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And yes, this game can be changed in completely fundlemental ways if enough people -people who find it too hard. Have their wai.
but if its all optional, and I mean all of it, then yeah more options couldn't hurt. But the devs have stated they dont like adding them.
Also some tips for micromanaging is focus on a select few units at a time and have some move to cover when in stand by. Just keep track (made easier by the squad icons you get now in game, which I dont like) of who you have grouped and where you put them. YOur minimap shows you all the dots which belong to you so have that out. And move units from point A to point B to engage enemy 1,2,3,4, and then move, its easier to keep track of individuals and easier to move them through maps.
for example
"Moving my squad A, to cover, to engange this sniper here"
"Moving my squad B, to concealment, to wait for enemy squad here."
See what I'm saying?
doing stuff in little incriments will make the game less complicated. even so part of the games charm is a ton of things can go wrong at once, it shouldn't be made easier to compensate for that or the game loses it's "soul".
Here, allow me to demonstrate what I mean by all of this:
You THINK this game should be like this:
http://www.youtube.com/watch?v=wPm9k6ul9EI
but in reality this game has always played like this:
http://www.youtube.com/watch?v=-S-7OdAc3ws
notice the players intense focus. no icons.
I knew some "elitist" individual like yourself would show up with this whole "dumbing the game down" concept after a random suggestion. You don't play singleplayer and that's ok, I can see how it could get annoying because you don't have as much going on in MP (as you don't really have to multi-task building, fixing queues while positioning and resupplying in really short time with zero slip-ups). Multiplayer versus is not like Skirmish.
Also Notifications of what is going on in the game isn't playing the game for you, nor telling you what to do, but giving you information to consider.
So that said, unless you consider blinding the player to be a mechanic, this isn't a change: it's an addition. You can still arduously look over the map and check every inventory individually looking for units that need to be resupplied if you're that much of a time wasting masochist (note; unless you have some sort of HFAutism you're not actually playing the game when doing any of this).
That's nice, I didn't ask for your useless tips by the way. Regardless this doesn't apply to situations found in campaign mode.
I can see how flooding your opponent with distractions can be useful on multiplayer when they're basically not being told of things, I personally already do that at chess. That example you gave of chess is really poor and shows ignorance, by the way. Clearly you've never played with a timer. What I've experienced in the campaign on Heroic compares to playing several timed Chess matches at the same time.
Don't dumb this game down with useless event timers and clues. I play single player all the time, and I don't want to see my single player experience forcefully dumbed down by someone's blanket suggestion.
Chess has plenty of clues. You see where every piece is placed and every piece has a ruleset. Pretty much what you're asking for. In this game, one unit, ONE unit can take down every single unit on the map. Literally. War is simulated here, and war is about observational skills. About not seeing things happen playing out on a board.
But what's this? The game has Fog of War options, and already has a bunch of features there to help you find whats going on where (Minimap SHOWS bullet tracers).
Elitist?
Really? How about go play CoH if thats what you want. We're sick of seeing this game turned more into arcade than tactical.
For example, in chess, when your unit is "down" you knock it down, and place it on the side of the board.
In men of War, when you're unit is down, you either notice it is when you went looking for it, or you see the corpses.
The difference is that Chess isn't real time.
If I were to take one thing from CoH and put it in this game it would be the voice acting.
Regardless pointing out major things that need attention is a basic mechanic to a strategic competitive versus video game.
You could debate the lack of cues makes the game "hardcore" and "tactical" yeah, but take out the cues from any of these games and tell me they wouldn't be "extra hardcore":
Starcraft tells you when units are being attacked or a nuke is being launched.
DoTA tells you when someone falls, or when your ancient is being struck.
Counter-Strike tells you when a bomb was planted in one of the objectives.
Age of Empires lets you know when a unit/building is being seized/converted.
ArmA has people telling you things all the time about what is going on.
CoH tells you when your units are just sitting there unable to shoot or move (which only lets you retreat, if you pay attention you can avoid getting pinned altogether).
Quake tells you when your flag has been taken or moved back.
Team Fortress 2 tells you when a point is being captured.
Now you come up to me and say that this isn't meant to be arcade, ok. But it isn't realistic either. Your units should be telling you about their status without you having to ask them. They're clearly not smart enough to handle themselves, but it's the least they should do.
So what is it if it's not either? Some odd RTS/Tactical fantasy mix where every entity is a dolt with missing elements that you've simply grown used to and so don't want it changed? You remind me of Binary coders when they refused to program in assembly language merely because they've grown used to wasting lots of time doing things that don't need be.
Cues for what is going on for what you can already see isn't arcade nor a dumb down. It's about sparing focus and letting the player actually strategize with the time given.
This, however, is a matter of keeping a living eye out for things that shouldn't have to be focused on, and priorly knowing what should be focused on, unlike your own dynamic movement and engagement tactics that you usually "figure out" on the go (the focus of the game). It's literally something you have to grow used to and develop useless knacks for since it's a problem, not a feature.
It's a waste and not fun to normal human beings to have to check if your unit is still up from time to time, or staring to see if the unit is shooting back or not, if it can even shoot at that. Again not really a "mechanic" based on thought but simply mental unsteadiness.
Damn I have a feelling you don't even set a timer for your food while cooking either because you get thrills from checking over to see if something's fucked up. I bet if you had to check if your soldiers had their shoes untied and have to tie them accordingly it would make for quite the adventure to your senile head.
see ya dudes.
There's a difference between being observational (which I actually am) to being completely paranoid, without saying that you can easily dismiss cues if you aren't paying attention. All you've done some far is pull shit out of your ass without even being able to back it and think you're right simply because you've grown used to being an idiot and feel like everyone else should. That's elitism at its finest.
Unamazingly, you've went from being just a self-righteous elitist to a babbling idiot in less than 4 half-assed replies. Well done, that's around three more than the average.
Surely a RTS game with luck-based elements up the ass wouldn't need a way to inform a player with only two eyes when certain things outside their field of vision happen, god forbid keeping non-autistic people from becoming frustrated by having them pile up potentially useless, withering tasks before the meaningful ones.
It seems this game struck a goldmine of "h4rdc0res" by taking out basic elements a calculator should do from its gameplay, and achieving said hardcores by simply bottlenecking its players.
Gee I wonder why every other game in the world hasn't followed such brilliant idea? Clearly because it's too hardcore for the common folk, not because it's stupid and needlessly confuses people.