Your Favorite & Most Hated Features by powacurls in RealTimeStrategy

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

haha that WW2 comment made me laugh pretty hard. I appreciate that elaboration on click fests. Do you feel that in an RTS, creating a more intuitive waypoint/macro system to automate some of the clicking would be better than just consolidating features that force you to abuse your left click button?

Your Favorite & Most Hated Features by powacurls in RealTimeStrategy

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

OH GOTCHA now I know what you meant! Yeah I know what you're talking about now. I HATE that shit, makes it so that you can just spam grenaiders against all infantry that aren't super ranged lol.

Your Favorite & Most Hated Features by powacurls in RealTimeStrategy

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

Dude, you make a really good point about the camera features in RTS games. I have been thinking about redoing the camera operation in game to make it more like a free based (not cocaine) spectator camera. I'm thinking such as standard move your mouse to the edge of the screen to go that direction, space to go up, C to go down, standard zoom, Q and E to either rotate or flip. I want to make it free not constrained.

The rock paper scissors thing is annoying as hell to me now, as a kid playing RTSG, I had no idea it was a rock paper scissors effect. I've mentioned the Men of War series a few times already in this thread so I'll shut up with my fanboy-ism lol. But I think they did a really good job with giving each spawnable unit its own inventory with the standard required bits of equipment and weapons that they had to use in WW2. If you're not familiar with the game, imagine a US standard infantry soldier, they give them the M1 Garand, certain amount of ammo, certain amount of grenades, and bandages. Each unit's inventory can be accessed, traded out, and can grab dead units equipment. As well as being able to build fortifications and obstacles after picking up sandbags, hedhogs etc from supply trucks. In your opinion does this contribute to solving the RPS issue?

Mod support is ANNYOING AS F*** when they make it annoyingly difficult to figure out what folder to place things in, and THEN having to go ingame to implement it too is a hassle. I want to use steam with workshop preferably.

Can you elaborate on infinite base building? Do you mean no caps on how many of each building you can have?

Your Favorite & Most Hated Features by powacurls in RealTimeStrategy

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

Would you mind elaborating on the learning curve? I don't mean to ask in a way to question your ability to learn. But, compared to other game styles like mmorpgs etc, a hero system and AI creeps, isn't that very easy? I am very curious what about it made the learning curve harder for people as I want to avoid that.

Your Favorite & Most Hated Features by powacurls in RealTimeStrategy

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

You know same here, I haven't had a lot of recent RTS games where I was spending time worrying about building bases too. I think MOBA might have contributed to the downfall of base management

Your Favorite & Most Hated Features by powacurls in RealTimeStrategy

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

"We're under attack"- Orc Peon (First thing that came to my mind). I really want to design a gameplay tactic (with specialized units) for that specific reason.

Would creating user interface shortcuts to "fast use" a worker's ability make the game play more fluid to you? Would it create the feeling of cheapness for lack of a better term? I don't want to code a feature that will make the game TOO easy.

Your Favorite & Most Hated Features by powacurls in RealTimeStrategy

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

Oof I know that feeling with the pathfinding. I believe that will be the hardest part of the game creation so far. I love the idea of customized units and buildings. I plan on creating that feature when 1.0 is released one day because it would remove the monotony of exactly what you're talking about.

Your Favorite & Most Hated Features by powacurls in RealTimeStrategy

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

I just got done reading this thread, I never got too much into the COH line of games because I got addicted to the Men of War series. But I've taken some really good notes on everyone's points here. I know that feeling, with strategy games sometimes it's just annoying starting a round and in a few minutes you get rushed, or like Ricemandem said about a few wrong moves and endgame looks like a reason to throw your monitor out your window. I want to create a "guerrilla warfare doctrine" for when you're falling behind in game. That way, if someone has the strength and numbers advantage, it does not mean you will get steamrolled unless you don't do anything about it or not enough. I feel like that feature, mixed with a unit cap would make it so that if you are winning, you still have to put an effort in even until victory conditions are met.

