From: fprefect@ambrosiasw.spamproof.com (Matt Slot)
Subject: Gameplay: Initiative
Date: 7 Nov 1997 09:58:51 GMT
On the tarmac maps today, usually the first game in a series of 2x2's is a 5 minute hyperspike upset. After that, the games settle down into more stable pillwars that make for very fun games.
On a tarmac map, you must take the initiative: rape, vulture, hyperspike. Hit the enemy fast and hard, and keep him from fueling. Beginnings are such delicate times, when no one has pills but everyone is jockeying for the early advantage. The pace of the game is often set by the first person to attack another -- so pick your battles, or they will be picked for you.
If, however, you don't get that advantage within the first 3-5 min of the game, then you must prepare for the enemy onslaught -- because they will be coming with strength. Space out a few pills for defense, and make sure to have a full load of ammo to unspike when necessary. Watch for enemies who pick up a bunch of pills at once in order to spike you out, and actively discourage them from doing so.
Initiative is actually 2 things: making the first move so the game progresses at your pace, and defusing enemy strategies as quickly as they are started. A player cannot be "taught" initiative -- they have it to start, they pick it up as part of the game, or they just don't ever get it.
My gameplay used to be entirely reactive -- and I still fall back into that mode sometimes. I was able to use passive aggressive play to recover enemy pills, unspiking my corner, and getting the pill advantage. However, today's games move at such a pace that I don't have time to prepare a defense.
I've started playing a game where I get the first pill, and make the first attack. I aim for the most vulnerable enemy (esp one taking down a pill), and dive headlong into the fray -- sending a hyperspike, firing bullets, driving for a dogfight, and spraying mines. Even if I am less than sucessful, I have slowed his progress and made him cautious. I can then use that chance to build my defenses.
Oops, I decided to amend these suggestions a bit. In a 2x2 you should talk to your ally, and go into the game with an understanding of what he's going to focus on (bases, pills, killing enemies). I recommend a mixed strategy, personally (one attack hard, one prepare home territory), but it's vital that each of you adjust your gameplay to the circumstances. A failed spike or vulture should signal the end of aggression, while a clumsy enemy who dies on a take may encourage you to pick up the pace. Complement or support your ally's play as appropriate.
Matt
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From: peripatetic@mindspring.com (Joseph Goodman)
Subject: Re: Gameplay: Initiative
Date: Sat, 08 Nov 1997 13:43:38 -0500
Right on! I just have one thing to add. I'm going to use some fancy words -- proactive and reactive. You can take the initiative proactively by doing something that your enemy has to defend against, like spiking him, or taking his base, or killing his tank (what BL said). Or you can do something reactively by countering whatever your enemy does so his net gain is zero, such as repairing a pill he's attacking or harassing his tank whenever he tries to do something.
I've found that if you do the former, you put yourself on the defensive. That is, as soon as you launch an offensive -- ESPECIALLY with pills -- you have to defend those pills, or re-take your bases, or watch for his counter-strike.
If you do the latter -- "reactive initiative" -- usually it just keeps your enemy busy. Why is this good? Well, you can pepper (shoot a few times) all the pills in your area, then go repair whatever he's going after. You both refuel, you pepper some more pills, then as he futilely goes for another pill you repair it. After 10 minutes he's made no progress, but you can take down 3-4 pills (all of which are almost all the way dead) at once then lay a mega-spike on him. Bam! All of sudden he's spiked out in a big way. About 50% of the time you get accused of hacking for taking down the pills so fast, especially if you're playing under a name no one recognizes; the other 50% of the time you win!
--
Joseph Goodman <peripatetic@mindspring.com>
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