08-10-2009, 11:21 AM
#51
08-10-2009, 12:31 PM
#52
Sins is also on my list of long RTS games, and another of my favorites. I'm actually still in the middle of a 5-star system match that I play on and off with my wife. It's been going for a month now and we've been enjoying it immensely, kind of like our Axis & Allies board game
Now don't get me wrong, I love starcraft (well, love/hate really). I just tend to prefer longer, deeper games. My biggest complaint with SC professional scene for the last couple of years is the exact problem I was thinking random elements could help: the fact that everything has already been distilled down to exact build orders, and that players never get to see the "off units" any more. It has turned into a stagnant who-can-click fastest match that I find stupid.
I am still of the opinion that a random map element like LOS modifiers could be balanced with the right tweaking, but yes I agree with you Nicol Bolas: it would require extensive testing to make sure it actually was balanced. Running the numbers and the scenarios in my head I've come to the conclusion that it almost certainly could work.
So to use your own argument against you, why pull this feature without extensive testing?They have until the first half of 2010, they've got time to spare.
Warrior6: My apologies, I misunderstood the example you were using. In this case I do agree with you. If I were to ever include random chances to miss in an RTS game (which I am, actually) it will be for the lower-end, cheaper units and not for specialty items. If you pay a large amount of money for a killer unit, you want the bloody thing to be able to actually HIT things, I agree.
08-10-2009, 01:24 PM
#53
08-10-2009, 02:55 PM
#54