Hawkei wrote:
Chess, I'll have you know, is an awesome game. If SupCom were to more closely emulate Chess than it would be increased in my estimation. Your mistake is in differentiating decision making from motor actions and calling the latter "skill". I would tend to associate the former with skill, not the latter.
The true capability of a player ought not to be measured by their Actions Per Minute (APM). But rather by their Decisions Per Minute (DPM). For a decision to take place one requires Observation, Orientation, Decision making and Action. Something which military minds call the "OODA loop". This over emphasis on actions (without thinking) is detrimental to the game. If that's what you want, go play StarCraft.
The perfection of Sup Com, ever since it's creation by Chris Taylor, has been about the minimisation of those mundane micro management activities which are not central to the strategic decision making process. That is to say that some micro is desirable. Like troop placement, and movement, use of terrain, special abilities, build power and energy management. But other things, like "clicking on rocks" is not.
The whole idea is that within my mind there is a perfect understanding of what I want my troops to be doing within the current tactical and strategic context. But the conveying of that plan to my troops (or units) requires the manipulation of an imperfect user interface (UI). SupCom has always been about simplifying and perfecting that UI such that the actions of my units within the game will much more closely resemble the plans within my mind. With the minimum of effort required on my part. The less mental effort required to manipulate the UI means more mental energy can be devoted to OODA.
That was the most concise, perfect mirroring of my own thoughts on the matter I have ever seen. Brilliant.Statistics: Posted by IceDreamer — 16 Dec 2014, 17:40
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