With apologies to Edgar Allen Poe: The Tell-Tale Cheese
Friday, July 30th, 2010As I mentioned in my previous post, I’ll be posting a little bit at a time about my ideas for an RTS.
Also mentioned in the previous post, an RTS with mobile bases would be difficult to balance. For me to explain why, I have to explain proxies.
Keep in mind that, unless otherwise noted, I’ll be discussing Starcraft: Brood War for most of my examples.
It’s an RTS with simple rules but incredible depth, and it’s the one I’m most familiar with. While games like Dawn of War have extra mechanics like cover, I plan to model my RTS after Starcraft, to a degree, because the simplicity of Starcraft’s rules has also led to that much more creativity. If you really feel unfamiliar with Starcraft, or want to find more information than the bare minimum I’m putting here, visit the Teamliquid Starcraft Wiki.
In Starcraft, you’re “expected” to place your tech buildings and your production buildings inside your base. That’s the safest place for them, and it consolidates all your stuff in one area so that whatever unit you’re using to build them won’t have to run too far out (unless you’re zerg, in which case your builder morphs into the building), and it lets you focus on one area of the map whenever you want to crank out another round of units.
The text below the page break is an enormous aside about proxies. If you want to read it really badly, click ‘more.’
Anyway, back to the main point. If you think a bunker rush is scary, imagine this. Your crawler is a colossal mobile unit with a passable attack. The current mechanic for it has it able to move, attack, and produce units at the same time. (This was not the mechanic used in C&C 4, though. There, your crawler would have to unfold into an immobile building with no attack while it pumped units.) So, you pick the faction with the units that are the fastest to produce. As you’ll see in my later posts about the available factions, this will be modeled heavily after the Starcraft Zerg. To avoid lawsuits, (Hah!) I’ll call this the Swarm. So you take your Swarm Crawler and march it toward the middle of the map, producing units all the way. As your units pop out, you send them to every part of the map to scout your opponent, who is likely teching to the next available unit (the poor sap, he’ll never see it coming!). By the time your hulking crawler makes its way to the enemy crawler, you’ll have a small but scary force of Swarm units, while your opponent has not made the best use of his production time. Your units outnumber your opponent’s, so your crawler’s HP will have a slight lead over that of your opponent’s crawler. Eventually, after a battle of attrition your crawler comes out on top. Your opponent’s only defense is to do exactly what you are doing, and that makes for a boring game.
I’ll admit, C&C 4 did a good job of preventing this sort of cheese. Since you have to turn your crawler into a building to create anything, this kind of rush is just out of the question. If your opponent tries to rush, you turn your own crawler back into its unit form to give your army the upper hand. However, this honestly feels a bit stiff to me. I want a crawler that can reinforce on-the-fly. If the crawler can move, but not attack, then you’ll run into problems when your units are produced piecemeal and lack the crawler’s support.
My favored solution is to have the crawler able to attack, but not move - or move really slowly - while it produces units, and be completely helpless when researching tech. This would force the attrition rush to be made with an inferior force, while the opponent would be able to flee if you insisted on parking your crawler nearby.
Rushing is still an option. If you gain an understanding of the timings of the game, such as when a certain unit is slated to appear, you can in theory create a large force and attack your opponent while he’s halfway through researching some powerful tech, forcing him to cancel his research to defend his crawler and delay his tech. Since time is the only resource in this game, it could be a major setback. The crawler’s function will have to be determined through extensive testing, but for now, this seems to be the option that can provide the most tactical possibilities.