So how much microing do you think there is going to be in KnC. Obviously there is going to be unit micromanaging but what about spells and abilities. With the addition of magic, do you think that more and more units will have different abilities that you will have to micromanage? In the trailer the King obviously already had an ability, but do you think other units will be loaded with abilities you have to activate too?|||I hope not. It isn't really the style of CT games and I've found that games that rely on it become shallow exercises in ability key hitting, as opposed to intelligent positioning and unit dancing.|||Too early to tell.
It could be really micro heavy, however, if the player has to manage 1 King, 1 "Hero" and 10 Wizards for their abilities.|||we have micro is sup com. OC, JJ, teleport. Plus unit demo.
A little micro is a good thing especially on the King, but I agree, I don't want to much special unit activation.|||Also, we have some positional and dancing/dodging micro, but that is a bit harder to tell due to input lag and the fact that units come out so fast it isn't often worth the time investment. You see it more with the ACUs than with the factory units.|||As long as there aren't too many micro abilities (fact: SupCom in medieval times should still be about the big picture), that the UI is very good (easy to reach button, no such nonsense as the horrible upgrading UI for ACU/SCUs in SupCom/FA) and that the available abilities aren't for boring tasks (remember the energy->mass conversion problem in SupCom 2) then I am fine with micro.
It shouldn't be WarCraft III though. If anything then SupCom 2/KnC should be more about flexibility, lots of room for strategic options (see really huge maps), the scale and large conflicts on really huge maps than about the focus on small stuff. I hope GPG at least learned that lesson from the feedback on SupCom 2.
Make a big game again, please.|||I hope there are elements of micromanagement. It will force GPG to make sure the controls are good enough to actually micro. (500 ms forced latency in SupCom with obnoxious pathfinding, anyone?)|||SupCom has to little micro, introduce some new micro and abilities, it's cool, more interesting to play. It's more interesting to actually have to control your army, and to control certain units a lot, with abilities like spells and such, than just the simple SupCom "run back and fourth" with your units. I would have loved if for example some units in SupCom had special abilities, it becomes so shallow without it|||Timmy|||Something tells me you want the wrong SC2, SC2. That should take you to the right place.[/quote]
Dont tell me you wouldn't have enjoyed a little more micro abilities in supcom, supcom has to much base building and too little army controlling, controlling and microing armies is fun, upgrading mexes and other things in your base sucks.|||Timmy|||Timmy|||Keep in mind that micro is more than just abilities. Abilities are a part of micro, but there is also micro in focus-firing, positioning, dancing (were it not for input lag this would have been huge in SupCom), and possibly other aspects that have not been considered. Also, abilities don't necessarily have to be point-and-click damage, as those get shallow quickly. They could be like (StarCraft examples ahead, sorry) Siege Tank Siege Mode/Lurker burrow, where a unit trades mobility for attack damage, or Vulture Spider Mines, where a unit spawns a limited attack that can change enemy movement and provide map control, or can be easily destroyed.
In other words, abilities should do things only abilities can do, that can't be done by a unit's attacks (note: I also mean buff for energy abilities, as that is just increasing damage for essentially nothing. The Stim Pack ability doesn't count as HP is spent to use it, not constantly replenishing energy).|||Shadowfury333|||Hero unit: I suppose it's called a king. The equivalent in SupCom is the ACU.|||But SupCom is about large armies fighting, where army power is determined by unit attacks, and the player skill is reflected in how well they control an army. That's not to say it is the only way to make an RTS, by no means, and I wouldn't mind some more units that are precious on their own in Kings and Castles, like a general, prince, or bishop. However, to say that SupCom is lacking for not having heroes or any super precious units is like saying that DoW2 is lacking for having essentially no base-building. It's not the focus of the game.|||Timmy|||Quote:|||Now I must disagree with some of what Coffee_Zombie said. Large amounts of micro doesn't remove the strategy, it just makes it much harder to concentrate on it. FA is able to have a lot of micro. I can micro small groups of Auroras to kite enemy forces, I can manage each of my LABs to run rings around my opponents. But usual players don't do that much micro because it's not required. Due to the absence of micro to use up their time, the strategy component becomes amplified. They can concentrate on their overall strategy. Now if the micro is necessary, a common example being StarCraft, then there is less time to manage the strategic picture. It's not that it is any less important or present, it's that the player doesn't have the ability or time to manage it to the same extent.
That said, I do not want KnC to contain large amounts of necessary micro. A bit more than FA is fine, but not too much.|||Coffee_Zombie|||I love FA’s micro. Simple, and as much or little of it as you want.|||seiya|||I hope that micro will make you a better player, but not define you, like in starcraft. For example, in Supcom, if you micro something poorly, then you may loose a battle. Big whoop. In Starcraft, in you micro poorly, then you have zerglings raping your SCVs, and its GG.|||Grim Tuesday|||LOL, he kinda sidestepped actually answering this in vlog 20...
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