of strategy and micro management. Rise Of Nations and Warcraft 3 do both of these well

postal postie
Jun 19, 2004, 14:53
oooooo. sitting on the fence there. :))

Markela_F12
Jun 23, 2004, 21:39
Yes indeedy. I used to prefer just strategy but I've started to require an element of management as well, hence the equilibrium. I now find it too easy with just strategy in a RTS.