Civilisation is all strategy but it is also turn based.Assassinator said:Dictionary.com:
The only videogames with a bit of real strategy in them (I can think of) are the Total War series, with that big map of theirs.1. In military usage, a distinction is made between strategy and tactics. Strategy is the utilization, during both peace and war, of all of a nation's forces, through large-scale, long-range planning and development, to ensure security or victory. Tactics deals with the use and deployment of troops in actual combat.
Aaa stupid me, how could I've forgotten about the Civ serie. Never really played that though. Maybe The Settlers as well? At least the older games, I only bought Rise of an Empire in an opwelling, it was quite fun but was far from strategic.Ushario said:Civilisation is all strategy but it is also turn based.
Explain to me why it isn't.DM. said:As long as rushing is a legitimate Strategy in any game, Strategy still goes right out the window.
Rushing IS a legitimate Strategy, I've won quite alot of C&C games by just Engineer rushing with 3 tanks distracting them, and have the same problem with people complaining about it when they just build defences.kylejj91 said:Explain to me why it isn't.DM. said:As long as rushing is a legitimate Strategy in any game, Strategy still goes right out the window.
This is manly coming from my experience with SC but rushing is a very risky all in strategy and the easiest to counter. If you opponent doesn't have the foresight to send a scout and see what you doing it's his own fault that he loses to a rush that he's not ready for. With the best time to attack is when your opponent is when he's not ready for it. Also with failed rushes usually ending with the attacker not being able to recover I see it as fair.
Also let me state that I get very irritated when I hear people complain about early game rushes/tech rushes. When is it right and honorable to attack a person in a rts game, do I ask them politely and we both come out and have our selves a little war on a hill and finish up with tea at dawn.
From what I've seen, the people I see complain about "rushing" are the same people that like to watch there base for 30mins building cannons/towers all with out moving out of their starting point, then try to build a group of the biggest end game unit they can and push out and attack around the 45min to tomorrow mark.
It does suck to lose to a rush your not ready for (I know), but all that means is next time you should learn from it and be ready for it. Not cry to the other person in game or on a message bored/forum.
In the end you want to use a strategy that will give you the best chance of winning. If you opponent doesn't know how to handle a rush, use it. If all you opponent knows how to do is rush, counter it. The goal is to win.
No one complains about head shots in a fps.
Are you insane? Every match I've ever played consisted of everyone (including myself) of picking a couple unit types and just storming them into the battle. Usually works best and makes it more fun being that its a game of WAAAAAAGHlostclause said:Dawn of war: Having to make up your army of different units was an important part of the game and with some factions there was a lot of strategy. Teleporting in warp spiders for hit and run attacks, deep-striking terminators behind the enemy to diver their fire.
That comment makes no sense, it should say "If rushing cannot be countered, legitimate strategy goes right out the window."DM. said:As long as rushing is a legitimate Strategy in any game, Strategy still goes right out the window.
True enough but nothing stands in the way of a twenty caped imperial guardsmen horde equipped with Grenade launchers and all leaders attached, such is the folly of the game you can reinforce the majority of your forces as they shoot them down, its quite entertaining.lostclause said:Dawn of war: Having to make up your army of different units was an important part of the game and with some factions there was a lot of strategy. Teleporting in warp spiders for hit and run attacks, deep-striking terminators behind the enemy to diver their fire.
SW Empire at war: Micro-management was key to that game, sending the right unit against the right enemy.
So yes there's a lot of strategy, some games are just steamrolling but the best ones are a bit different.
I'm inclined to agree with this. The rush is an important option available, and to be honest it's also an incredibly dangerous one to try. What's more is that many RTS games revolve heavily around economic warfare for much of the actual strategy of the game. C&C 3 gives a pretty good example - NOD is utterly incapable of simply standing toe to toe and slugging it out with NDI in an even numbers fight. The one thing you really have on your side is the ability of NOD to hit and run. If you aren't constantly harrassing your opponents harvesters (and I mean from the instant you can build a few attack bikes onward), chances are you're setting yourself up to lose.Kstreitenfeld said:That comment makes no sense, it should say "If rushing cannot be countered, legitimate strategy goes right out the window."DM. said:As long as rushing is a legitimate Strategy in any game, Strategy still goes right out the window.
Rushing is a type of strategy, it may be a fairly simple strategy but it is one none the less. Real strategy cames will have ways to rush opponents and ways to counter it.
That's because they're actually strategy games, not tactical games where you win or lose based on your ability to micromanage braindead units.Ron51 said:I'm amazed no ones mentioned games like Hearts of Iron or Theatre of War.
This.ActualOvaltine said:The Total War series is not like that at all. You have to have tactics up the ass to win. Steamrolling rarely happens.
Couldn't say it better myself. Other than that I can't say that much since I only own and only intend to own World in Conflict and Company of Heroes.Kollega said:World in Conflict, man. You have limited supply of points to buy limited quantity of units. If they die, points are refunded. You can call in support and support points get accumulated by damaging enemy (support damage also counts).
In multiplayer, there is four positions: Infantry commander, Armor commander (tanks), Air commander (helicopters) and Support commander (AA,artillery,and repairmen). Air beats Armor, Support beats Air, Armor beats Support, Infantry rules in woods and cities. Simple, yet unusual and entertaining.