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Fight and Attack: Having Our Cake And Eating It Too

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Date Editor Before After
3/2/2016 9:53:26 PMunknownrankShaman before revert after revert
3/2/2016 9:50:50 PMunknownrankShaman before revert after revert
3/2/2016 9:41:46 PMunknownrankShaman before revert after revert
3/2/2016 9:39:55 PMunknownrankShaman before revert after revert
Before After
1 [quote]A for a-move is not just starcraft, it's every RTS except spring ones [/quote] 1 [quote]A for a-move is not just starcraft, it's every RTS except spring ones [/quote]
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3 Other [i]modern high profile[/i] RTS combine our 'fight' with 'attack' function. If the player does not select a unit to attack, the unit who is issued the attack command will not 'target the ground here' but rather stop to engage all enemies up until the point is reached (attack-move). It should be noted most other RTS are rather simplistic in their attack-move function. Units would be effectively nopioleted while on this attack-move order. In Zero-K however, this implementation is a hugely different beast. For instance, the unit will stop the moment an enemy comes into range or attempt to move into range of the enemy. There isn't (in my knowledge) a current high profile RTS with attack-ground functionality for units. 3 Other [i]modern high profile[/i] RTS combine our 'fight' with 'attack' function. If the player does not select a unit to attack, the unit who is issued the attack command will not 'target the ground here' but rather stop to engage all enemies up until the point is reached (attack-move). It should be noted most other RTS are rather simplistic in their attack-move function. Units would be effectively nopioleted while on this attack-move order. In Zero-K however, this implementation is a hugely different beast. For instance, the unit will stop the moment an enemy comes into range or attempt to move into range of the enemy. There isn't (in my knowledge) a current high profile RTS with attack-ground functionality for units.
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5 You are wrong with classic starcraft's medic behavior. The medic will run [i]AHEAD[/i] of the group of units unless the allied units are damaged; treating the attack-move order as 'heal allies in range if damaged, continue if not'. The medic will also attempt to heal allies in a leash range unless put on hold position. This is because attack-move in the 90's was (and still is) rather simplistic in nature -- not because of technical limitations but because of the cultural elements in said RTS. 5 You are wrong with classic starcraft's medic behavior. The medic will run [i]AHEAD[/i] of the group of units unless the allied units are damaged; treating the attack-move order as 'heal allies in range if damaged, continue if not'. The medic will also attempt to heal allies in a leash range unless put on hold position. This is because attack-move in the 90's was (and still is) rather simplistic in nature -- not because of technical limitations but because of the cultural elements in said RTS.
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7 [quote]Attack moving a combined group of marines and medics may be tricky since the medics may "charge" ahead when the marines stop to fire; the medics [u]only stop if a unit requires healing.[/u] [/quote] 7 [quote]Attack moving a combined group of marines and medics may be tricky since the medics may "charge" ahead when the marines stop to fire; the medics [u]only stop if a unit requires healing.[/u] [/quote]
8 - [url=http://starcraft.wikia.com/wiki/Marine_%28StarCraft%29]Source[/url] (and I played starcraft 1 for like 7 years before coming here. :P) 8 - [url=http://starcraft.wikia.com/wiki/Marine_%28StarCraft%29]Source[/url] (and I played starcraft 1 for like 7 years before coming here. :P)
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10 Anyways, if you want to replicate the behavior, switching the hotkeys won't work. You should replicate attack-move + target unit as a single function. But this solution leaves something else out: Attack-ground. 10 Anyways, if you want to replicate the behavior, switching the hotkeys won't work. You should replicate attack-move + target unit as a single function. But this solution leaves something else out: Attack-ground.
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12 [quote]If starcraft really is such a popular RTS that many of new zk players are used to its interface, I would suggest just offering a "starcraft preset". This will come with the UI arranged in a similar way and with similar hotkeys so that new players can easily switch.[/quote] 12 [quote]If starcraft really is such a popular RTS that many of new zk players are used to its interface, I would suggest just offering a "starcraft preset". This will come with the UI arranged in a similar way and with similar hotkeys so that new players can easily switch.[/quote]
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15 I honestly think it's just because of the esports scene that has blown up it's popularity. Of course to any gamer, getting paid to play a game would attract you. It's lots of money for 'low _perceived_ effort'. See: Casters, Let's Players, Pro Gamers, etc. 15 I honestly think it's just because of the esports scene that has blown up it's popularity. Of course to any gamer, getting paid to play a game would attract you. It's lots of money for 'low _perceived_ effort'. See: Casters, Let's Players, Pro Gamers, etc.
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17 If ZK offered cash prizes for tournaments which had substantial ( 32, 000$USD) or higher, wouldn't you be attracted to it? This is why you have so many 'competitive' players out there who are lured into this [subjectively] silly game. They see these korean players who get massive payouts in these tournaments and go 'fuck yeah i'ma start practicing to be #1 so I can get massive monies' ( reality is the individual players are parts of teams who share dorms/flats/teamrooms/whatever term you use and split the total award money -- it's usually around 4, 000$/person for a $32k prize and 8 player team -- this is before the manager gets a cut too. . . ) . 17 If ZK offered cash prizes for tournaments which had substantial ( 32, 000$USD) or higher, wouldn't you be attracted to it? This is why you have so many 'ultra-competitive' players out there who are lured into this [subjectively] silly game. They see these korean players who get massive payouts in these tournaments and go 'fuck yeah i'ma start practicing to be #1 so I can get massive monies' ( reality is the individual players are parts of teams who share dorms/flats/teamrooms/whatever term you use and split the total award money -- it's usually around 4, 000$/person for a $32k prize and 8 player team -- this is before the manager gets a cut too. . . ) .