Strategy Is Dynamic Not Static...

DebonairDebonair Join Date: 2002-12-02 Member: 10399Members
<div class="IPBDescription">Education TIME!</div> We call the game a FPS/Strategy modification right? Well, any decent strategist knows that different tactics work in different situations with different outcomes. This simple fact likes to fly over many NS players and forum posters heads alike, thus its time for a little education in fable format. But first a few factual definitions.

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Fact: Marines and Kharra = dynamic, they can change tactics, and respond in different ways.

Fact: Turrets, OTs, webs, mines, etc = static, they fulfill the same role no matter what.
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Example of Closed-minded (static) Strategists: Turrets are useless!!!

Description:
Turrets are inherently a "static defense", that means it will work the exact same way in all situations. Now allow me to show you how you are right in some cases, AND VERY WRONG in others; thus proving that effective strategy requires adapting/open-minded/dynamic thinking.

Equiped Dynamic Attack beating simple static defense:
An adaquetely equiped dynamic player can adapt to defeating a static defense. (Ex. a smart skulk can usually adapt to a turret farm and find a weakness, if not they can just go on suicidal runs to try and take out the factory, etc.)

Complex Static Defense beating unequiped Dynamic attack:
The idea is to adapt, thus in order to fight against a smart dynamic opponent one needs either a well rounded static defense (EX. skulks are trying to suicide bite attack turrets or the factry, the marines place a few mines around the turret factory and around the turrets to defeat the level 2 skulk offensive.

Dynamic Defense Beating a Dynamic Attack:
A dynamic defense can adapt to the tactic being used by the attacker. (Ex. A fade is attempting to take out a static outpost. The commander expecting this, put the turrets out of LOS to avoid distant attacks, and then assigns a few aggressive marines to attack the fade when he attempts to acid rocket the turrets. What happens, typically the fade ends up with a face full of lead if he wasn't expecting the dynamic defense that was set up to defeat his strategy.) In other words, the fade wants to take out the "unmanned" outpost, but he knows he has to take out the static defense first, so he plans to strafe in and out using acid rockets to take out the TF. The defense entices the fade to attempt an "open" attack by rounding the corner to attack the turrets, a few smart hidden marines pounce on the fade moments after he fires a few rockets, thus likely defeating the dynamic offensive.

Moral of the story:
Strategies mix and match in terms of beating each other. Think starcraft via marines w/ medics take out small zergling offensive. But Lurkers take out the marines w/ medics... etc etc etc etc.... Now ADD IN FPS, everything gets more complex because then the individual skill of the players, the tactics used, and the equipment had affect the outcome.

Strategy Redefined against "static-minded" players:
No single strategy in a well structured game will work against a smart adapting (dynamic) group of strategies. Thus for the sake of everyone playing, quit making half-thoughout statements like "turrets are never effective." They are in SOME situations........ Strategy IS DYNAMIC! Rant is done, pant pant, phew....

Wanted:
1. Constructive Criticism
2. Open-minded debates
3. Other examples

Comments

  • Green_MeatGreen_Meat Join Date: 2002-11-06 Member: 7331Members
    100% agreement.

    GSH
  • Sifo25Sifo25 Join Date: 2003-01-28 Member: 12890Members
    Well written, I fully agree. There are so many possible outcomes and factors if you add in EVERYTHING this game offerrs. Its a lot. Its staggering. Until you've thoroughly exhausted all possible attempts at this or that, dont discredit this or that. You hurt those that are looking for new strategies and ideas.

    S
  • ZiGGYZiGGY Join Date: 2003-01-19 Member: 12479Members
    Limited dynamic highly dependent on squad tactics not strategy. The game is too direct/fast paced/linear to require hive mind strategy. Its like chess in such a respect but without the effort for the comm.
  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members
    I agree.
    But every commander has his own little idea of strategy and how a game should be played/won.
    And the fact that the marines aren't AI controlled, makes it all the more complicated.
  • MastodonMastodon Old Fogie Join Date: 2003-01-09 Member: 12052Members, Constellation
    I fully agree with you.
    I'm glad someone understands the strategy aspect of the game: it's never a black and white or win/lose situation. It depends on squads and, thusly, the commander/overall strat.
  • Commander_KittensCommander_Kittens Join Date: 2003-03-03 Member: 14255Members
    And thats about the time I deploy my uber tek tactic that wins 15 times to 2... youve read about it before, and it works I tells ya. I strive for constructing a plan that will work in the most situations for the most benifit.
  • AshkajioniAshkajioni Ashkajioni Join Date: 2003-02-25 Member: 13995Members
    Nice post. I agree totaly. I just wish i had enuff experience in this game to play comm in this way.
  • Pr0nPr0n Join Date: 2003-02-15 Member: 13592Members
    How do the Kharaa "dynamically" react to the marine's "static" strategy of teching to JP+HMG and winning? Your post is nice, in theory, but in reality it falls far short. Marines>Kharaa unfortunately, no if ands or buts about it <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • DebonairDebonair Join Date: 2002-12-02 Member: 10399Members
    edited March 2003
    Let me respond to your post Pr0n. First off lets look at the massive resource mongering & large amounts of time it takes to get to get to the HMG/JP combo. Now lets look at deployment costs, what is it 9 for JP and 25 for HMG? Thats 34 res each, in addition to the cost of researching it, quite expensive.

    Try and think of the JP/HMG strategy as the equivalent to the 3 Hive Onos/Lerk Rush, both will "technically annihilate most opponents despite their equipment, and both also are highly resource/time intensive in the making. Thus the point of the matter is, if the marines get to that point, the kharaa haven't been doing their job adaquetely.

    If I were the equivalent to a Kharaa commander I would try to amass a surgical strike on the prototype lab as well as the upgraded armory. By taking out the core of the problem, you buy the kharaa time. And if one cannot get to either the lab or armory, go RES node hunting to starve the commander from being able to deploy many of these behemoths.

    As for the tactical dynamic of beating this strategy, the best bet would be gorge ceiling webbings in small hallways prior to the hive, along with some OCs and possibly lerks to engage those that do "fly." If those JP/HMG boys get into the hive, it will be a difficult battle to take them out since they have the ability to JP in such a large area.

    Oh and Pr0n, the JP/HMG strategy is static by name but dynamic in deployment, because the playersJPing adapt to their situations. The best bet for a static defense would be ceiling webbings and dispersed OC's. The best dynamic counter would be a surgical strike, or JUST NOT letting the Marines tech up that high and have resources to deploy it...

    And..... My theory holds. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    As a moral to the story you posted Pr0n, if one has "all the resources and time to create the ultimate offensive/defensive barriers" then it really isn't much of a strategy game now is it? A good strategy game is one with strategies that have constant counters based on some sort of resource system, the skill is in being able to adapt to the strategy being used with the least use of res. Now again add in the FPS aspect and you have a very intriguing designed game, kudos to the NS staff! Oh and if you want to know how to make kharaa surgical strikes, we call it skulks with parasite. <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->
  • laggerlagger Join Date: 2002-10-31 Member: 1805Members
    edited March 2003
    Debonair... i'm sorry to ruin your dynamic surgical strike etc.. against the jp/hmg rush.. but the Jp/Hmg rush is somewhat over powered. Depending on aliens ability to work together, against marines abillitys the outcome is heavily in the marines favor. This post is somewhat "cute" because of the effect of using turrets in actuall match play is somewhat unheard of and the fact you are trying to use 2nd hive "static" defenses against the jp/hmg rush. Jp/Hmg rush CAN and WILL be used before you have your 2nd hive built even if you limit the marines to soly their base rsr node *i've seen it done*. This post is very good in theory and in actuall game play but the idea of dynamic offenses have huge limits compared to the massive advantage marines have.

    Although using this "dynamic" theory the aliens WILL have a better chance of defending any type of attack. Even though i wouldnt think of these offense / ambush's as dynamic sense they are strategically planned before the match where and when kharra skulks will ambush depending on hives and locations the marines are coming from... ie: nancy messhall and aux gen *GREAT CAMPING SPOTS*
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    Debonair is partially correct. Hitting the advanced armory and the arms lab and proto lab will slow down the marines for a minute or two, which is very valuable time for setting up defenses. However, the 1.04 JP/HMG rush can usually be pulled off before the second hive comes up, unless the aliens are very successful at keeping marines away from res nozzles. No, just having their original res nozzle will not cut it, but it's easy to take like 2 extra ones and just cmap those nozzles.

