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Categories of Action in Strategy Gaming

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Date Editor Before After
2/21/2019 4:34:56 AMAUrankAdminAquanim before revert after revert
2/21/2019 4:30:10 AMAUrankAdminAquanim before revert after revert
2/21/2019 4:27:16 AMAUrankAdminAquanim before revert after revert
Before After
1 Comparing to Starcraft in particular I would say that Zero-K requires the player to spend less time on "preparatory action" *but* it is more difficult to learn to perform well, on account of several factors: 1 Comparing to Starcraft in particular I would say that Zero-K requires the player to spend less time on "preparatory action" *but* it is more difficult to learn to perform well, on account of several factors:
2 - Fewer learning resources (smaller community, but even ignoring that a ZK build order would be much harder to write because of the following points) 2 - Fewer learning resources (smaller community, but even ignoring that a ZK build order would be much harder to write because of the following points)
3 - Larger variety of maps (popular Starcraft maps at any given time are fewer in number and much more standardised; the SCII community would probably have a collective fit if it had to deal with maps like Living Lands, Eye of Horus and Aurelian in the same MM pool) 3 - Larger variety of maps (popular Starcraft maps at any given time are fewer in number and much more standardised; the SCII community would probably have a collective fit if it had to deal with maps like Living Lands, Eye of Horus and Aurelian in the same MM pool)
4 - As a general rule in ZK you need to react to your opponent earlier and to a larger degree than in Starcraft ( dealing with factory matchups and early aggression) 4 - As a general rule in ZK you need to react to your opponent earlier and to a larger degree than in Starcraft ( dealing with factory matchups and early aggression) ; as a corollary, preparatory play in ZK requires much more adjustment to circumstances ( as opposed to reliable timings and plans) than other RTS games