Jun. 26th, 2010

pigmeich: (Default)
As usual, it is my sole observations on the fact SC II is releasing, plakhov's peculiar question and some information gathered.  

Starcraft One

Apparently, not everyone knows that SCI has a number of hidden random generators. That’s brief:

  • Spider mines — good micro-control could clear a lone mine. Since mines are hidden and backed by troops, however, it’s a game of chance (and little skill) whether a fast unit will be destroyed or a mine wasted.

  • Scarabs — there are many good tips how to deploy scarabs and not waste them. In reality, they hit improper times and keep been wasted under best efforts. And, in the last patch scarab’s pathfinding ablity is somehow enhanced. Perhaps, it is the reason scarabs are not in SCII.

  • Neutral creatures — not Warcraft III’s creep. This neutral can take a promenade across your base, block a ledger and do much of other things, until get shot by an experienced player.

What does having this random means? Progamers know to control their luck, hence rarely suffer from randomness and score off those who do suffer. Meanwhile, if we do introduce a mechanic built on randomness we are pinned to continual adjusting of game mechanic statistic, sometimes referred as the work on balance and destined for the stone-paper-scissors view. It’s definitely where Starcraft I ended. It’s not bad in general, as seeking of ‘right’ stats could be automated, but I will discuss it in later parts.

For not so ‘pro-‘ gamers, Starcraft I is the game where you always can blame ‘bad’ mine, or pathfinding for not working (‘properly’.) For else, Starcraft is a busy-handling where you must manage at best 3 group of units, don’t forget to select separate units and cast spells, move that shuttle, shift those hydra, and peek a time to return to the base and build some new units and upgrades. Dear readers, I know it is Real-Time Strategy, thank you.

SCI is a great sport game. Professionals have time and effort to point-click a worker on each minerals and leave their minds to the real strategy of choosing from expanding next base or putting some gates and building some units.

Now we get to it: the real strategy of Starcraft I. The real strategy is to keep your forces low when expanding and teching, but be able to repel your opponent. The real tactic is to solve the tactic situation arisen: close the distance to siege tanks; micro-control shuttle; hit-and-run by ranged units. The average player hardly ever sees the real strategy and seldom does the real tactic. That’s why SCI is a great sport game.

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