For those of you who have no idea what I am referring to, my original post was here viewtopic.php?t=13813
Alfred, I am really excited just seeing some of the changes you have made; I really look forward to your modifications! I will use the same testing gamut I intended to use for the development of my balancing, playing each level and doing a detailed analysis sequentially for the three playstyles I described in my previous initiative, then talk to you about it here before continuing on with the next mission.
Where my heads at is I want to be approaching this from three vantage points on top of the 3 playstyles I mentioned, with the addition of a fourth listed below. I know you guys have already dug into difficulties, so I think what I should do to catch up with everyone is just play it through completely on normal, then step it up and repeat the process. If you have any other approach you would like me to take specific to your process of analysis, let me know and I will do your version first. My runs will not feature macros, hotkeys, or rapid gameplay to simulate a new, average player. I will still be using unit grouping. I will be actively trying to emulate how a new player with some rts experience (but not alot) would behave, in everything from scouting to collecting resources.
Each stage analysis will require 4 runs per difficulty for me to perform. I will stream each play as a twitch stream video for individual analysis once I believe I have captured what a player of that archetype would do accurately. What I would like to do first is do a run through completely for each style, then go back and work each individual level with my own variation (if necessary), trying to balance the difficulty perfectly between all styles, before proposing it here.
What my method will look like to you is this:
Zerg: Offensive proactive
; I will attempt to rapidly build economy and overwhelm bases before they can attack me. This style of gameplay involves keeping a huge production line churning. Rapid base expansion and economy outweigh defense, with walls and borders being considered a waste of money. A steadily increasing stream of units will wear down the base until it has been overwhelmed. Often features a fast initial attack and rally points in the enemy base.
level a.b.c (where a is the level, b is a sublevel (loading screen), and c is an event; such as a message, video, or trigger.)
Video link to level a.b.c playstyle z
Z specific playstyle benefits
Z specific playstyle obstacles
Z specific gameplay event time analysis
Z synopsis and reflection
; I will pool units until I come under attack, then counterattack while their forces are depleted. This playstyle does not build base defenses, because it pools units to respond to threats in its own base. This playstyle is about taking advantage of time and distance; if both players build at the same rate, by the time an offense arrives, it is smaller in force. Once an enemy has depleted its units, a counterattack ensues. Usually rallies at base, or resources.
Video link to level a.b.c playstyle o
o specific playstyle benefits
o specific playstyle obstacles
o specific gameplay event time analysis
o synopsis and reflection
Raid: Defensive reactive;
I will build defenses while sending cheap units to harass enemy economy and scout attacks. This playstyle focuses on fast units, meant to kite and harass the enemy and poke bases for weaknesses. Defenses are built first with a mix of units for response, which are then used to secure resources and defend the construction of forward bases, making it difficult to recapture before response. Usually uses rally points at forward bases.
Video link to level a.b.c playstyle r
r specific playstyle benefits
r specific playstyle obstacles
r specific gameplay event time analysis
r synopsis and reflection
I will create a single, massive base capable of withstanding any external attack, while building an army that can wipe the map. You know it, love it or hate it. This playstyle is slow, focusing on defensive structures and research. All available technology and upgrades will be researched before any attack, with the final units being fully upgraded and amassed to cap limit in a giant blob of doom. Rally points? Basically the largest open part of the base.
Video link to level a.b.c playstyle d
d specific playstyle benefits
d specific playstyle obstacles
d specific gameplay event time analysis
d synopsis and reflection
If you have any ideas, or want me to go in a specific direction, let me know. For now, I will play through the campaign the way I normally would as soon as I find out about the reload bug with upgrades from previous acts. Happy new year!