Culture.RA2 is a primarily online game nowadays, with little to offer in singleplayer. All the challenge is made by the community and as such there is a competitive feel that is everywhere. This feel makes loss worse than it usually is from an outside observer, and as such arenas and tournaments are made in a way where any unfair losses due to luck are removed.This feel drives away some light-hearted builders, and changes the rest due to peer pressure. (I don't have anything else to put here, exept that if we took stuff like tournaments a little less to heart we might have a better game, from the varied and entertainment stadpoint. Keep in mind that was subjective, and the "No items, fox only, final destination" style gameplay may be more entertaining to some.)
This feel drives away some light-hearted builders, and changes the rest due to peer pressure. (I don't have anything else to put here, exept that if we took stuff like tournaments a little less to heart we might have a better game, from the varied and entertainment stadpoint. Keep in mind that was subjective, and the "No items, fox only, final destination" style gameplay may be more entertaining to some.)
AI is pretty basic. the main tactic is to shove whatever is nearest and keep on shoving until a timer pops up. This works, because all stock AI never had tactics like driving backwards when something gets under them, or attacking from the sides.
Additionally, the judge "AI" (Or mechanics for judging robots in fights) is simple, and chooses a simple factor to seperate winners from losers: Damage. Flipping an opponent out isn't as highly regarded as outright killing them. There have been steps to counter this, as one 2011 tournament has recently used non damage based judging.
Is it merely a chronicle in your view of how the RA2 community has been shaped by various factors? It seems rather encyclopedia-like to me. However, if your goal is to foster discussion on how the community handles RA2 in the future
(@Urjak: sorry by the way, it must seem like I'm constantly picking on you, or at least trying to. I'm really not and I have huge respect for your skill as one of the top DSL builders).
I tried to make a set of standards for Backlash and majority shot them down..
Class specific parts.. to encourage more IRL type building and also allow classes to be balanced separately so one single class didn't become the sole building standard.
So I can make a flipper with a saw on the rear?
Then why have class-specific parts when there is only one class and its sub-classes?