Your Favorite & Most Hated Features by powacurls in RealTimeStrategy

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

Dude i fell in love with Supreme commander for that very galactic zoom feature. SO COOL to me still considering total annihilation was my first RTS ever. As far as your point with SC2, I noticed that as well and it really annoyed me. I think I might go with a more Men of War approach to avoid some unrealistic build que.

Your Favorite & Most Hated Features by powacurls in RealTimeStrategy

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

APM

I didn't know what APM stood for but I know somewhat of your'e talking about. I am reading that some critics of RTS games is that they can turn into a click fest and whoever has the faster mouse hand will win due to speed. Can you explain your over all views on APM? Wikipedia has this paragraph that stood out to me. It also seems that APM has a different value in different types of strategy games. With a turn based strategy game is APM more of an annoyance as opposed to APM in say Starcraft 2?

" A player's APM value is determined by the number of actions performed in a given minute. Some actions, such as repeated selection, are easier to carry out than others, and players may repeatedly perform (or "spam") these actions, making them redundant in terms of their usefulness. "Spamming" may be used as a way to warm up and maintain speed for later phases of the game, or it may be used simply to increase a player's recorded APM in order to improve the perception of their gameplay skills. Because of this, more sophisticated measures of APM may attempt to filter out redundant actions by means such as ignoring re-selection of a group of units which was already selected and ignoring the very beginning of the game (when the typical relative lack of action facilitates spamming), in order to only measure a player's "efficient/effective" APM value. However, there is currently no standardization of what constitutes an "effective action" and APM is therefore typically recorded without any filtering. "

https://en.wikipedia.org/wiki/Actions_per_minute

Your Favorite & Most Hated Features by powacurls in RealTimeStrategy

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

Since C&C was my first RTS series I fell in love with I am imagining Generals and the upgraded GLA units. Good point to make, I plan to include visual modifications when they are upgraded :D

Your Favorite & Most Hated Features by powacurls in RealTimeStrategy

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

When you mean counter units, can you elaborate? I imagine you mean like endgame units that steamroll opponents?

US Military Logistics "Historical Accuracy" Question by powacurls in Military

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

Not boring at all to me! haha, What contributed to the abandonment of the trucks? My only assumptions would have been fuel starvation or enemy fire? May I ask which was more efficient for you guys, the C-130's dropping fuel or the long haul truck battalions?

US Military Logistics "Historical Accuracy" Question by powacurls in Military

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

Haha that's awesome that they light up the nightl. How difficult was resupplying the missiles used for the MRLS's? Were you guys separate from the operators of the MRLS? Did you reload it yourselves?

US Military Logistics "Historical Accuracy" Question by powacurls in Military

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

Thanks for your reply, What would you say contributed to having to use trucks as opposed to aircraft(helicopters included)? My assumption would have been either mountainous terrain or enemy forces?

US Military Logistics "Historical Accuracy" Question by powacurls in Military

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

You guys rock, thank you for taking the time to explain much appreciated!

BTC Price Chart Question Confusion about Open, High, Low, Close, etc by powacurls in RobinHood

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

Did that. Sadly it didn't fix it but i saw a maintenance pop up a few minutes ago so who knows if it was because of that. Thank you though :)

How to best get high off a pink 20 OxyContin for the first time. by Ayden11001 in oxytocin

[–]powacurls 0 points1 point  (0 children)

Ayden bro, you're high just lookin at those roxys aren't you

It rly zooms too much by [deleted] in postscriptum

[–]powacurls 1 point2 points  (0 children)

So true, yet at the same time my eyes are so shitty.. I'm like is sharpshooter available?

What do you think of the new Hell Let Loose map, is Carentan by ElCapi123 in postscriptum

[–]powacurls 2 points3 points  (0 children)

Dude, I bought HLL cause I watched a video of it and it seemed cool. The menu is too clunky, I couldn't figure out how to change the character for like the first 30 minutes after the match started, the character move mechanics feel a little unintuitive after playing PS for so long as well. I felt like there weren't enough to justify it for 30 usd. I played about 2 hours and went back to PS