RandomCasualty2 wrote:That kind of sucks if you ask me. Having units with powerful limited use abilities are good for the game and add more strategic depth, since you've got mana recharge issues and resource management.
I'm no more a fan of point based mana "resources" in RTS games than I am of them in RPGs (including both computer based RPGs and table top).
It's a silly and annoying distinction that one guy shoots lightning and another guy shoots different lightning and drinks blue potions.
Ideally the vast majority of the spell casting model from the craft games
including mana should just go away.
It's a non productive complication, the RTS already has time and resource over time management, "spell casting" should tie into the same pool as the rest of it. Which oddly TA and FA do very nicely for the minimal amount of that which happens, and Supreme commander actually did that with some of the heavy weapons that didn't include manual only fire too (a questionable decision to some but pretty acceptable if you ask me, the removal of that in FA was a bit, "I don't know?").
For spells like healing, this makes sense (medics do auto heal). For a lot of shit, like irradiate or psi storm, it does not. These abilities are costing you nearly 1/2 your mana, meaning you only get two of them. you don't want to be wasting that shit on trivial opponents. Honestly if I could set psi storm to autocast, I wouldn't do it, because ti would make it wasteful. It also hurts your own troops, so again, if i place one, I want to know exactly where its going.
I don't really know what you expect out of a game to micro for you.
TA:K actually did let you put spells on the pure spell caster units on autocast.
It actually worked fairly OK on auto, if you placed the caster at the right location with other units appropriately placed you could just set them on auto and they would decimate incomming attackers rather nicely. Sort of set up and forget.
But as nice as the auto managament was there
were issues with limited casting, I can't recall, I think it was mana but it might have just been a really slow fire rate. That was somewhat aleviated by the fact that a starting caster could pretty much auto fire freely with the lower level spells and would be able to gain experience and once a full veteran could chuck down the big spells with a frequency that made them a lot less depressing than the just short of one shot sad sacks from star craft.
So if you want to talk about a rich "deep" mana mini game then I think that one actually handled it well as your mana mini game was basically pokemon raising your caster with some regular troops to protect him until he turned into a Charizard. Which is certainly a lot "deeper" than the protoss caster "mini game" of "wait for it... NOW!, well that was basically it..." which when you get right down to it ...
wasn't much of a mini game now was it?
Mana units in SC basically are inherited throw backs from out of the RTS genre that Blizzard added in just because
that's the way people represent magic at least back then, and if they are stupid. Seriously, the blue bar is there because retards don't think you are "casting spells" unless they spend "mana points". Blue bars are as much a derivative unthought assumption that was being added hell or high water regardless of playability impact as having a faction of bumbling brutes called "Orcs!" was.
So seriously, I don't always want my zealots to fall back.
Sounds like a job for a toggled automatic retreat behavior switch. Like skirmishing archers in total war and every other damn game in existence.
I'll give star craft a bit of a pass on that one since it
is purely derivative and I can't specifically name anyone who had implemented that to be stolen from at that time.
And of course once you get into the whole automicro argument, then the zerg player is going to say, "well why can't my hydralisks auto focus fire?"
That's a hard one due to technology issues. You could give better or selectable target selection options, but even if it does as well or even better than you the computer is going to select different target priorities than you will.
or "why can't my zerglings autofollow his wounded zealot that autopulls back and try to surround him?"
That's just well executed "aggressive mode" and should be implemented to some degree, and plenty of RTS games do so.
And seriously if I want to automate anything, it's not going to micro, it's going to be macro. Micro is the competitive meat of the game, because its a direct duel with your opponent.
Again, you clearly demonstrate you don't want to play an actual strategy game. It's all action click fest, there is a reason I described it as a game for obsessive compulsive teenagers lacking in imagination, and that is it.
About all I want out of actual manual unit management is to set up a path/patrol/attack point, arrange a formation or set of attack waves to put the artillery and AA up back, and maybe do some target selection.
The rest is basically a bitch, I've got a whole map full of god damn STRATEGY to be dealing with,
at the same time I should be able to execute cunning pincer movements and distractions, there should be a capability for me to have
more than one such attack going off at once, I need to be able to time it in conjunction with fixed artillery or nuke bombardments, I have a long term economy, other enemies, base defenses, some other master plan strategy this attack is just buying time or resources for...
Star craft is about microing that Single Decisive Encounter, and it's about a Single Decisive Encounter in part
because of excessive micro demands. And it removes, or at least severely harms, the richness of truly strategically complex unit management like combined attacks, feints and pincer movements.
But if you are an obsessive compulsive teenager lacking in imagination, you don't care, you never were going to do anything genuinely strategic and clicking shit with cowardly marines for ten minutes is what it's all about for you.
Part of RTS is haivng stuff happen if you don't react fast enough. That's what real time is all about. It's supposed to be fast paced and exciting.
You can play a game of supreme commander with all its rich strategic diversity, even to full tech progression without some early rush ending... in about 25 minutes. In that time you will have killed or lost (or both) hundreds of units and made any number of actual
strategic decisions. And that's just a small map.
You can have strategy and pace at the same time, star craft does not deliver on the strategy. And it's "pace" is mostly accidental and annoying.