3 ms·
> Unlike Dune 2, which only allowed the user to select a single unit at a time, and which necessitated frenzied mouse-clicking to initiate joint-unit tactical c
by ninjin 14y ago
> Unlike Dune 2, which only allowed the user to select a single unit at a time, and which necessitated frenzied mouse-clicking to initiate joint-unit tactical combat, it was obvious that enabling players to select more than one unit would speed task-force deployment and dramatically improve game combat.
Dune II is the grandfather of all of modern RTS (for good and for bad, the genre hasn't changed that much). But the unlimited unit select wasn't there and starting/cancelling an attack when you had twenty or so units was a joke. I wasn't even a teenager at the time and I can remember desperately trying to get large groups of units off the sand when the sandword was inbound (some people will know what I am talking about).
What I find really interesting in the article is this:
> Later in the development process, and after many design arguments between team-members, we decided to allow players to select only four units at a time based on the idea that users would be required to pay attention to their tactical deployments rather than simply gathering a mob and sending them into the fray all at once.
This, this is probably the reason why Warcraft and Warcraft II (even Starcraft!) had this limitation. As a kid I could never figure out why this was the case when Westwood had no limits on unit selection from Command and Conquer and onwards.
- Argorak 14y agoStarting and canceling an attack was actually quite easy: Turn game speed all the way down to a crawl, click all the stuff you have to click, turn speed up again :).