Because even a professional Starcraft player will tell you that if the maps had more base locations, and a larger scale, with more AI, they would not be able to ultimately win against an AI. You just can't split a humans attention that much, even in a noncombat situation. Running a multi-system operation has the potential to be so complex that the player never gets to leave a station. Notice I said "Potential". It really comes down to how complex a task one can assign to a worker AI. Even if it is very simple due to Josh's programming powers, the AI can still out expand a human player, especially in a universe where one may stumble upon a warlord AI that just happened to generate on ones borders with a huge fleet behind their back.Cornflakes_91 wrote:Eh, you can buy worker NPC's, your usual RTS minions.
Why should that limit the scale of operations?
I'm not trying to throw a wrench in anything. My concern is that without being able to use an AI's fast response time against them, a human's ingenuity can eventually be overcome by scale. The question isn't "Can an AI beat a human player". The question is "At what point does an AI's advantages overpower a human's advantages due to scale". This may not be a problem for a player that just wants to run a small operation, but a player wanting to grow an ever expanding operation may encounter limitations that aren't caused by challenges in game, but rather challenges to a players capacity. I view that as an issue in a singleplayer game. In a competitive game pitting player against player, this is acceptable. In a game pitting player against AI, is this an acceptable limitation? honest questions. What do you guys think?