1 |
I think that different styles being viable on different modes is great. Some players love to proc. and single player/co-op does allow this to work, albeit less well in co-op. I've also seen players agree to a timed truce while they prepare for battle and then procing works too. Building games are popular and ZK does have that potential should players tailor their games to that style.
|
1 |
I think that different styles being viable on different modes is great. Some players love to proc. and single player/co-op does allow this to work, albeit less well in co-op. I've also seen players agree to a timed truce while they prepare for battle and then procing works too. Building games are popular and ZK does have that potential should players tailor their games to that style.
|
2 |
\n
|
2 |
\n
|
3 |
However, in real-time multiplayer games, procing takes extreme levels of skill to be viable and only against players of less skill. It's the same for most RTS games and in real life because mobility is so powerful both on defense and offense. It just costs less to have a powerful mobile army than to build heavy defenses across an entire border. The only exception being actual choke points and in the day of cheap air power choke points really do not exist.
|
3 |
However, in real-time multiplayer games, procing takes extreme levels of skill to be viable and only against players of less skill. It's the same for most RTS games and in real life because mobility is so powerful both on defense and offense. It just costs less to have a powerful mobile army than to build heavy defenses across an entire border. The only exception being actual choke points and in the day of cheap air power choke points really do not exist.
|
4 |
\n
|
4 |
\n
|
5 |
Generally
speaking
reason
some
people
prefer
procing
is
because
it
requires
less
apm
(
actions
per
minute)
and
allows
for
slower
reaction
speed/less
concentration/less
stress.
Turn-based
games
or
hybrid
games
fill
this
niche
better
than
an
RTS
ever
will.
ZK
already
has
such
a
sophisticated
UI
and
balanced
unit
variety
that
pure
game
knowledge
can
heavily
negate
pure
apm/reaction
speed
play
far
better
than
any
RTS
I've
ever
seen.
|
5 |
Generally
speaking,
the
reason
some
people
prefer
procing
is
because
it
requires
less
apm
(
actions
per
minute)
and
allows
for
slower
reaction
speed/less
concentration/less
stress.
Turn-based
games
or
hybrid
games
fill
this
niche
better
than
an
RTS
ever
will.
ZK
already
has
such
a
sophisticated
UI
and
balanced
unit
variety
that
pure
game
knowledge
can
heavily
negate
pure
apm/reaction
speed
play
far
better
than
any
RTS
I've
ever
seen.
|
6 |
\n
|
6 |
\n
|
7 |
Very well built RTS - best I've ever seen.
|
7 |
Very well built RTS - best I've ever seen.
|