Sure, that's why international poker is played exclusively by hippies with flowers in their hair who hold hands and sing kumbaya when the other side wins their money.
Much respect for you, son.
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Sure, that's why international poker is played exclusively by hippies with flowers in their hair who hold hands and sing kumbaya when the other side wins their money.
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Interesting mixed response. Not what I was expecting at all.
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Blizzard:
-Remove 50mp cost to bonfires. Add a 2-3min cooldown to them.
-Remove damage/killing done to troops, just reduce performance of units suffering from cold or even increasing RA.
-Make it so it modifies in certain way deep snow and ice.
---Heavy snow: cloaks all units inside them. Useful for tanks/paks.
---Increase resilience of ice. Harder to destroy.
Heavy snow:
-Remove or severely nerf the penalties regarding movement.
-You could always make it an inbetween default cover and red cover regarding RA.
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Lol. I've spent more than 20 years in game design.
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Then you should know better.
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Your argument makes no sense:
Dota 2 has a multi-million pound tournament on at the moment, its unarguably "competitive" yet it has plenty of RNG:
- uphill attacks 50% chance miss
- evasion, bash, crit strike, maim - all random
- countless proc abilities
- auto attack min/max
It also has plenty of players fighting the environment in the creeps. The neutral creeps have min/max damage and will randomly target enemies with abilities when criteria are met (3 units within aoe of their spawn).
All of these are obviously in the game on purpose and I could make the same arguments with practically any sport or competitive game with the possible exception of chess (it is described as the "pure strategy" game after all)
You mention lol as your example of a good strategy game, again it has countless random components.
I agree that there are aspects of Coh that go way overboard with randomness.. plane crashes springs to mind, but your assertions that reducing randomness always makes things more competitive or is good "game design" is objectively wrong.
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You fail see the difference that these are all either player choice or are not an environmental effect.
A units stats are always going influence play and there will always be some amount of risk/reward in MP games, however an environmental effect the outcome of a match is bad design in an RTS
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Except the environment of blizzards doesn't affect the outcome of a match, it may at best give an opening for a player to break the defensive line of opponent in a single skirmish.
It won't make you win a lost game, unless opponent will suffer a brain fart and let all his infantry and weapon teams freeze to death, but you still have the control over your units freezing via building campfires or correct positioning in cover.
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Of course it can affect the outcome of a match.
Any environmental effect that damages the player isn't good design.
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Haven't you said it yourself, that its not that bad if player have control over mitigating the effect?
You can build campfires and put infantry in cover to mitigate blizzard effects.
Only the attacking player exposes himself to them by the need of advancing during the blizzard.
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