by Hawkei » 16 Jun 2016, 20:18
Well yes I can try. In the context of what I was explaining earlier, being proactive doesn't just mean using intel to determine what a player is doing, but also what a player will do. It means reading a tactical situation and extrapolating what the opponent can do in what space of time, what they need in order to achieve that outcome, and how this can be denied. What kind of thread that posses and how to defeat it. In basic terms this means that not only should you be matching your opponent, but, you should be exceeding (and preferably) also countering them.
What you seem to be suggesting is that the initiative should be seized by a attacking first. Having a clear plan of attack, and launching it before an enemy attack can be launched. With the only hope being that you can strike so quickly that there is not time for the enemies adaptation. You are hoping that the action will be over so quickly that your plan does not require revision.
There is however another strategic concept which is central to taking initiative - and (in Chess terminology) this is called tempo. Tempo is defined as the speed at which an attacking formation can be reconfigured, or redirected. This may mean physical tempo - as in the ability to literally move your units and attack a different position. Or it could mean how quickly you can change from spam to tech, or tech to eco, etc. Or how quickly you can deal with emerging threats...
Now the idea of tempo, in a Chess game, manifests itself as the ability to efficiently move pieces around the board and shift your focus of attack. It is governed by efficiency of movement and good positioning. In Supreme Commander it is governed by having the flexibility in your force composition to deal with new threats - as well as the ability to shift your economy and utilise it in different ways.
Above all, in a game where there is the fog-of-war, intelligence plays a pivotal role in gaining tempo. Intelligence allows you to know at the earliest possible time when you have been countered, or when a new threat emerges. Thus, it is entirely possible to seize the initiative with a defensive play. Simply by using intelligence to accelerate your decision making cycle. If you can produce counters before your opponents threat even becomes manifest - then you will have gained an economic advantage and taken the initiative.
Basically, the way I play this game is the same way I play Chess. It is what I like to call the, "Blank Slate", strategy. 95% of the time I don't go into a game with any preconceived idea of what my strategy will be. My only plan is to win the intelligence war, learn what my opponent is doing, and counter it. Identify and probe weaknesses - with no clear goal in mind. Instead, my early attacks are executed randomly for small gains. With the sole aim of probing my enemies boundaries, thwarting his expansion, and generally throwing a lot of little attacks with a multitude of different threat types. Such that the opponent will become confused and aimless.
I do early LAB aggression, early bomber, small tank pushes, lock down with PD, build a TML and queue up targets. Put interceptor patrols in his face, do a run-by with T2 bots, shove some Janus down his throat, and drop some Lobo in his backyard... I am always making sure that I know more, see more, and try to have too many things going on for him to effectively deal with.
In military terms, this is what is known as the OODA loop. Observe, Orient, Decision-making, and Action. If your OODA loop is faster than your opponent you will be much more effective. It is pretty much "what is he doing, what does this mean, what do I need to do... and then execute"... Over and over and over. The faster you can make the happen, the more likely you are to take initiative, and hence, win games.