As a relative beginner to multiplayer RTS, I'm finding I have a lot of questions regarding strategy, expansion, tactics etc. I thought it might be nice to have a sub-forum specifically for people to ask questions about strategy and discuss gameplay balance, tactics, methods for dealing with various attacks etc etc. Just a thought, anyway!
No point yet, MAYBE mid-to-late Beta one the game is a better representation of the game that will be released, but what we have now is such a pale imitation of what the final game will be in terms of strategy. Mike
Yeah, strategy right now pretty much consists of 50% logistics, 50% Sun Tzu. It's classical strategy mixed with TA logistics with Starcraftian grade micro. I like it actually. It's going to get so much better with multiplanet, but right now it is a loose clone of TA, it's just missing unit variety and proper balance.
I understand that it is early days yet, but I see no reason why we can't start now. Especially when beta starts, no doubt we will get a lot of players asking questions and looking for guides regarding strategy, build orders, etc. As the gameplay changes, the subforum will naturally reflect that. Just a thought anyway
I think a Strategy subforum would be a neat idea. It'd help all those people who don't come here that much get a handle on the game, I reckon. You could even link strategy-oriented livecasts and the like (a precursor to a "Replays" sections, perhaps).
I think it would help, at the moment we have a whole lot of noobs with nowhere for them to get resources to become better. The only people familiar with current meta strategy are people at the top of the gentleman's league.
Uh, wasn't he talking about the orbital layer? There are a ton of difficulties with orbital mechanics and interplanetary stuff, not only on the design level, but making it reasonable to handle by mortal minds. It kind of makes sense to simplify the things in space that can be simplified. If uber takes that attitude with the main battlefield, then there will be problems. There is a rich tapestry of interactions that don't invoke cost, health, or raw damage. Supcom tried to make things happen by using powers of 10 to differentiate units, and it was awful. That is not the sort of thing we need to see again.
It's the implication that gets me. The lack of clarification for just about anything that's been "hot topic" stuff over the past two months, just adds to it.
Hmm. I get the impression that everyone is too busy coding the game to really sit down and focus on the more saucey bits of gameplay. Uber is a small team with a lot on their plate. But that is sort of why I lurk around these forums.