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>Come to think of it, that might be the case. If a factory is considerably easier to play than the others, why not play it? There is no point handicapping oneself when trying to win.
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>Come to think of it, that might be the case. If a factory is considerably easier to play than the others, why not play it? There is no point handicapping oneself when trying to win.
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There
is
something
in
video
games
called
a
"skill
cap",
which
is
how
much
an
aspect
of
a
game
improved
until
you
cannot
improve
anymore.
The
example
I
like
to
use
is
in
the
real
life
game
of
basketball.
What
if
I
were
to
make
the
hoop
10
meters
wide
while
leaving
all
other
aspects
of
the
game
untouched?
Well,
basically
ANYONE
could
be
a
basketball
star
in
a
game
like
that.
99%
of
the
population
could
hit
shots
from
anywhere
on
the
court
with
a
day
of
practice.
This
would
be
an
example
of
a
low
skill
cap
game.
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3 |
There
is
something
in
video
games
called
a
"skill
cap",
which
is
how
much
better
you
can
get
at
part
of
a
game
until
you
cannot
improve
anymore.
The
example
I
like
to
use
is
in
the
real
life
game
of
basketball.
What
if
I
were
to
make
the
hoop
10
meters
wide
while
leaving
all
other
aspects
of
the
game
untouched?
Well,
basically
ANYONE
could
be
a
basketball
star
in
a
game
like
that.
99%
of
the
population
could
hit
shots
from
anywhere
on
the
court
with
a
day
of
practice.
This
would
be
an
example
of
a
low
skill
cap
game.
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4 |
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5 |
Now what if, at the same time, I added a second hoop. This hoop would be very small and very high, but if you make the shot you score 1000 points. Suddenly, only a tiny, tiny percentage of the population would be able to hit this shot reliably, but the payout would make it worth it. The teams with the players able to hit this shot would probably do better than those unable to hit the shots. This is an example of a high skill cap.
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5 |
Now what if, at the same time, I added a second hoop. This hoop would be very small and very high, but if you make the shot you score 1000 points. Suddenly, only a tiny, tiny percentage of the population would be able to hit this shot reliably, but the payout would make it worth it. The teams with the players able to hit this shot would probably do better than those unable to hit the shots. This is an example of a high skill cap.
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7 |
I say this because some labs and units are like this. Just because a lab is "easier" doesn't necessarily make it better - players willing to invest the time to increase their skills may get more out of other labs. Heavy Tanks come to mind - that is a lab that requires patience and a good understanding of momentum and response time. It's why Godde uses it so frequently - he's operating at a high-skill level that allows him to get much more out of Tanks than the average player.
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I say this because some labs and units are like this. Just because a lab is "easier" doesn't necessarily make it better - players willing to invest the time to increase their skills may get more out of other labs. Heavy Tanks come to mind - that is a lab that requires patience and a good understanding of momentum and response time. It's why Godde uses it so frequently - he's operating at a high-skill level that allows him to get much more out of Tanks than the average player.
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9 |
So should some labs be "easy" to play with low skill caps, and some labs be harder? That's for the devs to decide. My gut feeling is yes - low skill cap labs make it easy for newbies to learn the game while high skill cap labs still offering incentives for pros to get better.
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So should some labs be "easy" to play with low skill caps, and some labs be harder? That's for the devs to decide. My gut feeling is yes - low skill cap labs make it easy for newbies to learn the game while high skill cap labs still offering incentives for pros to get better.
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