by icycalm » 25 Dec 2014 18:58
As for the currently existing orbital layer itself, I can't believe that I have to sell it to you guys, but that's how much the videogame-playing crowd has degenerated. It's basically the best thing ever. Remember when battles in Dune 2 consisted of building a bunch of tanks and sending them out to clash with another bunch of tanks in the middle of a desert? That's pretty much all the "strategy" there was in that game; even all the "tactics", almost. It was even a retrogression from Herzog Zwei, since there was no naval layer at all; but, you know... Dune. Well, that's why we all pissed our pants over C&C and WarCraft II, back in the day (the day in which you hadn't even been born yet, I mean), because they introduced the air layer while also bringing back the naval one — AND THAT'S WHERE THE GENRE HAS BEEN FOR GOING ON 20 YEARS NOW! So the orbital layer suffices on its own to earn PA the "next-generation RTS" title that Uber has claimed for its game, even if all its myriad of other innovations didn't exist. It is insane what this layer does to the game, how much more complexity and depth, how much pure awesomeness it adds to it, even in this early rudimentary stage, where it barely adds half a dozen new units and buildings to the game. The way PA essentially works, at a more abstract level, is that the commanders land on an uninhabited planet in the middle of a solar system, and start harvesting all its metal and pouring it, via the use of energy (which again they have to spend metal to generate), into the world's 4 basic layers. Each layer is a battlefield, a meta-battlefield in a sense, to be fought over, with the goal of penetrating the enemy's defenses in at least one of them in order to reach the commander who's sheltered behind them and destroy him. So even if you are dominating in, let's say, 3 of the 4 layers, as long as an opponent manages to pierce through the 4th layer that you are neglecting, he will fry your ass and win the game. But if you pour all your metal in all 4 layers equally, so as to have all your bases covered, so to speak, your commander will certainly be safe — at least for a while — but you won't be sufficiently strong to pierce through the OTHER guy's defences in any layer (at least not if he's any good at the game and doesn't commit any obvious blunder). And this is where scouting comes in. Scouting is unbelievably important in this game, so important that I can't believe how important it is. Which is why I said it's unbelievable. I fucking hate scouting, and I suck at it because my mind is focused on production first and above all, and every second spent scouting the enemy feels, deep in my gut, as a second taken away from producing a bigger and stronger army with which to crush him. But you can't fucking survive in this game, much less dominate in it, if you are not 100% serious about scouting, precisely because one wrong decision into which layer to pour your metal into can cost you the game in minutes. So, no orbital presence? Then a single orbital laser platform or even merely an orbital anchor can destroy your commander in seconds, even if you have the entire planet covered in wall-to-wall T2 machines. No significant air force or air defenses? 20 T1 bombers will snipe your commander out of nowhere and it's game over. If, on the other hand, you are doing strong scouting, and assuming you have enough build power laying around, you can prepare for almost anything given sufficient advance warning. Right from the first couple of minutes of the game you can tell if an opponent is going for heavy bots or tanks or air, and adjust your own build accordingly, if you are doing a decent scouting effort — while he, in his turn, will be doing the same to you if he's any good at the game, and so on and so forth in a continuous struggle of initiative, adaptation and counter-adaptation to the initiative of others until the end of the game. Supreme Commander had also a strong scouting aspect, as I am told, compared to all other previous RTSes, but with one layer fewer, and a single square battlefield where you pretty much know where your opponent will be (i.e. straight ahead of you), it still remained in the background compared to the traditionally dominant production and fighting aspects of the genre. PA, for the first time in the history of the genre, achieves the incredible feat of putting scouting on an equal basis with any other domain of activity you will be pursuing here. I can't tell you how many games my team and I have lost because I keep underestimating it. Five months in and I STILL forget to build a basic radar when I start a new base, and mentally (and sometimes even verbally) scoff when I see someone taking time off of base-building to fly a Firefly around (or, even worse, an expensive radar satellite), to check on what our opponents are doing. And yet how many times we've turned the tables in a game merely by doing precisely this! It is a giant mindfuck to adapt to this new reality — this new level of complexity that PA introduces — and it makes going back to any previous RTSes an impossible proposition for me. Here is a brand-new skill that I am called upon to develop! Here is a brand-new dimensions (and a very strategic dimension at that, since the whole idea of strategy revolves around making far-reaching decisions based on gathered intelligence, which is precisely what scouting is) that I am challenged to master — and you seriously expect me to do anything else when you talk about StarCraft II or whatever than to laugh?
Last edited by
icycalm on 25 Dec 2014 19:37, edited 3 times in total.