aubergine wrote:Ability to properly micromanage droids would be most important thing IMHO?
Macro >> Strategy >> Tactics >> Micro, i think, in the sense of importance. I mean, when the previous is bad, the next one won't save you.
some starcraft wiki wrote:So why is macro better? Consider pitting a micro-oriented player against a macro-oriented player both with the same amount of attention and actions per minute. Overall, the macro player will have a better economy and more units, and can usually overpower the micro player no matter how good his or her control is. Because of this, attention to macro is generally more valuable than attention to micro. Since focus on macro is the better choice, let us consider the case of two macro-oriented players with the same amount of attention. Both will amass a similarly-sized army and both will have similar economies, so who is victorious? It comes down to unit positioning and the outcome of battles; essentially micro.
Well, something like that.
We aren't really ok with macro (most of the adaptation is still lacking, especially adapting the research to the enemy choices), even though the progress here was the biggest, and there are some pretty clear ideas on how to improve it. But at least in early game, when there is not much time for adaptation yet, the macro is more or less fine.
Strategy is probably something we are lacking completely. There is no AI that knows when he should leave some tanks at the base and when it should just attack from all directions instead. Teamwork doesn't exist at all. The AIs have no idea what is a chokepoint and how and why they should protect it.
We're currently having a bit of progress with tactics, like packing units up in groups, but i have absolutely no idea on how to make AI understand the importance of things like convex vs. concave unit placement, surrounding the enemy with several groups of units, highground advantage or advantage of the pursue group over the fleeing group, and how to use them. Tactics is probably the hardest thing of those four ... but i feel as if this EggPlant thing of yours was designed to address it in the first place, with all this "divide map into squares ..." theory
Together with strategy, btw.
When it comes to micro, the best thing we currently have is that units are being sent to repair once reaching some damage level. We also seem to have a chance to make fire concentration to some extent* The whole idea of hit-and-run is currently lacking, and the same applies to shielding damaged units with healthy units etc. But there's something that makes me optimistic. I remember this "age of empires" game, the first one, where AI was easily able to micromanage archers (attaching axe infantry from a distance, while keeping a distance abusing its superior speed). This was back in 1997, a few years before wz2100 came into existance. I think we might be able to get a proper hit-and-run at least on this level some day.
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even though i think i just broke it in the latest version, due to walls troubles (units tried to concentrate fire on a tower behind the wall but couldn't fire, so they just stood still ...