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Okay I'm going to adapt the list a bit, taking into account community input.
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Okay I'm going to adapt the list a bit, taking into account community input.
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I'm narrowing down the criteria so that operations are phrased in such a way that they are a behaviour of the player that can be contingent on gamestate. For instance, controlling large wreck fields is a very high priority, but players that prioritise them highly aren't going to be as strong as players that expand for instance. While controlling wreck fields is often a higher priority, when thought of in terms of which habits win games, expanding is a much higher priority habit to learn since it impacts every game from start until finish.
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I'm narrowing down the criteria so that operations are phrased in such a way that they are a behaviour of the player that can be contingent on gamestate. For instance, controlling large wreck fields is a very high priority, but players that prioritise them highly aren't going to be as strong as players that expand for instance. While controlling wreck fields is often a higher priority, when thought of in terms of which habits win games, expanding is a much higher priority habit to learn since it impacts every game from start until finish.
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I'll keep a spoilered version of each iteration of the list in the OP (so that the discussion makes sense), but only the current version will be unspoilered.
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I'll keep a spoilered version of each iteration of the list in the OP (so that the discussion makes sense), but only the current version will be unspoilered.
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99: Ensuring you have enough energy to spend metal
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99: Ensuring you have enough energy to spend metal
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98: Ensuring you have enough BP to spend metal
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98: Ensuring you have enough BP to spend metal
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96: Taking mexes that are in your territory
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96: Taking mexes that are in your territory
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- area mex tool
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- area mex tool
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95: Taking additional territory
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95: Taking additional territory
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90: Controlling the map if possible
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90: Controlling the map if possible
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90: Scouting if you have the opportunity
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90: Scouting if you have the opportunity
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90: Retreats micro
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90: Retreats micro
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80: Splitting the map in your favour
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80: Splitting the map in your favour
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80: Optimising your composition to better compare with your opponent's
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80: Optimising your composition to better compare with your opponent's
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75: Raiding if possible
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75: Raiding if possible
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75: Escalating your composition past raider when appropriate
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75: Escalating your composition past raider when appropriate
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75: Not committing to losing battles unecessarily
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75: Not committing to losing battles unecessarily
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74: Consolidating captured territory
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74: Consolidating captured territory
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70: Expanding or constantly building with commander
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70: Expanding or constantly building with commander
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70: Maintaining constructor productivity
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70: Maintaining constructor productivity
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70: Not trickling units (make sure they're together when they need to be)
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70: Not trickling units (make sure they're together when they need to be)
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70: Never leaving factory idle accidentally (otherwise known as using factory repeat)
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70: Never leaving factory idle accidentally (otherwise known as using factory repeat)
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- alt clicking units to manipulate repeat queue
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- alt clicking units to manipulate repeat queue
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69: Controlling large wreck fields
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69: Controlling large wreck fields
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68: Upgrading commander so that it has a weapon
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68: Upgrading commander so that it has a weapon
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65: Taking advantage of strong wind on maps that have it
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65: Taking advantage of strong wind on maps that have it
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65: Adding an additional factory in the mid-game
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65: Adding an additional factory in the mid-game
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65: Positioning commander in best position to be useful without losing him in 90% if cases
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65: Positioning commander in best position to be useful without losing him in 90% if cases
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60: Coordinating air and ground units simultaneously
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60: Coordinating air and ground units simultaneously
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55: Line moving units
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55: Line moving units
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45: Taking advantage of mountains for wind
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45: Taking advantage of mountains for wind
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45: Building geo-thermal plants when appropriate
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45: Building geo-thermal plants when appropriate
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43: Using terraform appropriately (to be expanded)
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43: Using terraform appropriately (to be expanded)
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40: Building moho when appropriate
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40: Building moho when appropriate
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35: Aggressive raider micro
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35: Aggressive raider micro
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30: Not building too much energy
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30: Not building too much energy
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20: Set target and target priorities
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20: Set target and target priorities
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15: Building fusion reactors when appropriate
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15: Building fusion reactors when appropriate
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8: Building Singus when appropriate
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8: Building Singus when appropriate
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5: Upgrading commander past the point of having a second weapon
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5: Upgrading commander past the point of having a second weapon
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2: Building storage
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2: Building storage
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2: Building more than two static defenses at the start of the game
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2: Building more than two static defenses at the start of the game
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0: Building ramps with which to launch roaches at opponents
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0: Building ramps with which to launch roaches at opponents
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To be added:
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To be added:
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- Area commands.
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- Area commands.
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- Overkill prevention. This is similar to tactical AI. I often see Racketeer fail to keep something disarmed because it is set to be efficient with its shots.
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- Overkill prevention. This is similar to tactical AI. I often see Racketeer fail to keep something disarmed because it is set to be efficient with its shots.
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- knowledge of states, armor, overdrive etc.
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- knowledge of states, armor, overdrive etc.
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-Keep retaking and rebuilding mexes. Mexes only take 30s to pay for themselves on most maps, so even if it seems contested, it's worth rebuilding.
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-Move the commander as little as necessary, because it is slow and small losses of time add up.
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- expand
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- reclaim
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- value defenses but don't ovebuild them
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- make enough energy
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- repair
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I don't really know how to approach adding these. I moved things around a bit. I expect to move things around a lot more, and to never achieve anything that everyone is truly happy with. But so long as the broad idea is refined then I think we'll end up with something useful. I'm thinking I want to move a lot of things down further still. ATM it's ordinal only, but that's not obvious. People could easily assume that line moving is more than 50% as important as expanding for instance, when it's really not. But I'll focus on getting them in order first, then perhaps think about representing them more in ratio.
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I don't really know how to approach adding these. I moved things around a bit. I expect to move things around a lot more, and to never achieve anything that everyone is truly happy with. But so long as the broad idea is refined then I think we'll end up with something useful. I'm thinking I want to move a lot of things down further still. ATM it's ordinal only, but that's not obvious. People could easily assume that line moving is more than 50% as important as expanding for instance, when it's really not. But I'll focus on getting them in order first, then perhaps think about representing them more in ratio.
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