4/28/2024 0 Comments Supreme commander wiki ecoSitting on a maxed army is throwing away a temporary advantage. Static defense doesn't really help against armies (only deters harassment), because siege weapons. Lower popcap means you don't get to continue building an even bigger, more unbeatable army behind a wall of turrets or cannons. > And a lower population cap would make it easier to turtle, not harder, so I'm kind of confused as to how it worked in your example ? Maybe it would actually be good here if SC2 didn't have a popcap (so that you continue to capitalize on your initial greed for the rest of the game), but that would make Zerg incredibly broken - they make more stuff (including workers) faster than any other faction. ![]() I just think games like this suck.Įven if you execute your initial greed correctly, you're still vulnerable because they've been building T3 units, you have more places to defend, and a bigger part of your popcap is taken by the workers. Sure I can go expand first into 80+ workers before making a single army unit. Sometimes I get teammates 500MMR below me, where the metagame is almost always turtling to T3 behind infinite static defense.īeing the only aggressive player in a game with 7 turtles feels extremely unrewarding. Matchmaking can be a real dice roll in a small playerbase (which SC2 4v4 is). That's exactly the issue, when playing in a random team. > Not sure why you would expect that turtling (porc(upine)ing) would work in a competitive game with 2 teams, the opponnents will just take the rest of the map and then crush you using these extra resources. Reclaiming wrecks for metal is another comeback mechanic. That is the main supply-like comeback mechanic, which works since part of your economy is always vulnerable. When you take more metal spots you also need more energy, and the energy is nowhere near as vulnerable. Metal comes from points around the map while energy can be built in your base, and both resources are used for construction. There is something similar in Zero-K with energy. Rebuilding your base is easier the second time around, as long as you keep your power plants. Eg C&C games have power plants that act as construction supply. ![]() But the aspect of it you bring up isn't limited to popcap. On supply, I'd say what you said about supply is pretty important. Having to put a hard cap on army sizes, that people regularly reach, is sort of a drastic measure. A better question might be why games with a popcap couldn't be designed away from the failure mode of people sitting in their base making larger and larger armies. Maps are pretty open, units don't fire through each other, AoE exists. There are just so many subtle things that mean the question of popcap never has to come up. Talking about the lack of popcap is a bit backwards in a way. ![]() The overall effect is that, while there is a pop cap at the technical level, it is 10x higher than the unit counts that even the largest battles tend to equilibrate to. Defenders advantage shifts to attackers advantage as things escalate, so people can't just sit in their base. ![]() Armies are fighting or jockeying for position throughout the game and army size and composition keeps escalating. Income tracks map control, and controlling more of the map is hard, so players that are ahead don't have the freedom to sit back and build up an overwhelming army. Zero-K solves the problems solved by popcap in other ways. Popcap is just one of the ways to design an RTS, there are others.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |