To connect my
project to the Through Lines was initially quite hard, but with the help of my
mentor, I was able to see that even gaming can worship God. The best
Through-Lines to connect to my project are Order-Discovering and
Creation-Enjoying. People were given the abilities to be able to make the
equipment necessary to be able to game, and Creation-Enjoying is easy when you
can not only see how wonderful God has made us, with such creativity to design
the maps, and characters in the game, but also that God gave us the ability to
create computers as well. Computers are filled with intricate detail, and God
gave man the ability to create them. To play StarCraft 2, you can enjoy what
God has enabled people to create. Order-Discovering was also another big part
of my project, as I discovered the deeply complicated world of StarCraft 2 and
its strategies. I learned much about how the gameplay mechanics work, and I
also learned a great deal about how Real Time Strategy games are structured.
Romans 12:6 tells us to use our skills and
1 Timothy 4:14 says "do not neglect your skills." I have the skills
required to work with computers, both as a tool, and as a toy. This project has
taught me skills that can be applied to other areas of my life, because just
like in StarCraft, life needs to be Macro Managed too. The same ways of
thinking can be applied in real life to be able to effectively use what I have
been given and spend the resources of life wisely, just like in StarCraft.
Tuesday, 10 June 2014
Late Game Macro
Bringing Macro
from early game to late game
In between early
game and late game is mid game. This is where pressure really starts to fall on
your bases, and when attacks are started to ramp up to bigger and bigger
assaults. This is where what strategy you picked really starts to affect what
you do here, and whether you will hold into the late game. For example it is
not a good idea to use "turtling"
or Fast Expand because this allows them to control the whole map, unless you
start applying pressure as soon as you finish your expansion. A strategy that
is pretty much universally good is a 1/1/1,
where you can adapt what units you need to protect your expansion, before you
start sending in units to pressure their base, and weaken any control they have
gained. After This point the game is turning the corner into late game, where
you have to possible main strategies, each of which can be very successful.
Once in the late
game there are two main choices of either Building another expansion, and
overwhelming your opponent with Expensive units, or building enough production
buildings to be able to maximize you use of resources. Production is one of the
most important parts of StarCraft 2, along with making SCV's. This stays the
same into the late game, but since you will have produced a bunch of SCV's
early game, you don't need to produce many by the time you are in late game. If
you choose to build a third base you should have between five-nine Barracks, and depending if you want to move to
a mechanical build or not an additional two
Factories or Starports. I haven't
worked much with a late game strategy yet, because where I am in the game I do
not need it, but will start to practice in preparation for hard and very hard
AI's. I have found that you want to keep your Minerals below 500 in stock. When
watching my videos you will see that by this time I have about two Barracks,
one Starport, one Factory, and around 3000 minerals stored up. To move from
rookie to pro you really need to keep your resources constantly flowing, and
learn it is okay to have 60 SCV's and 5 Barracks. Even if it seems like
overkill to have that many, bunches of people just think, "oh I can just
put five marines in the queue and then I will have them in a couple
minutes," but this trap is where they will always get stuck. If I have
instead five Barracks' I can build five marines in the time a rookie builds
one. Needless to say I will quickly demolish the rookie, and it is only because
it seems redundant to have many copies of one building. Late game is completely
based in how massive an army you can create, and how long it takes you to
reinforce it upon its destruction.
The Third
Expansion
This is a part of
the game where a lot of people have trouble. The Third expansion is often quite hard to defend, because it can
be far away from your original, and your natural expansion. There are two
different kinds of third expansions: close and far. A close expansion is as it
seems, is located close to you original and natural, whereas a far expansion is
not near either of these. Taking a close expansion is relatively easy, because
you can use your other bases to keep it protected. These are easy to take and
usually have little risk involved. A far expansion is hard to take over,
because you lose the ability to keep your enemy at bay due to your inability to
reinforce your army. These must be taken very carefully, and the best way to do
so is to build the Command Center in your
original base, and then fly it over to your waiting troops at your third
expansion. Another way to help is to upgrade it to a Planetary Fortress which allows it to defend itself, meaning you
can spend less resources defending it. One final thing to do to help the
effectiveness of your third expansion is to attack your opponent as you are
placing your third expansion. This allows you to keep them focused on
defending, and could even give you another advantage if you can aggro their
base enough to disrupt their production. Even if you are on a map that offers a
far expansion, these tips will make securing it a breeze.
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