    As of 1.04, it IS possible to always create the utimate offense. The JP/HMG rush is THAT powerful. That is why Flayra will fix it in 1.1


    The problem with this game right now is that sometimes for a given strategy there is only one "good" counter to it because the otehr ones are simply...too expensive, or too slow.
  • Ph0enixPh0enix Join Date: 2002-10-08 Member: 1462Members, Constellation
    I'm sure its my imagination but every other thread seems to be degenerating into a rant over JP/HMG'ing. Stop it! Please, for the sake of my sanity if nothing else.

    In 1.1, JP/HMg rushing will be a strat, not THE strat. We know its broken in 1.04, quit bringing it up. Please!! <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo-->
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    Tell people to stop complaining about it then <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • AshkajioniAshkajioni Ashkajioni Join Date: 2003-02-25 Member: 13995Members
    I still agree with debonair. Hes simply stating Ns' strategy system.. well maybe not simply <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->. He has the right idea on strating in this game. I bet he would make a great Starcraft player. Hes gained my respect in this post, undoubtably.
  • PugsleyPugsley Join Date: 2002-07-03 Member: 876Members
    Currently there are only 2 marine strats that are used, jp/hmg rush, and the 2hive lockdown. 2hive lockdown leads to a long drawn out game which marines have won unless their comm is rather pants, and with enough defences cant be beaten. The jp/hmg rush is quick, and there fore leads to less boring games (at least you know when you see jp/hmg ealy you KNOW the game is about to end).
  • Ph0enixPh0enix Join Date: 2002-10-08 Member: 1462Members, Constellation
    <!--QuoteBegin--Pugsley+Mar 9 2003, 11:41 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Pugsley @ Mar 9 2003, 11:41 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Currently there are only 2 marine strats that are used, jp/hmg rush, and the 2hive lockdown. 2hive lockdown leads to a long drawn out game which marines have won unless their comm is rather pants, and with enough defences cant be beaten. The jp/hmg rush is quick, and there fore leads to less boring games (at least you know when you see jp/hmg ealy you KNOW the game is about to end). <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I guess i'm imagining 1-hive lockdown and tech up then aren't I ?! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    Well, those two are the two with the highest chances of success so far anyway, even though the 2-hive lockdown is now significantly harder to do in 1.04.
  • Sifo25Sifo25 Join Date: 2003-01-28 Member: 12890Members
    Hmmm, that's really a bummer, Meatshield. I really, really, really enjoy the battle for the 2nd hive in the 2-hive lockdown strat. Either getting to it and securing it before the aliens (unlikely) or having to clear the aliens out of it (likely), while managing all the rest of the marine issues (base, res, upgrades, dropping magical packets of health and ammo) is what is so fun to me.

    I'm disappointed that this is considered 'boring' now.

    Sifo
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    two hive lockdown is boring becuase it's just level 1 aliens sitting around for 30 minutes while the marines tech up, turret up the hives, and load up on everything to finish the aliens.

    What would NOT be boring is letting the aliens have two hives, and have HA vs FADE battles. Sadly, those don't happen often. that'll be fixed in 1.1.
  • Sifo25Sifo25 Join Date: 2003-01-28 Member: 12890Members
    Yeah, all hope for the 1.1. I do see how it could be considered boring, if the Kharaa have to wait for the marines. I just meant the battles leading up to that... whoever gets that 2nd hive wins. It took us nearly 25 minutes to organize and wipe the Kharaa out of Via last night on Nothing (8vs8 I think). That was 25 minutes AFTER we locked Silo and Cargo.

    Sifo
  • ImmacolataImmacolata Join Date: 2002-11-01 Member: 2140Members, NS1 Playtester, Contributor
    It should also be so that not ALL games leads to HA marines vs FADES. Variety. Different strategies. More options for victory. So I don't mind marines winning a game with jp hmg, as long as the aliens have options to foil such a tactic without having to play catchup.
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