As in many other RTS titles, the AI in SC1 would see the entire map and would know exactly where the player’s units and buildings were. In part 2, this does not hold anymore. The AI opponents have to send out scouts to find the players. Only when they find out, what the opponents are building, they adapt their tactics. If you hide units from the AI – on hills or behind bushes – you gain an advantage (Dustin Browder, cité par Lipton).
En effet, une des choses frustrantes de StarCraft était que tu ne pouvais aller faire une expansion à l’insu des adversaires artificiellement intelligents, ils savaient toujours où tu étais.
Q: But the day-night cycle and the weather effects wouldn’t have any gameplay effects?
A: We talked about it, and even tested it, but the answer’s: No. We do not want maps with differing rules. Just imagine a snowy area in which ground troops move more slowly. That would completely revert the balance. The Zerg would suffer a lot, since they are highly dependant on their speed. Or imagine rainy maps, on which the sight-range of flying units is reduced. The balance would be shaky and we would have to rebalance the races just because of the stupid rain. That might be an interesting idea for the future, but at the moment we don’t want it.
Qui a dit que les jeux vidéo cherchaient toujours à être le plus possible réalistes?
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