trusteft: trusteft: Yes, I make arguments based on what I know, what I believe and what I feel.
Then it is antithetical to everything you are trying to argue for, being that you have no appropriate justification for the blatant remarks you have posed, and only rely on personal bias.
Not it isn't. You just say it is. That's not the same thing. It's also just your own opinion that I have no appropriate justification for what I say. There is really no reason to repeat the same things again, read my previous post.
Which, in itself I have nothing against. But, maybe I didn't make myself blunt enough in the previous post: there is still a subtle distinction between expressing disdain for a certain genre, and making a molehill out of even the basic trivialities
Yes, only that I dont' consider them as "basic trivialities", if I did I wouldn't mind of them enough to type a single word about them. Again, just because you say something it doesn't mean it is true.
I could care less if you were to stand atop a mountain and yell about how much you dislike the 4X RTS genre, but your asinine claims about how "the developers fucked it up" despite having absolutely no knowledge of the intentions of the developers, or the direct parallel of the quality of a game and its gameplay mechanics, don't make any sense to me. You speak of logic, like it was ever in any of your posts at all, yet apart from instinct, what do you know of the game that the rest of us who pre-ordered don't, to know how it is going to turn out?
Well, my "asinine" claims (love the word) are based on previous experience on the genre. The same reason I know I don't want to get shot in the face, although I have never been before. It's based on previous experience with other subjects (well, technically objects but yeah) and knowing the results each time are not going to be as good as if it was turn based. (the 4X in space, not the shooting)
Of course, perhaps your
foretold prediction, with a double emphasis on the bolded term, would come true.
Yeah. (let's just pretend you didn't try to mock me here, again)
I do think it is appropriate to have an open mind even when someone comes in and argues against my initial beliefs like a know-it-all. I'm not even in the beta, but if somebody can tell me, with the utmost passion, how the game's just not going to work out, I'd be interested to hear, provided there is sufficient evidence instead of having "past experiences" and sweeping statements masqueraded as "logic".
I have already told you. You just have to either accept what I say (not going to happen I think), or buy the game and play a huge galaxy/game setting and see how it is for yourself.
You might enjoy pausing the game every few seconds or do or don't do something important in game because you missed the opportunity to react in the time given or because 100 things happened at the same minute and you missed a few of them.
That's good for you. I do also know that I don't like this type of play and yes it is based on both past experiences and logic whether you like it or not.
Again, how do you explain the RTS genre in general? Or the evolution of gaming?
People used to think that we could never have RTSs. "How am I suppose to control an entire battlefield in real-time?" "How am I supposed to manage the hitpoints of every single unit?" "How am I supposed to calculate how long it will take for my units to complete their move order every time I issue one?" and the like. But that genre has worked out pretty well.
It started with relatively small RTSs (Came MUCH later, but I think Starcraft only let you select 9 units at a time). But it evolved. By having basic AI, we could leave units as a "garrison" as it were whose job was to just sit there and try not to die immediately if attacked. Obviously the player would probably want to go help before they DID die, but whatever.
Then it evolved more. We have games like Supreme Commander where it actually plays more like a 4x than anything else (research, queue up unit production, send them to attack or defend locations, etc). We have games like Company of Heroes where the unit-AI is largely smart enough to handle itself for anything short of an offensive (and even then, they do a pretty good job).
So let's look at the 4x game. We have the ability to set waypoints and rallypoints for the purpose of movement. So build units, and have them immediately head to the frontlines. We used to have to demolish old buildings to make new ones. Now? They just auto-upgrade (either after pushing a button or finishing research). Even the incredibly painful ninety-million-sliders things are getting phased out. It is all about streamlining stuff.
Hell, in GalCiv2 (which came out quite a while ago), I generally can ignore systems that aren't heavy-duty manufacturers after I queue up the buildings I want them to use. They upgrade to new tech on their own, so they just become happy sources of research or money. And, after setting my economy to a wartime one (ie. build an endless swarm of ships to smash against defenses), I don't even need to check on the factory planets.
So why couldn't that be made into a real-time 4x game? Capture a planet, set how I want it to be built up, move on. Keep garrisons of ships to react to incursions, and focus on the parts of the empire that need my focus.
Again, the problem is you are imagining MOO2 or SE4 as real-time. Open your mind and think in terms of how the genre evolved.
Oh, for another example: "We can't add z-axis. Players are already busy watching left and right for nazis. Having to look at ceilings or platforms for imps will just make things WAY too confusing and difficult". Or "We can't make the player manage the power levels on their ship. They are already busy shooting at space cats, do they have the time to concentrate on boosting power to shields or guns?"