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Re:The Future of RTS by DerSaidin on Sunday December 27, 2020 @04:13AM (#25549861)
AOE2 variety comes from many different map scripts with many different seeds, not so much from the civilizations/units/techs.

The doc talks about map generations in the AOE2 space section, but given the rational for prioritizing diversity, I expect this the variety in map generation should lead to a higher variety score.

I really enjoying watching the AOE2 tournament scene: https://liquipedia.net/ageofempires/Portal:Tournaments

Re:The Future of RTS by missurunha on Sunday December 27, 2020 @05:07AM (#25550061)
I find it rather funny the author rating Starcraft with good variety. The game made every unit ranged so they wouldn't need to bother balancing melee attacks. I understand he means that each faction has different units, but imagine how boring AoE2 would be if all units were archers.
Re:The Future of RTS by Aerroon on Sunday December 27, 2020 @05:29AM (#25550136)
Melee units are effectively ranged units with a very short range. One of the most interesting aspects of games is how different ranges interact. Whether that's "melee range" or "slightly further than melee range" really shouldn't matter that much. Also, zerglings, zealots, ultralisks, dark templar and workers are melee in StarCraft 2.
Re:The Future of RTS by neogodless on Sunday December 27, 2020 @09:07AM (#25551108)
Can you explain what you mean by "made every unit ranged"?

Does that mean that zerglings, zealots, ultralisks, firebats/hellions, banelings... (did I miss any) are ranged attack units? Because they swing claws and blades and flamethrowers around?