02-26-2003, 03:41 PM
Forces time to be an element in your approach. Turn based less so. Real time does not allow you to waste time, as it is a finite resource, just like gold or wood or food or whatever.
If you look at the doctrine of any number of armies in the world, you will find the following litte mnemonic device:
METT-T
Mission Enemy Troops Terrain and Time. These are the simple elements to consider when formulating a plan of action, or in an RTS, a build order and strategy for attacking and expanding versus your opponent.
If you let time vary, everything else will have changed.
Hence, no RTS can get completely away from the 'rush' syndrome, and IRL, a quick strike shortens a war and Reduces Casualties if it achieves victory.
Risk-reward decisions.
To complain about rushing in an RTS to complain about spells in Diablo. It is an element of the game.
If you look at the doctrine of any number of armies in the world, you will find the following litte mnemonic device:
METT-T
Mission Enemy Troops Terrain and Time. These are the simple elements to consider when formulating a plan of action, or in an RTS, a build order and strategy for attacking and expanding versus your opponent.
If you let time vary, everything else will have changed.
Hence, no RTS can get completely away from the 'rush' syndrome, and IRL, a quick strike shortens a war and Reduces Casualties if it achieves victory.
Risk-reward decisions.
To complain about rushing in an RTS to complain about spells in Diablo. It is an element of the game.
Cry 'Havoc' and let slip the Men 'O War!
In War, the outcome is never final. --Carl von Clausewitz--
Igitur qui desiderat pacem, praeparet bellum
John 11:35 - consider why.
In Memory of Pete
In War, the outcome is never final. --Carl von Clausewitz--
Igitur qui desiderat pacem, praeparet bellum
John 11:35 - consider why.
In Memory of Pete