Yes, apparently reading one is a sin. Why should I play through a game that I don't even like fairly? I just got the cheats and some handy tips for the Editor. Reading it is fun anywayHopeless Bastard said:Its macromanagement vs micromanagement. Small numbers of large "squads" that function practically autonomously vs high numbers of singular units that are little more than fodder when not individually controlled.Nouw said:You got to be joking. If that worked, I would have finished the Dark Crusade Campaign by now!Hopeless Bastard said:...Uh, Yea, dawn of war and world in conflict aren't built around strategy. They're built around "select all units and steamroll."
its all about making the format "accessible." Which is newspeak for "piss easy."
I don't really know what Tactical and Startegy games are defined as but I can say there is a difference between Starcraft and Company Of Heroes. Starcraft is basically counter every damn unit the enemy sends. Well at least in the guides
Dawn of war just bored me to tears. The big booms and "epic armies" running around felt like I wasn't really contributing to anything they couldn't figure out themselves. While in starcraft, for example, you can always imagine the individual unit wondering why hes being ordered around in a circle.
Dawn of war also broke pretty early for me. The game talks about the imperial guard like they're a bunch of pussies, so during that first mission when you're given a bunch, I fully upgrade a squad, and completely wreck the entire map with it, all while losing maybe 4 squadmembers across however many squads. All because I finally had a weak unit with strong offense that required some sort of action from ME to be effective. Then it was back to the boring as hell space marines. Then I tried chaos, orkz, then eldar, and it was all more of the same, so I just stopped playing. I also wasn't impressed with the ability to make a hello kitty brigade.
Also... guides? What the fuck man.
I miss Homeworld so much! I dug out my copy of Homeworld 2 a few months ago just for fun. Homeworld and its sequal are still some of my favorites!rsvp42 said:Agreed on Homeworld. Part of what made it so compelling was that you never quite knew what you'd need for the next encounter. Everything that you built in one level carried over to the next, so early fleet development could impact later missions, like strategically salvaging and re-commissioning the right vehicles to bolster your fleet. Been so long since I played it, but that was the sense I remember getting from it.
I think the smaller-scale battles and micromanagement provide more concentrated doses of thrills. Each game is shorter and more intense, like a quick hit of strategy and neck-and-neck battles, compared to a longer drag of resource management and infrastructure-building (did I just make a drug metaphor?). I think that appeals more on the e-sports side of things and leaves players with more powerful individual experiences, even if it's not ultimately as fulfilling for certain players.
To this day I will always prefer that long drawn out fight. I dont know why but its just so much more emotional to watch that base you carefully put together get steamrolled while you have absolutely no control over it. Its just desperation as you try your best to cut your losses and run and its always a coin toss whether you get away or not or for that matter be able to hold off that huge force while you rebuild.rsvp42 said:Agreed on Homeworld. Part of what made it so compelling was that you never quite knew what you'd need for the next encounter. Everything that you built in one level carried over to the next, so early fleet development could impact later missions, like strategically salvaging and re-commissioning the right vehicles to bolster your fleet. Been so long since I played it, but that was the sense I remember getting from it.
I think the smaller-scale battles and micromanagement provide more concentrated doses of thrills. Each game is shorter and more intense, like a quick hit of strategy and neck-and-neck battles, compared to a longer drag of resource management and infrastructure-building (did I just make a drug metaphor?). I think that appeals more on the e-sports side of things and leaves players with more powerful individual experiences, even if it's not ultimately as fulfilling for certain players.
Supcom 2 is a perfect example of an RTS that they did their absolute best to design for a console. I havnt played it on a console however I do play a round of it and FA at least once a day. The game however is just set up to be used for a console. It is actually rather well built that I wouldnt mind giving it a try on my 360 sometime just to see. Groups of units are automatically grouped together so everything you just built from a factory is put automatically into a group. The game is also a bit more CnC then I would prefer but then again thats not a bad thing. Its a more generic style RTS instead of a long drawn out 3 hour skirmish which I can respect. I dont know anyone other then myself that seriously enjoys a 3 hour war. They do however keep that core feeling of what made Supcom good (I never played Total Annihilation).tsb247 said:I take solace in Supreme Commander 2. While I have no desire to own it since it seems to have been dumbed down a bit, I am at least happy to see it keep the traditional model that made Total Annhilation and Supreme Commander/Supreme Commander: Forged Alliance so great.
You aren't alone. I too love the long, drawn out, epic 5 hour long battles that can occur in a game such as Homeworld, or in my case, Rise of Legends.syndicated44 said:Supcom 2 is a perfect example of an RTS that they did their absolute best to design for a console. I havnt played it on a console however I do play a round of it and FA at least once a day. The game however is just set up to be used for a console. It is actually rather well built that I wouldnt mind giving it a try on my 360 sometime just to see. Groups of units are automatically grouped together so everything you just built from a factory is put automatically into a group. The game is also a bit more CnC then I would prefer but then again thats not a bad thing. Its a more generic style RTS instead of a long drawn out 3 hour skirmish which I can respect. I dont know anyone other then myself that seriously enjoys a 3 hour war. They do however keep that core feeling of what made Supcom good (I never played Total Annihilation).tsb247 said:I take solace in Supreme Commander 2. While I have no desire to own it since it seems to have been dumbed down a bit, I am at least happy to see it keep the traditional model that made Total Annhilation and Supreme Commander/Supreme Commander: Forged Alliance so great.
I havnt played CnC 4 but that one was in my mind when I made this thread. Primarily because they also moved away from the base building model (from what I have heard) to go to the smaller squad based style tactical fighting. Which confuses the living hell out of me. Why would you change the formula on the game to send off Kane? Why not keep the formula and make a different game like Red Alert 4 and then try your experiment with that one? Or for that matter why didnt they run their experiment with Red Alert 3 and then have a better refined version of CnC 4? Its just a very dumb move on their part and it saddens me to see it end on such a bad note.