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Rohag
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Bridger, one of the regular online Preview Beta players who posts at RoN Heaven, recently discovered what Paul Stephanouk (“gamegeek”) calls the Japanese Quick-Rush – by being on its receiving end. Playing with standard rules and settings, an opponent threw all his effort into building a tiny military force right at the beginning of the Ancient Age and decided the game in about three minutes. Bridger had not even begun to think about building any kind of defense. The event has stimulated quite a discussion at RoN Heaven.
I don’t have much online experience, but I’ve never encountered such a rush with live or computer opponents. It proves a rush is possible on standard settings against an opponent without any defenses. Regarding this type of rush Paul Stephanouk comments, “Even a single archer can turn the tide and two can stop it cold.” Additionally, such a rush is extremely risky; sacrificing one’s early economic and scientific development for military can spell disaster if the rush is unsuccessful.
Nevertheless, this again raises the issue of online game standards. RoN certainly doesn’t have to be played that fashion. Adjustable settings exist to eliminate any possibility of an early attack. Many gamers – Bridger included – are simply not interested in a game that’s decided in five minutes or less. Once RoN is out those of us who are interested in longer, more involved games may need to do some experimenting.
Question for BHG: In your in-house games, has a set of standards evolved for no-rush games and/or intentionally longer games? If so, what are those standards and settings?
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Madine
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My experience with RTS games is that you don't win by playing defensively.
Also, people will always be pushing the envelope by trying to attack as quickly as possible.
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Bridger
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Last RTS i played a lot online was AoK where a "rush" ment 10 minutes, i was NOT expecting one at 3 minutes, lol!
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Rohag
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quote: Originally posted by Brian Reynolds
To answer Rohag's question, the most typical setting for people who like to play "No Rush" games has been No-rushing-until-Gunpowder, which is why we made that the default no-rush game (that is, one of the settings for the "Game Rules" combo, rather than requiring you to manually set Custom and then pick a no rush setting).
Brian |
Thank-you. Sometime I'm going to have to experiment to see how long I can make a game last.
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tniem
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Hope College
Apr 2000 time: 00:27
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Thanks Brian,
But I am more interested in how the game makes this type of rush less ideal such as if you try it, you are sacrificing your economy for a while in the game. This would force a player to seriously consider making this type of rush. How painful is it if this rush fails? (Having no chance to play the beta I am unsure).
Also, one reason that AoM rushes are later (around the ten minute mark) is that a barracks is unavailable until the second age. This allows players to at least have some buildings up and some economy before the warfare starts. Personally I do not like to rush early because it hurts my economy too much but I do have to make sure to have a defense ready.
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bhg_paul
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Another fun setup we've been enjoying of late is a FFA with the map set to "reveal all" and elim set to "sudden death"...
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Enriquillo
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Holland
Nov 2001 time: 06:27
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quote: How painful is it if this rush fails? |
It hurts a lot, since your econ is based on one city.
On the other hand, if you succeed in taking his second city you will instantly be ahead economically due to the plunder received.
This is the easiest and surest way to win in Beta2, in the demo it's a bit harder because the maps are bigger. It just takes too long to walk all the way across the map with your 4 to 6 infantry.
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