cthulhu wrote:I was thinking post FA which much poorer economic performance from the fabrication buildings, meaning you actually have to expand, and thus are vulnerable to raids.
Well now it's my turn to call people crap players. You don't
have to care about outlying metal extractors until late tech 3 when you run out of safer sites to upgrade. By which point you have more than enough resources to cover the situation and "rush raid" is more like "full scale late game attack".
I will build a much smaller mobile force than I otherwise would - parity to yours obviously but not more.
So in a counter to just one option of potential strategy (and a fairly badly selected one at that) you will counter with just one option of several potential strategies (and a fairly badly selected one at that).
After messing with a lot of FA I'd have to say stationary defenses are better than they were, and useful for various things, but really the best option for defense up till sometime mid tech 2 at least is just plain old mobile units. Which is also cool because it's more adaptable into offense for added fun.
Amazingly as of FA, despite the metal maker nerf, it seems like you can manage a fairly reasonable turtle economy where you cover less ground, throw down some thick stationary defenses and run up some patrolling air forces/fast attack/artillery to both protect and destroy stuff outside the territory you actually develop. But it's a fuck ton harder to do. The trick is all in commander upgrades, Aeon and Seraphim especially.
Now if I saw someone investing heavily in stationary base defenses I wouldn't be so certain, sure it's one way to approach it, but it might be wiser to build a
larger mobile force than you otherwise would have (to either take the defenses down before they harden or just go round and destroy everything else he owns).
Or cover his base defenses with some forward artillery positions because something like a simple relatively cheap tech 2 artillery or tactical missile launcher behind some shields, a few tech 2 units and an ever growing number of point defense will ruin your day on the kind of small map that your described scenario is likely to happen on.
Then I win twice, because you're getting less income, spending more on non productive buildings. So I'll reach tier 2 first, out tech and win.
FA is much more complex than that. Destroying a few outlying sites, even taking them is no guarantee that you have more income. What I saved on defenses could easily have gone into upgrading my economy to do as much (or more) than yours in a smaller area or just into offensive options that will prevent you from holding the ground you took from me, and the ground you took unchallenged, and threaten your starting position.
Even reaching a tech tier first is no guarantee of victory. Producing sufficient units of a the next teir to overcome earlier tier units is required. And the economic requirements to do that are onerous enough that it is difficult to pump out a single tech 2 whatever early enough to make it a win.
Now you can get one or two tech 2 units out at five minutes or so if you put your all in, but by then that is, if you are lucky, only JUST enough to defend against everyone elses tech one, and odds are their economies have just as good or a better long term out look compared to yours.
Though I think it was about 9 minutes? as my record to get out a walking destroyer (tech 2 Cybran amphibious naval unit) while still covering my ass with tech one units, do that that early and sure, you've
probably won. It's pretty freaking hard. And you better hope they haven't invested in some reasonable amount of bombers, air units or tactical missiles. And you better bombard their ground forces like crazy before walking that crazy spider boat onto the beach.
In the stock game, SC is just poor because the green side whos name eludes me right now is just better and turtling is just so good because the fabrication buildings are excellent and then stock base defense is better than mobile units, making the game an exercise in teching up.
You mean Aeon.
And you are talking about fabrication buildings that were very good for
every faction stationary defense that were actually more expensive and a more questionable deal than they are in FA, and a game which like any RTS is by it's nature always to some extent an exercise in teching up, I mean what else do you want to do? Tech "Down"?
(Actually, just to try and prove if they were any use back on plain Supreme Commander I tried a one on one vs the hard AI where I only built tech one LIGHT assault bots. But to win it I still had to tech up to a tech 3 economies worth of output of the little useless bastards. Any human player would have wiped the floor with that strategy, but it led me to a new respect for the full diversity of available units and strategies in the game).
