1 |
[quote]- limits unit variety : options across the range of clumsyness would still be used if given fair costs[/quote]
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1 |
[quote]- limits unit variety : options across the range of clumsyness would still be used if given fair costs[/quote]
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2 |
To (probably) quote Orson Welles, “The enemy of art is the absence of limitations.”
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2 |
To (probably) quote Orson Welles, “The enemy of art is the absence of limitations.”
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3 |
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3 |
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4 |
I think that Zero-K is a [b]better[/b] game on account of having things which units cannot do, or cannot do easily and smoothly. Figuring out how to work around those gaps with clever unit compositions and unit control, in the face of an enemy trying to (a) disrupt you and (b) do the same thing, is a fundamental part of what makes the game fun.
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4 |
I think that Zero-K is a [b]better[/b] game on account of having things which units cannot do, or cannot do easily and smoothly. Figuring out how to work around those gaps with clever unit compositions and unit control, in the face of an enemy trying to (a) disrupt you and (b) do the same thing, is a fundamental part of what makes the game fun.
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5 |
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5 |
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6 |
[quote]- "clumsyness" has scaling issues : as the map gets populated and numbers grow and they're given a bit of escorting from counter-counter units, they go from failing to hit/kill the units they were supposed to counter, to wrecking the units they're not supposed to counter (as happens with rogue, lance, grizzly, cerberus, bertha)[/quote]
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6 |
[quote]- "clumsyness" has scaling issues : as the map gets populated and numbers grow and they're given a bit of escorting from counter-counter units, they go from failing to hit/kill the units they were supposed to counter, to wrecking the units they're not supposed to counter (as happens with rogue, lance, grizzly, cerberus, bertha)[/quote]
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7 |
I
think
it
is
an
inherent
part
of
the
game
that
the
effective
strength
of
units
changes
under
different
circumstances,
and
again
I
think
that
in
general
the
game
is
improved
by
this
phenomenon.
It
means
that
there
is
an
interesting
decision
to
be
made
in
terms
of
when
to
transition
to
a
unit
composition
which
might
be
weaker
now
but
will
be
better
in
the
future
situation
you
hope
to
create.
|
7 |
I
think
it
is
an
inherent
part
of
the
game
that
the
effective
strength
of
units
changes
under
different
circumstances,
and
again
I
think
that
in
general
the
game
is
improved
by
this
phenomenon.
For
example,
it
means
that
there
is
an
interesting
decision
to
be
made
in
terms
of
when
to
transition
to
a
unit
composition
which
might
be
weaker
now
but
will
be
better
in
the
future
situation
you
hope
to
create.
|
8 |
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|
8 |
\n
|
9 |
There might be some reason why strength changing in particular due to "clumsyness" is bad, but I do not particularly see one.
|
9 |
There might be some reason why strength changing in particular due to "clumsyness" is bad, but I do not particularly see one.
|