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for 1v1 is only shield fac

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Date Editor Before After
4/9/2013 7:36:59 PMUSrankAntelope before revert after revert
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1 >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. 1 >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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3 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. 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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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. 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. 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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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. 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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