DarkOMEN
9th Aug 04, 12:02 PM
Just to set the stage, I might note that I am an experienced Starcraft user who plays regularly, and that I am very glad to be a part of the Dawn of War Beta. When Blizzard released Warcraft III, I wasn't all that impressed with the game. I found that Warcraft slid too much of the game onto the shoulders of hero units, and overall, the game wasn't as tactful and fast-paced as said Starcraft. Don't get me wrong, Warcraft is a great game, but I prefer the style and speed of expert Starcraft games.
Dawn of War is a great game, in my oppinion, because it takes the things I personally liked about Warcraft, removes the Hero leveling up, and brings it back down to a fast and competitive level as seen in my favourite game of all time. I'm surprised Blizzard didn't do this... the gameplay rocks!
I have a bit of a problem in Dawn of War... it might be my playing style, but I don't know. In a 1v1 game, I tend to spar with my opponent right from the start, with a second force + builder creeping up to my enemy's base capturing Listening Posts and when I get past the half-way point between our bases, I cannon up. All the while, I tech up and produce more units, and with the excess resources, upgrade my posts so they produce more of that lovely RP. Now, late game, I find myself maxed in supply and with tons of resources with nothing to spend it on! All there is available to do is go offensive cannon stacking, because my unit queue automatically replaces anything I build! Once you establish this ever-deepening well of resources, it's painful not to be able to spend it...
I've played around online with a number of races and found that this pretty much applies for all races except Ork. With Ork I can spend more of this because of the sheer numbers I'm using (I am a 80%+ Zerg player in Starcraft, respectfully). However, Ork doesn't appeal to me much all that much (they don't seem to play with much fluidity... I haven't explored why, though I like their tech being based on numbers... if you play offensively with them, you get owned slightly too much... makes teching up and harassing at the same time difficult maybe?).
Going back to Blizzard games, Warcraft III was about micromanagement (control of individual units) less so than macromanagement (overall base maintainance and massive unit production). Dawn of War has the supply cap and micro of Warcraft, but a taste of the speed and intricacy of Starcraft. Starcraft was about gaining lots of territory and managing a base that ends up covering your half of the map (in experienced games, anyway) where in Warcraft, you might only need to watch over 3-4 gold mines at a time.
I just feel that Dawn of War is trying to establish the economy of Starcraft in a Warcraft III-like environment. I'm not sure... but one thing's for certain. I cannot spend all the resources which I accumulate, which detracts from really competitive late game play in my opinion.
What are other player's thoughts? Get stuck with too much resource at the end of the game which could otherwise be used to overthrow your opponent?
EDIT:
Perhaps the problem lies in the fact that resource nodes (strategic points) never run out of resource value?
EDIT #2:
Come to think of it, increasing supply caps would only delay this resource bind from happening... although I do think that players with good macro have no problem maxing the size of their armies. So I still stand by slightly higher infantry caps.
Dawn of War is a great game, in my oppinion, because it takes the things I personally liked about Warcraft, removes the Hero leveling up, and brings it back down to a fast and competitive level as seen in my favourite game of all time. I'm surprised Blizzard didn't do this... the gameplay rocks!
I have a bit of a problem in Dawn of War... it might be my playing style, but I don't know. In a 1v1 game, I tend to spar with my opponent right from the start, with a second force + builder creeping up to my enemy's base capturing Listening Posts and when I get past the half-way point between our bases, I cannon up. All the while, I tech up and produce more units, and with the excess resources, upgrade my posts so they produce more of that lovely RP. Now, late game, I find myself maxed in supply and with tons of resources with nothing to spend it on! All there is available to do is go offensive cannon stacking, because my unit queue automatically replaces anything I build! Once you establish this ever-deepening well of resources, it's painful not to be able to spend it...
I've played around online with a number of races and found that this pretty much applies for all races except Ork. With Ork I can spend more of this because of the sheer numbers I'm using (I am a 80%+ Zerg player in Starcraft, respectfully). However, Ork doesn't appeal to me much all that much (they don't seem to play with much fluidity... I haven't explored why, though I like their tech being based on numbers... if you play offensively with them, you get owned slightly too much... makes teching up and harassing at the same time difficult maybe?).
Going back to Blizzard games, Warcraft III was about micromanagement (control of individual units) less so than macromanagement (overall base maintainance and massive unit production). Dawn of War has the supply cap and micro of Warcraft, but a taste of the speed and intricacy of Starcraft. Starcraft was about gaining lots of territory and managing a base that ends up covering your half of the map (in experienced games, anyway) where in Warcraft, you might only need to watch over 3-4 gold mines at a time.
I just feel that Dawn of War is trying to establish the economy of Starcraft in a Warcraft III-like environment. I'm not sure... but one thing's for certain. I cannot spend all the resources which I accumulate, which detracts from really competitive late game play in my opinion.
What are other player's thoughts? Get stuck with too much resource at the end of the game which could otherwise be used to overthrow your opponent?
EDIT:
Perhaps the problem lies in the fact that resource nodes (strategic points) never run out of resource value?
EDIT #2:
Come to think of it, increasing supply caps would only delay this resource bind from happening... although I do think that players with good macro have no problem maxing the size of their armies. So I still stand by slightly higher infantry caps.