locallyunsceneFeeder of TrollsJoin Date: 2002-12-25Member: 11528Members, Constellation
<!--quoteo(post=1673771:date=Mar 20 2008, 06:13 PM:name=the_x5)--><div class='quotetop'>QUOTE(the_x5 @ Mar 20 2008, 06:13 PM) <a href="index.php?act=findpost&pid=1673771"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Isn't that what an RTS plays like anyways? I liked that aspect of NS. It caused your team to have to adapt to new threats or be NATURALLY SELECTED OUT. (i.e.: nature says you are all dead, or to quote TAK, "epic fail.")<!--QuoteEnd--></div><!--QuoteEEnd--> Of course this is just my opinion based on my experience, but while hard counters (which is what specialization encourages) make for good RTSs and RPGs they make for poor FPS games. If your ice unit is strong against my is strong against my rock unit but weak against my fire unit then you're (starting) to build strategic depth. But now imagine you're the ice unit and I'm the fire unit. Your attacks are ineffective against me while mine are super effective; you're not going to have fun and will probably feel frustrated because: a.) You can't change your unit easily; that's the commander's decision/tech to research. b.) This ice/fire match up has negated or severely impared your FPS combat skill as a player If there are a lot of hard counters you and I going to feel frustrated a fair amount of the time and the game simply won't be fun. FPS games(and most multiplayer games in general) are about learning from your mistakes and getting better. Hard counters in NS2 games prevent this because the technology is chosen by a single player.
locallyunsceneFeeder of TrollsJoin Date: 2002-12-25Member: 11528Members, Constellation
<!--quoteo(post=1673918:date=Mar 22 2008, 06:21 AM:name=Harimau)--><div class='quotetop'>QUOTE(Harimau @ Mar 22 2008, 06:21 AM) <a href="index.php?act=findpost&pid=1673918"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Of course. But these are <b>static defenses</b>.<!--QuoteEnd--></div><!--QuoteEEnd--> Are these static defenses going to be fighting only each other?
Comments
Of course this is just my opinion based on my experience, but while hard counters (which is what specialization encourages) make for good RTSs and RPGs they make for poor FPS games. If your ice unit is strong against my is strong against my rock unit but weak against my fire unit then you're (starting) to build strategic depth. But now imagine you're the ice unit and I'm the fire unit. Your attacks are ineffective against me while mine are super effective; you're not going to have fun and will probably feel frustrated because:
a.) You can't change your unit easily; that's the commander's decision/tech to research.
b.) This ice/fire match up has negated or severely impared your FPS combat skill as a player
If there are a lot of hard counters you and I going to feel frustrated a fair amount of the time and the game simply won't be fun. FPS games(and most multiplayer games in general) are about learning from your mistakes and getting better. Hard counters in NS2 games prevent this because the technology is chosen by a single player.
Are these static defenses going to be fighting only each other?
I like units being a balance for one another, but I hate rock/paper/scissor mechanics.
Geeze.