I don’t think you get it. Shooting while moving is a horribly bad idea and should only be put on a few units if stopping while shooting breaks their gameplay. All you have to do is intercept the enemy and it’s gg for them. Lets take your idea of melee unit vs ranged. A melee unit will just run up to the ranged unit and start hacking… the ranged unit starts running, and the melee unit will keep up the pace, while hacking away at the ranged. And if you want to balance it, you let the ranged guy somehow run backwards as he’s firing at the melee guy. Then you’re literally just watching one guy shoot the other guy while running, and the other guy flailing his arms cutting him as he chases 5cm away (assume they are the same speed) This goes on until one person dies.
The currently stop while you attack means if you run, the attacker does less DPS than usual (since units have to stop, shoot, catch up, stop shoot)… it allows you to withdraw your forces while suffering less damage, and gives the offender time to realize that by following, he’ll just be walking into an ambush. Another key here is that units don’t shoot while moving. The second the enemy decides to run, he can’t attack you and you do less DPS to him. That creates another level of gameplay that can’t be found in shooting while running mechanics. You kite a unit like that that feels fair. In a shooting while running system, kiting is just moving a faster unit away from a melee unit and it will keep firing as it moves. If you kite in SC, you have to shoot… move, stop, turn around, and shoot… so the end points of your click is where you get to shoot back, and the second he gets to you, to move. It’s a much more complicated in depth system compared to just clicking 5 waypoints and then watching the melee character play piggy in the middle as your gun shoots continuously.
It also gives a lot of strategy in terms of offensive and defensive. An even worse implementation is initiating shooting while moving, ie just get into range, your units will open file. The current system, you need to take some flak before the bulk of your forces are in range then you stop and shoot. So defenders have a “slightly” better advantage. If you didn’t need to stop, you simply dance around your forces until the automatic firing kills both sides.
This is the gameplay that Supreme Commander was made of. You simply move two massive land forces into each others range, you micro by moving them aimlessly in multitude of directions (since their turrets track and shoot automatically, and some times if they move fast enough you can dodge bullets)… it’s a very boring gameplay that doesn’t really have the strategic depth that Starcraft has. It’s literally just two massive mound of troops, you click as many places as you can on the ground, and the troops move in circles while shooting at the enemy. When you run, your enemy will just chase with his mass of forces near you since they don’t have to stop and shoot… Most of the time when you want to run (ie if you’re losing the battle) the enemy will keep running after you since tanks are usually the same speed (sometimes even next to you) shooting non stop until your entire forces are wiped out. If you think this kind of commit all your forces to a battle and watch them kill each other gameplay is good then please, go play SupCom.




Fanboys just can't get over the fact that 10 year old UIs and mechanics are old, stale, and broken, and that Starcraft/BW is not the Be All and End All of RTS games.
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