Welcome to our new series where we will be taking a look at various RTS game-play mechanics and examining what makes certain things work. We will also be discussing various other aspects of the RTS genre, so keep checking back for new topics! Now for some ground rules:
- Stay on Topic
- Keep things as general as possible - this is not a bashing thread!
- This is to encourage thought - therefore well thought out ideas are encouraged!
- Healthy Debate is also encouraged, but flaming/spamming will be dealt with swiftly.
Art of War - Part 18: Area of Awareness
Area of awareness relates in part to a units Line of Sight (LoS) but more accurately describes what you can see in terms of the fog of war (FoW). Another way to think about it is like this - Unit A can only shoot so far, but generally he can see a lot further and as a player you can often see your team mates area of awareness (AoA) without ever having direct LoS with your own units.
A few things I think that get overlooked are the ability of that AoA within games. The higher your AoA the more prepared and informed you will be as player. This directly gives you an advantage in terms of planning and making tactical choices, but also lets avoid certain costly mistakes that could take up your time or cost you military wise. For example, having a building with a large AoA near some resources could help out later on. For example, if you didn't have that building - you may go to that resource spot later on only to find that it is gone or the enemy may even be there at that very second.
Another AoA aspect comes in terms of teamwork. In some games, you are able to execute certain abilities or powers within an allies AoA. This can often be quite useful and especially helpful if the game rewards team-play. Using an allies AoA can also benefit you in other ways, especially when making tactical choices. For example, in a team game if your buddy makes a move on an enemy - that could give you an advantage because you can take a minute to see what your enemies have in terms of military strengths and then you could use that knowledge to make more efficient military choices.
Finally, we have the FoW affect and how it plays in to the AoA. FoW is what happens when you cannot see what is actively happening in a given area. I'm a big fan of FoW in that it usually makes games more interesting and keeps things somewhat fair. Using the FoW as well as maximizing your AoA are both key goals in playing both effectively and efficiently. By denying your enemy AoA you are effectively keeping them in the dark by using the FoW to your advantage.
For AoA - I'd like to hear your take on :
1. How do you use AoA and LoS in your RTS games?
2. Have you had times where your AoA greatly helped you/hurt you?
3. If you had the choice - would you enable or disable Fog of War? (FoW) Do you enjoy FoW?
4. How have you used FoW in past RTS tactics?


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