![]() ![]() ![]() Another element of macro is the ability to expand at the appropriate times to enable sufficient, or, oftentimes, constant production of units. Generally, the player with the better macro will have the larger army. Macro is the ability to produce units, and keep all of production buildings busy during the course of the game. Macro, or macromanagement, encompasses managing the economy and technology: making sure to have an income (by harvesting resources) and spending this income (by constructing buildings, upgrades and units). As such, it is generally preferable to have four half-dead Dragoons remaining after a battle, rather than two left at full health with two dead. The general theory of micro is to keep as many units alive as possible. Examples of micro include splitting a group of Marines to minimizes losses from a Lurker attack or targeting individual opponent units with Mutalisks. Micro is the ability to control units individually, in order to make up for pathing or otherwise imperfect Artificial Intelligence, or AI. Moving, attacking, retreating it with the ultimate goal of overpowering the opponent. Micro, or micromanagement, encompasses managing the one's army. It is important for every Starcraft player to have a balance of these two. While micro refers to more local, specialized events, macro concerns the overall flow of the game and the economical side. In this most basic understanding of the game we distinguish two tasks for the player: Macro and Micro. The basis of playing is, on the one hand, to harvest resources and on the other hand using said resources to purchase buildings, upgrades and units. Players are required to strategically and quickly manage their Economy, Technology and Army in order to defeat their opponent. As of, StarCraft and Brood War have sold almost ten million copies combined. īrood War was critically well-received, with reviewers praising it for being developed with the care of a full game rather than as an uninspired extra. The expansion was released in the United States on 30 November 1998. The campaigns continue the story from where the original StarCraft ended, with the sequel StarCraft II: Wings of Liberty continuing from the conclusion of Brood War. Released in 1998 for Microsoft Windows and Mac OS, it introduced new campaigns, maps and map tilesets, music, extra units for each race, and upgrade advancements. StarCraft: Brood War is the expansion pack for StarCraft. Micro involves the control of the army or individual units. Macro includes the gathering of resources and making buildings and units. Player activities can be divided in two categories: macro and micro. All three races have their own qualities and weaknesses as well as units, abilities and gameplay mechanics. However, in most games a player can concede by typing "gg" and leaving the game when his losses can't be overcome.Ī player can pick one of three unique Races with which to play: The Protoss, Zerg and Terran. Although mission goals may differ in the campaign, in competitive play the objective is to destroy all enemy buildings. The player is required to build a virtual base and army with which he can attack and overcome his opponent. StarCraft is a military science fiction real-time strategy game launched on March 31, 1998. ![]()
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