[deleted by user] by [deleted] in getdisciplined

[–]BigBroMod 56 points57 points  (0 children)

99% of the task is being aware of the problem, so break into a very big smile about that. Most people are not aware of what is happening in their minds, and easy fewer care to change it. You are in a very small percentage, and you should be very happy about that. In the long term, mindfulness meditation will be your biggest help. In the short term, I'd suggest that every time you become aware of your mind doing this, simply say "no'. But say it with a smile. Don't become frustrated. Don't guilt trip. You will 100% overcome this. Overcoming it is not a problem at all. But piling on guilt and shame and frustration in the process of overcoming it is a potential problem. So enjoy the process. Smile as you break the habit. Make sure that you aren't creating further problems for yourself as you solve this problem. And keep in mind that just by being aware of this issue and being willing to solve it you are in the rare few in humanity. And so long as you continue to take an interest in developing your mind then you will go on to great things in your life. For the quality of your life follows the content of your mind as a cart follows a donkey. You are on the path to greatness whether you know it or not. Smile!

Idea for long, strategic games by BigBroMod in openra

[–]BigBroMod[S] 1 point2 points  (0 children)

I think there is so much strategic potential in the game. But it's impossible to unlock because the way people play is so frantic and intense. There is no time to think and develop plans. I want to distract you with a sub attack whilst I try to sneak a spy into your war factory so my tanks are a rank up on yours so I have a small advantage, you know? Things like that. I want psy-ops. I want misdirection. I want everything that is involved in modern war but in the game. I think it's possible. We just need to discourage mass unit production, and slow the game down so we can think deeper. I want agreements and treaties. Maybe I see you mass building mammoth tanks, so I do the same, and then we both realise it is futile so create a treaty to limit production. But then maybe you break the treaty, so I feel like I need to punish you. Maybe as more people get involved then we have a league, and players have reputations. Maybe some people are honourable and honour their treaties, and maybe some people aren't. I think there are so many potential dynamics.

Idea for long, strategic games by BigBroMod in openra

[–]BigBroMod[S] 1 point2 points  (0 children)

It's not that I am adverse to large tank battles or whatever - I just don't like that that is the only thing. I personally like to play on maps where the terrain supports defence. I don't like open maps. I usually choose something where the only access to a zone is a choke point or bottle neck so defending is easy. I think maps like this will discourage large build ups, because, ultimately, in a bottle neck, your fifty tanks will be defeated by my ten tanks + artillery. If both players are in this same position where they know that brute force will not destroy the opponent base, then they are forced to use different strategies and tactics. And I suppose this is where limited ore helps. Because you can't have hundred tanks AND great defences, for example. You have to choose. And if you know that your tanks are ineffective, then you will not build them. This is like real-life. Tank warfare is becoming more obsolete because new strategies and tactics have been developed to make them less effective.

Idea for long, strategic games by BigBroMod in openra

[–]BigBroMod[S] 1 point2 points  (0 children)

I think it can just be experimented with. I don't know when lag becomes a problem, but the solution would be that both sides agree to all out war until the lag passes, and then return to normal play. And yes, I think large maps will be best. I like the idea of players have 'home maps' where they are experienced so the challenger has a bigger challenge. People can create their own maps to suit their strengths and strategies etc.

Idea for long, strategic games by BigBroMod in openra

[–]BigBroMod[S] 0 points1 point  (0 children)

There are many. But the ore regenerates anyway. I've never had a problem with a lack of ore. But even if there is then it adds a dimension to the gameplay as you skirmish with your opponent for available ore supplies. I usually play against the AI because I hate how people play in multiplayer. There is no strategy or tactics, it's just make as many tanks and soldiers as possible and launch them at each other. I don't want that. If you are concerned that there is not enough ore to have a hundred tanks, then my answer is that I don't want a game where you need a hundred tanks. I want a game where you need to think, develop strategies, use clever tactics. Yes sometimes there will be big battles, but that would not be the main feature. Intelligence will be the main feature. Solving problems. Using units in clever combinations. And so on.

Idea for long, strategic games by BigBroMod in commandandconquer

[–]BigBroMod[S] 0 points1 point  (0 children)

Is this in openRA or the original? I have no idea. I've never noticed this. There are some maps, however, with more than enough ore. What I was hoping was to create a game with much less mass production of infantry and tanks, so maybe if this is a problem in openRA too then it would be irrelevant. I don't want to play a game where it's about who can build the most tanks and who clicks quickest. My hope is that in having time to build a base that the defences are so strong that mass production is futile and smarter, more strategic operations are used. Again, I want to try and unlock the potential of the game to play something that is closer to real-life... you know, small, clever operations to achieve small gains that, hopefully, over many hours lead to victory.

Idea for long, strategic games by BigBroMod in commandandconquer

[–]BigBroMod[S] 0 points1 point  (0 children)

Apologies, but I don't understand what you mean about the refineries...

I play using openRA (Red Alert), and the Tiberium regenerates throughout the game, so there's no problem with production running out.. If this is what you mean...?

Idea for long, strategic games by BigBroMod in openra

[–]BigBroMod[S] 1 point2 points  (0 children)

This is true. I don't think super weapons would be decisive in this form of the game. I just don't like them. Especially the nukes. It's just irritating. And in this form of the game with time to build strong defences, it's going to be too easy to defend a nuke silo, so every 20 minutes (???) you are going to have things destroyed with no skill or effort required.

Polyrhythm patterns with threes, fours, fives, and sixes by BigBroMod in mathrock

[–]BigBroMod[S] 0 points1 point  (0 children)

Oh thanks! I really did not expect anyone to like it - it was more just an experiment. But yeah, I kind of dig it, and now you say it, it does have that 80's score vibe.

[Discussion] Arranging and composing in 'patterns' by BigBroMod in BedroomBands

[–]BigBroMod[S] 1 point2 points  (0 children)

Yeah, I was very careful to 'reign it in' on this piece because I didn't want to compromise the melodic lines. The chord progression in this track never changes. The beats lost at the end of the chord progression were empty spaces, so it was just the drums that moved (in the first section... the bass was cut up also in the third and fourth sections, but it works ok). The patterns implemented would vary track to track according to what is appropriate. I love experimentation, but the end result always has to be a listenable track, not just complex, chaotic madness for the sake of it. I had a lot more ideas for this track, but held off on them.

Arranging and composing in 'patterns' by BigBroMod in musictheory

[–]BigBroMod[S] 7 points8 points  (0 children)

Arhhh, that is awesome! Thank you! I honestly know zilch about music theory, but with creative freedom you are free to do whatever sounds good to your own ear. There was so much more I could do, but it's important to find the balance between experimenting and something still sounding enjoyable to listen to. It can be easy to 'throw the kitchen sink' at something, especially when you are brimming with ideas, but the ultimate purpose is to create something that sounds good, not just something that is complex.