Statistics: Posted by Wakke — 28 Feb 2013, 15:16
"I guess ultimately, part of game design is to decide what types of skill you want to allow in the game.
Sometimes in fighting games, people complain about the difficult combos and special moves, saying that they get in the way of the tactics/strategy of the game and reward pure muscle memory and practice.
But it's obviously a design choice that technical skill at executing combos etc be an integral part of the game, seperate to tactics/mindgames/strategy.
For an RTS, even one as supposedly strategic as SupCom, I think there is an element of action/reflexes/micro/speed that needs to be retained.
So, I think a good balance can be struck by having some gameplay which is done best from a zoomed out perspective, (like overall strategy) and some elements which are done most efficiently from a zoomed in perspective (ACU overcharge, and add some more ways to micro your armies to make them perform better).
I once said that "the only truly limited resource in the game is the player's attention".
Being zoomed in and microing some stuff is a way of spending a lot of attention for some sort of benefit. I think they should carefully add some gameplay where spending some micro attention can yield good rewards.
Some examples might include:
- Some sort of TML or SML which you guide to the target, so you get to see the impact. Perhaps it has vision, thus allowing you to fire at an unscouted area and then choose a target as you approach impact.
- Give experimentals a special ability that you manually activate. Or, perhaps, by manually activating you can use it more effectively than leaving it to the unit's AI. (eg. using a slow firing AOE attack on clumps of units, or using a high damage attack on expensive units, etc.)
- Transport drops are inherently micro heavy.
- Making the formation / positioning / layering of your army more important to its success.
So yeah, SupCom is a game that should involve both macro and micro skills. They should carefully design where micro skills are needed, to ensure that these take place in gameplay where the best atmosphere and aesthetics are located (ie. give us a reason to zoom in to battles, experimentals, explosions, etc)"
Statistics: Posted by AdmiralZeech — 28 Feb 2013, 15:01
Statistics: Posted by Poch — 27 Feb 2013, 01:39
Statistics: Posted by Flynn — 27 Feb 2013, 00:03
Statistics: Posted by ColonelSheppard — 26 Feb 2013, 22:33
Statistics: Posted by Badsearcher — 26 Feb 2013, 22:30