Anyway, I'll agree that plain Supreme Commander is not as good as it is with the FA add on. The mas fabricator re-balance was a good move. But really the biggest issue as far as I'm concerned was that plain supreme defaulted to the worst possible of several available GUI options while FA defaults to a much superior one.
And FA fixed commander upgrades and base defenses so that they had some conceivable role in the game. And did good things with experimentals.
Watch great players, say terrans using drop ships. They'll run away a lot - it lacks the single decisive encounter.
They run away, and
don't have a the decisive encounter until later.
Running away,
isn't an encounter. There was no trade off of resources, no cannon fodder for strategic gain. There was an attempt to see if they had an advantage to press the
single actual decisive encounter maybe some opportunistic attack on anything they could take with
no actual losses and then they run the heck away to delay the only actual resource trade off the game can afford until they have an actual real advantage.
Now any RTS can have run away as a so called "encounter" that you might occasionally have. But star craft is made of that shit because it is backed by a resource model that encourages cowardice and discourages any sort of significant trade off of forces when you don't have a very clear upper hand.
Nah, in both games expansion raiding is very common (post FA) and key to victory.
Territory control, IS a valid strategy to victory in FA. More resource points is an advantage you can leverage, it takes effort and investment in various specific ways but if you have even 150% of the mass extraction points as your opponent, especially if you have them from early on and KEEP them (the tricky bit) you will win. But that's fine, controlling 70-80% of the map should be pretty damn rewarding.
Not so much in star craft. Control a point, mine the crap out, move on. Or more accurately on a map designed for the actual number of players present, pretty much control your starting point, mine the crap out of it and Single Decisive Encounter! (unless single decisive encounter pops you first).
Sure, thats why losing a force to take out an expansion in starcraft can be very profitable. Until you rebuild, I have twice your income. Badass. However, if you got favourable exchange, you should be able to kill my expansion.
Sounds a lot like single decisive encounter, so assuming the map has a significant metal or crystal or whatever the crap that stuff was deposit beyond starting site and some strays (ie you are playing on a map for double the number of players) whiping out at least half your opponents entire economy and forces, as you describe... is
not a single decisive encounter?
You describe the scenario that the attacker gets a good deal and... just plain wins or the attacker gets a bad deal and what? Loses?
Is there any variation on that? I mean if I just took out an entire mining site from your economy in starcraft, the resources you or I lost out on, either of us is coming back from losing that encounter? In star craft? Are you bat shit insane?
Draco_Argentum wrote:Honestly this sounds like Starcraft except its a much smaller game so you haven't got chaff resource operations to lose.
Murtak wrote:I have never played Supreme Commander, but to me that sounds a lot like "Now if you can roll into my base and go for my workers while they run away from you through every damn defense, and offense I have and kill them. Good for you, that was a pretty decisive win.". Where is the difference? That it happens sooner?
Actually it is a much larger game. But for most key moments the focus of your economy will be a mere handful of sites, and during the phase when the initial kamikaze rush on your resources would be genuinely crippling it will likely be focused on just two buildings, one tech 2 (or upgrading to tech 2) metal extractor and
maybe one energy collector.
So you still care about outlying sites, and there could be a lot of them, and they could be ASS TONS of miles away (Some maps are large enough you can have 3 levels of tech in active operation at some point in the game because the outliers are so damn far away the new units just won't have got there yet and outlying factories started building so recently it may not be profitable or possible to have upgraded them)
But you don't care
much. The outlying sites are a great early boost to your economy, but once you start going to tech 2/tech 3 you won't especially care about them again until you run out of other sites to upgrade in late game.
It's a much bigger deal if the enemy walks right into your central base and blows shit up (and if you really want you can screw with them by having a largely decentralized base, not a serious star craft option).
So the difference here is, you can have running encounters with some real impact and losses on both sides that don't utterly determine the outcome of the game. Yes you can walk right into my most valued base and destroy it. But in star craft
every unit and resource is too highly valued to lose, you don't actually have to walk into my most prized possession during a key 3 minute game time window.