By playing according to the situation that is given to me. You are forgetting that in an RPG the build you build goes on progresing for the whole game and usually consist of much more elements than combat to take care of. Strategy games tend to be mission based with new "start" every mission where you are usually given a vague explanation on what's to come. Grand strategies and 4X's aside since you named Start Craft 2 specifically.
There's no comparison. The games (an RTS like Starcraft and a turnbased RPG) play too differently.
Length is not really relevant to the discussion because in Starcraft, your early choices will certainly follow you until the end of the particular match (which would be equivalent to an RPG game).
What difference is there between combat and non-combat builds? Starcraft build orders are technically non-combat. You could for example replace Roaches mentionned in the article with oranges or apples or whatnot. Both are about finding the best way to have the highest amount of X in the least amount of time.
Even TB has to respect universal concepts like concentration of force, chokepoints,etc.
For the people who cannot adapt to the new strategies (in addition to having the reflexes of a banana), I suppose this is the case.Everyone is of crouse free to dig into shit like this to break the system, but it very rarely results in anything positive.
Again, it depends in which FPS circles you hang in and which game you are playing.The baseline reflexes to play them can be very low if you are smart about it. It truly is more about the rules of the game rather then RT itself.But it is a different experience by intent, and should not be an issue.
I cite ArmA often because it is the best example
http://www.pcgamer.com/2013/04/25/arma-3-community-guide-explains-teamwork-tactics/
Then there's this:
http://ttp3.dslyecxi.com/8_tactics.php
I haven't played a lot of multiplayer games since high school (for ArmA, the training videos of various clans are a tad too formal and roleplay-ey to my liking), but they do seem to get strategic concepts. I would imagine to coordinate big clans would also require quite a bit of strategy.
WWII Online also had similar dynamics and it had a much larger map then ArmA. Whether or not you needed reflexes was truly up to how you went about it. If you were doing urban combat or house clearing, then yes, but there were many times where I took a Bren machinegun, and simply waited in ambush in a forest.
You know what they say? In a perfect ambush, no one gets out alive. Oftentimes there was little the enemy could have done to stop me before I had killed quite a few krauts.In that game, cleverness outwitted reflexes and it was far more effective then simply going mano a mano from house to house. That is good design.
Face of Mankind had very poor combat mechanics but also had command and control.
The old R6 had an elaborate planning stage.
Of course you do. I've never implied that RTS' (or FPS') play by themselves and require nothing from the player.
Just like you don't think about a lot of other possible effects and situational afflictions (and very often, they don't exist or matter because the player has no time to "think about them").
No the truth is you DO have the time to think about them. You do it before you actually enter any match.
It's simply that the situation usually have a best counter.
Even in TB. In Jagged Alliance, I play the same way I do in FPS.
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