GordonHalfman
Scholar
- Joined
- Nov 5, 2011
- Messages
- 119
As a practical example of the "complexity ceiling" imposed by real time consider things like flanking bonuses and attacks of opportunity or similar mechanics.
The biggest things I hate about IE games are:
1) The way the optimal strategy is often to just highlight all your melee guys and attack the same person until he's dead, and then repeat
2) The way the optimal strategy when a guy is injured is to have him run around in circles to keep him alive.
Both of these are symptoms of how there are no real constraints on positioning or movement. But at the same time I'm not convinced it's a good idea to add something like AoO's to a real time game, it's just too annoying to manage when everyone is moving at once.
The biggest things I hate about IE games are:
1) The way the optimal strategy is often to just highlight all your melee guys and attack the same person until he's dead, and then repeat
2) The way the optimal strategy when a guy is injured is to have him run around in circles to keep him alive.
Both of these are symptoms of how there are no real constraints on positioning or movement. But at the same time I'm not convinced it's a good idea to add something like AoO's to a real time game, it's just too annoying to manage when everyone is moving at once.