Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Same for the "train until told otherwise" option. It's a part of the design of the game (could also be a technical limitation, but at this point it's how it is).
If you don't like it that much, may I suggest trying supreme commander (and FA). It has basically what you want from an RTS (consumes resources as something is building - even 1 unit or building doesn't take everything at once, but consumes resources real-time, has infinite queues).
Units would build as much as possible and then pause when resources ran out.
Yes, you can get resource locked, but the Homeworld 1 interface had a few nifty things like pausing production, and retiring uneeded units to get 60% of your resources back.
How do you suppose this would effect gameplay for AoE2 if it were the case? Would it be a negative change? Most I can see out of it is less hassle, and not dealing with those infuriating cases where you're 1 resource short of even starting to make something.
What you see as just a hassle is just a part of the game and dealing with it is part of the skillset required to play it. As an example, even something like selecting more than 12 units in StarCraft (which was brought up recently a lot) would change the balance way too much. In SC2 you can select how many you want, but the game was balanced around that idea. In 1, the zerg would become too strong if you could do that.
You need to take a lot of things into consideration when changing basic mechanics like this.
Hell, I remember playing AoE1, and how you had to spend 80% of your game time pressing hotkeys just to keep constant unit production. And here we are with 15 unit queues and unit formations, and I'm sure we can all agree that it's a good thing.
I look at TheViper play and how hes frantically all over the place constantly, and while it is entertaining to watch, it completely kills any interest I have in playing this game outside of co-op matches with my friends.
I mean, you can plant 30 building foundations, and then move them around before they're built? You can re-shape the path of a patrol while it's still going?
You can chain like 3 entirely different orders together?
Yes ♥♥♥♥♥♥♥ please.
.... for me at least
But learning to multi-task is an important aspect of the game. A fully automated base that you never have to give a second look because it produces workers and military units automatically .... would just be awful. The challenge to balance maintaining your base and attacking the enemy at the same time.... it would be completely gone. Lame.
Sure, the mechanics in your base can *partially* be automated. That's why we have things like rallying points for workers so that we don't need to send each worker individually to chop wood, et cetera. But if you want to completely automate the base, you are basically cutting the requirement to multi-task completely.
In my opinion, it just wouldn't be the same if you weren't required to multi-task. The reason why a real-time-strategy game feels so "alive" to me is that you have to keep your eyes on everything and be involved in everything.
There's still unit micro. On SC, bomber planes have a very slow turn rate, so you have to carefully consider your entrance and exit path to avoid interception, or at least an approach that gives your interceptors a chance to defend them.