Five RTS design principles for multiplayer

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  • เผยแพร่เมื่อ 22 ก.ย. 2024

ความคิดเห็น • 5

  • @IrrationalTriangle
    @IrrationalTriangle 7 หลายเดือนก่อน +1

    well done love the video and Here is to a 1000 subs when you get there which with the quality of the videos and subject nitch I bet will be soon!

  • @RonaldFulcrum
    @RonaldFulcrum 9 หลายเดือนก่อน +2

    Putting on pants is actually something I will not be doing as I am currently immersed in a RTRPPT (Real Time Roleplaying Play Through) of Mechwarrior 2: Ghost Bears Legacy. And while it might be sub-zero temperatures outside, it is perilously warm here in the cockpit of my ANH-1G Annihilator.
    So no. No pants today, Freebirth.

    • @legueu
      @legueu 9 หลายเดือนก่อน

      I love how this is where you draw the line.

  • @nanthilrodriguez
    @nanthilrodriguez 2 หลายเดือนก่อน

    Balance in RTS design: Realize that both players operate under the same time constraints!!!! That means allowing one or both users to effectively manage every aspect of the game under their control perfectly removes the possibility of any interesting decisions. The more advanced a player gets, there must be more things they have to do, leading to an implicit comeback mechanic. Brood Wars limited control group selection is this automatically balancing mechanic. Moving a 200/200 zerg army is impossible. If it were as trivial as controlling your first 6 zerglings (as it is in SC2), then zerg would be overpowered and win every single game, but because the longer the game progresses there is more army that needs controlled, requiring more input from the player with the larger army, this provides a comeback mechanic for the player with the smaller army who can more effectively counter attack, pressure, flank, or catch free units out of position, because you can't possibly control everything effectively at once, but neither can your opponent.