What playstyles should be represented (aggressive offense, turtling, stealth, control, etc.)?
What playstyles should be represented?
Re: What playstyles should be represented?
Any playstyle that allows for 'deep' decisions. If a playstyle only allows for one or a very small subset of meaningful decisions then it should be discouraged. Based on past experience this means that turtling should be discouraged. Not sure if any other playstyles are harmful.
Re: What playstyles should be represented?
I'd say we should stress offense, both the aggressive (rush) and the progressive (forward bases) style. We currently also have way too little control to call Unvanquished a RTS hybrid.
Stealth styles are acceptable as long as 1) you can't win or draw the game by hiding and 2) sufficient warnings are issued on base attack so that watching the base is unnecessary. I think "guerrilla tactics" is a good term for an acceptable stealth style, especially for the alien team (think of pipe shafts and lisks).
Turtling is boring for both teams and should only lead to instant defeat.
Re: What playstyles should be represented?
Indeed, guerrilla tactics is the best term for desired alien playstyle in early stages of game, while humans should base more on aggresive style, but that's no rule. At the end of game I'd want to see style become more aggresive anyway. Both teams should go for controling (with forward bases) larger (or just the most important) portions of map. I agree on that turtling should be discouraged.
Re: What playstyles should be represented?
How you play should depend on the situation. Give both teams a well rounded toolkit of options to work with and let them figure it out. They should be able to do all of the things listed in this thread with the tools given. Ultimately using the offensive tools will lead to victory, so there should be an incentive to use them or to support them. Guerrilla tactics should not be something you spend an entire game doing. There should be an element of resource management involved. Turtling should be costly in the late game, a war should be more expensive to fight when fought on your own ground.
Re: What playstyles should be represented?
janev wrote:Turtling should be costly in the late game, a war should be more expensive to fight when fought on your own ground.
The risk of your buildings being destroyed seems like it should be sufficient here.
Debian and Ubuntu packages (squeeze, wheezy, sid; 12.04, 12.10, 13.04) may work on derivatives
OFFEND! … no, that's not right… ATTACK!
Re: What playstyles should be represented?
Anomalous wrote:The risk of your buildings being destroyed seems like it should be sufficient here.
Yes, and the cost of them being destroyed should increase the further along you get. Takes longer to rebuild, or you no longer have the resources to rebuild them, or something. Not like in tremulous where if you fight defensively in stage 3 the other team cant touch you.
Re: What playstyles should be represented?
Taking longer to acquire the resources as a zone is depleted?
Debian and Ubuntu packages (squeeze, wheezy, sid; 12.04, 12.10, 13.04) may work on derivatives
OFFEND! … no, that's not right… ATTACK!
Re: What playstyles should be represented?
I feel that the playstyle you use should appropriately reflect and be encouraged by the current trends in the game. You should not always have an incentive to be on the defensive, otherwise you will do nothing but camp all game. Conversely, you should not always be on the offensive, or else you will lose your momentum and provide the enemy with credits and evolution points. To an extent, this needs to be solved by examining the ways we promote teamwork and strategy in the game. There is not just one playstyle that works in every situation, you need to constantly switch between them if you'd like to beat the other team. You also need to coordinate this style with your teammates.