{"author_name":"yangamedev","cat":"MiniLD","comments":[],"epoch":1374669300,"likes":3,"metadata":{"p_key":"42306","p_author":"yangamedev","p_authorkey":"20928","p_urlkey":"77930","p_title":"Strategy vs. Tactics","p_cat":"MiniLD","p_event":"LD27","p_time":"1374669300","p_likes":"3","p_comments":"0","p_status":"UPD5","us_key":"20928","us_name":"yangamedev","us_username":"yangamedev","event_start":"1377216000","event_key":"18","event_name":"LD27"},"text":"<p>In researching this compo the criticism of RTS&#8217; is that they are more like Real Time Tactics &#8212; a faster mouse-clicker and better micro-manager wins the prize. There&#8217;s merit to that, but real-life involves strategizing over the long-term, not seeing immediate results, making very few simple commands in response to changing conditions.<\/p>\n <p>Strategy involves long-term planning and a divorcing of oneself from the various tactical outcomes. In business and the military, a chain of command is established so the top-level General or CEO can implement their strategy through use of simplistic commands to complicated people. George W. Bush said &#8220;let&#8217;s go get Iraq!&#8221; and the generals said to their sub-commanders: &#8220;ok, mobilize our infantry and artillery to the southern regions&#8221;, and so on, all the way down to the soldiers who need to pack their toothbrush.<\/p>\n <p>This is more the scale I&#8217;m interested in, and what becomes apparent is\u00a0<strong>how much I don&#8217;t want to click on things<\/strong>. &#8220;Guh, just go get Iraq!&#8221; I want to say.<\/p>\n <div id=\"attachment_263279\" style=\"width: 310px\" class=\"wp-caption aligncenter\"><a href=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2013\/07\/actual_framerate.png\"><img class=\"size-medium wp-image-263279 \" alt=\"actual_framerate\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2013\/07\/actual_framerate-300x214.png\" width=\"300\" height=\"214\" srcset=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2013\/07\/actual_framerate-300x214.png 300w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2013\/07\/actual_framerate-550x393.png 550w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2013\/07\/actual_framerate.png 976w\" sizes=\"(max-width: 300px) 100vw, 300px\" \/><\/a><p class=\"wp-caption-text\">I&#8217;d make it a .gif but this is the actual framerate<\/p><\/div>\n <p>&nbsp;<\/p>\n <p>My goal is to free the player from micro-managing units and simply get on with the strategy of winning. I love in Majesty how you have indirect control by planting Quest Flags with reward money, which is collected by any units that feel it&#8217;s worth the money to take up the task.<\/p>\n <p>But there&#8217;s downsides to all-strategy-plus-autonomous-AI: I remember a big criticism of Dungeon Siege was that the game pretty much plays itself. With a handful of characters that&#8217;s not really fun&#8230;you want to feel challenged. But with 80 units? That&#8217;s more Homeworld territory, and ideally I&#8217;d judge my success on how <b>few\u00a0<\/b>mouse-clicks and keystrokes you need to win.<\/p>\n <p>Current progress on &#8220;Counterstrike RTS&#8221; milestone:<\/p>\n <ul>\n <li><span style=\"line-height: 13px\">AI decision tree on all units: Idle vs. Hunt states, all units attack closest on sight<\/span><\/li>\n <li>LOS for AI based on world collision, enter Hunt state on acquiring target<\/li>\n <li>Fog of War LOS: Can only see enemies on screen that 1 or more friendlies can see<\/li>\n <li>Order issuing: &#8220;Go go go&#8221; and &#8220;Hold this position&#8221; &#8212; individual or group<\/li>\n <\/ul>\n <p>&nbsp;<\/p>\n <p>&nbsp;<\/p>","time":"July 24th, 2013 7:35 am","title":"Strategy vs. Tactics"}