Victory through chaos
“…The ubermensch...Who has organized the chaos of his passions, given style to his character, and become creative. Aware of life's terrors, he affirms life without resentment…
…There is always some madness in love. But there is also always some reason in madness…
…You need chaos in your soul to give birth to a dancing star…”
F. Nietzche
A game can be defined as a series of orders given by the players. This definition although precise is a step away from the mechanism by which the players create the game. The more abstract and useful definition of a game can be, the series of decisions made by the players. The connection between these two definitions is the players’ micro ability to translate decisions into reality on the battlefield. With the latter definition, micro is removed allowing us to look at efficiency without staring at the players’ hands.
In the extreme example of 20 min no rush thermo, the most efficient economy builds are compared. The best player is the one who builds just enough power and build capacity to sustain the mass extractor upgrades, power overflow from noob allies is a bonus and military units are insanity. With the enemies separated there is complete knowledge of the battlefield and decisions can be made with absolute certainty. Here a perfect game exists and is unique, efficiency maximized, entropy minimized. As the no rush timer winds down uncertainty in the battlefield increases, and not until the 20 minute scout, perfect knowledge can once again be theoretically obtained.
As uncertainty increases the definition of a perfect game is smeared out over the possible enemy strategies. This is the point at which the players must make decisions that they could not have made before the game started. In a typical Supcom FA game this point comes in the first few minutes as the players feel each other out with scouts and early raids. Instead of a perfect game, there exists a set of games with the chance to be optimal given the player’s current knowledge of the battle field and the ability to predict the future. Scouting is the process by which this set is diminished, but it is important to realize that it cannot be diminished to a single game, since scouting doesn’t give information about the enemies’ future decisions and ally’s stupidity. The size of this set I will refer to as enemy’s entropy. Similarly your entropy is the size of the set of possible perfect games that the enemy can expect from you.
The simplest way to increase your entropy is to not be scouted, but it is useful to take this point further. Observe that there is an inverse relationship between efficiency and entropy. Simple examples are redundancy in TMD, SMD, power storage, excess power, excess engies, etc. Engineers are especially effective agents of entropy, especially when spread out over as large an area as possible, these serve as the direct link between the chaos in the player’s head and the battlefield. Engineers can quickly negate a recent scout by constructing structures such as point defenses, aa turrets and factories. Another way to increase your entropy is to become proficient with transports, a couple engineers rapidly changing position and making PD increases your entropy as well as forces the enemy to react, negating their scouting ability.
Taking away enemy concentration also creates a new layer of uncertainty, where instead of relying on intel from scouting, the enemy is forced to create a number of different possible scenarios inside their head, which they will later confirm or deny, but based on which decisions must be made at that moment. This is where your reputation in creativity and ability to execute is really the limit to the chaos you can create. Put yourself in a position where you were busy putting out fires for 5 minutes and not able to scout, in one case you are facing some average player and in the other case you are facing Zock. In the former you will be calm thinking about how good your eco will be once you reclaim all those fresh wrecks, in the latter your head is exploding with the different possibilities by which you maybe hit next. This also illustrates that aggression, frequency of attack, and variability of the attacking units are some of the methods to increase your own entropy, whether real or imagined.
There are many situations where efficiency beats chaos. These include, no rush games, turtling maps, and stacked teams. Stacked teams are especially a problem for a chaotic player on the weaker side, but they should never make the obvious strategic blunder by trying to win the game through efficiency, that battle has already been lost in the lobby. The stackers know this, so they will not engage you, allowing you the possibility to choose the losing strategy. The strategic choice for aggressive gameplay is clear, but is unlikely to work since while you were killing or damaging one of the opponents, the other enemies were peacefully upgrading their mass extractors. In this position you have two possible winning scenarios. Your allies, albeit weaker than the enemy are still capable players and your entire team attack at once, one example of this is Preparation H™. The other possibility is the enemy is overconfident and becomes complacent, while you attack multiple players at once without stopping. (send me that replay)
As you play Supcom FA you will be making the choice between chaos and efficiency many times during each game. When unsure, always choose chaos. Chaotic gameplay teaches you new abilities and improves your old micro techniques; you don’t need training balancing power, build capacity and mass extractors if you played thermo a few times. If you want to improve, the choice is simple. Chaotic gameplay will help you in your next game whether you win or lose the current one, other players will not know what to expect from you, while the sim city noobs are easily spotted, remembered, bashed and then kicked from games. Even if you are already a good player, but predominantly choose efficiency you will never rise above a certain level, you will eventually become really good on your favorite maps and will struggle everywhere else. If you want to be the best, the choice is simple.
This interplay between chaos and efficiency is just another illustration of Supcom FA superiority over other games. The balance between macro and micro, air/navy/land diversity, jumps between tech levels, engineering build capacity, large maps, an economy that is actually real time and many other reasons make the choice always difficult and critical.