Tentative Warfare

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Ways of building the game on the possibility to do otherwise.

Contents

Pre-Macro

Using resources in the future into random units means that by the time those times have become present there are some units to order around. Further if some specific units are needed such priority building undermining the construction of these extra units is no problem.

Test all, commit the good

Making many risky manovers such as expanding into multiple locations simultaneously or doing many independent harassments can leave individual elements quite vulnerable. However by forfeiting the decision to precommit on what manuvers will be final the player can pick and choose only those that went undistrubed/successful.

Staying in bed at the right days

One way to avoid being ambushed or attacked is to very readily undo the whole manuver.

Stand-by resources

By keeping the option to build for example turrets if a rush is detected a tentative player can at the last minute save up on not laying down the turret but buy another RP instead

detail bypass

By using spacious and carefull layd out orders one can deliberately leave room to change one or two detalis aobut an attack plan. For example clearly separating a group attack move and various focus fire order away from the preceding moving into position and make it easy to later use another entrance to the same base without need to redo all the detailed attack orders.

Group size indeterminancy

By using single/small gorup of units to store commands, a player can keep a "contingent reserve" attaching it to the group that is observed to most need those units to fulffil it's orders

multi layering

By using build orders that get canceled by insuffiicent resources, aplayer can later "revalidate" these order by withholding from building things thta ate the resources. For example having only 10 reserves and building 10 marines and a little later 10 tanks will see the 10 tanks not being made. However if a player wants to switch their build it only takes one undo to do so.

context recycle

a player can get a unit build, give it a detailed attack plan, then make a small change resulting in a different unit that can be given separate elaborate plans. When the build event becomes past the player can with small effort choose between 2 very detailed courses of action that he might have observed the result already