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by grozzle
1113 days ago
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Interesting. Could you give a bit more of a concrete, specific example of "good pathfinding hurting the experience"? It's an odd sounding idea, to me. Also, you seem to be deep in this world, I'll also ask you - are there RTS games out there where the specific terrain is crucially important for various unit types - like we've seen in the real world recently, with weather updates waiting for deep mud to dry out being the main factor in when tanks and other sorts of vehicles can be useful? My experience of RTS games is limited, but I remember maps being very flat overall, with very few types of steepness modelled. |
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Small fights don't make the difference as noticeable, but larger armies are so much more efficient in SC2 compared to SC1, that it's harder to hold off a larger force with a smaller but better-controlled force. The bigger "deathball" tends to just win, it's harder for someone to come back from an army disadvantage with skillful play.
Another small example there is that "ling runbys" in SC2 are vastly more punishing for even small mistakes in leaving a gap open in a building wall, because a huge number of lings can run through a small gap extremely quickly.
If pathing efficiency is the goal, why not make every unit in an RTS extremely tiny? That would make it more efficient for sure. Or, hell, just turn off unit collision entirely. Or make units all move ultra fast, or get rid of all map choke points? All of these things would improve how efficient pathing is.
Pathing efficiency isn't the goal itself, it's part of the game designer's toolbox. Plenty of things are intentionally pathing-inefficient -- like big, slow units -- as part of the game's design and balance.
The lead designer of Stormgate, which is the closest thing we're gonna have to StarCraft 3 probably, has talked about SC2's pathing efficiency problem himself. Granted, it doesn't sound like he wants StarCraft 1-style pathing, he just wants to compensate for the efficiency in other ways, like maybe making unit hitboxes bigger.