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	<title>Comments on: A review of &#8220;Zone Control&#8221;: the new custom map sweeping GPGnet</title>
	<atom:link href="http://www.supcomtalk.com/2007/05/31/a-review-of-zone-control-the-new-ums-sweeping-gpgnet/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.supcomtalk.com/2007/05/31/a-review-of-zone-control-the-new-ums-sweeping-gpgnet/</link>
	<description>Transporting our ACUs to your base since 2007</description>
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		<title>By: Plep</title>
		<link>http://www.supcomtalk.com/2007/05/31/a-review-of-zone-control-the-new-ums-sweeping-gpgnet/comment-page-1/#comment-41587</link>
		<dc:creator>Plep</dc:creator>
		<pubDate>Wed, 04 Mar 2009 13:36:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.supcomtalk.com/2007/05/31/a-review-of-zone-control-the-new-ums-sweeping-gpgnet/#comment-41587</guid>
		<description>If anyone is interested in the game General Anubis is talking about, the most up to date incarnation is called &quot;Dyson&quot; and is available at http://www.dyson-game.com</description>
		<content:encoded><![CDATA[<p>If anyone is interested in the game General Anubis is talking about, the most up to date incarnation is called &#8220;Dyson&#8221; and is available at <a href="http://www.dyson-game.com" rel="nofollow">http://www.dyson-game.com</a></p>
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		<title>By: General Anubis</title>
		<link>http://www.supcomtalk.com/2007/05/31/a-review-of-zone-control-the-new-ums-sweeping-gpgnet/comment-page-1/#comment-40171</link>
		<dc:creator>General Anubis</dc:creator>
		<pubDate>Tue, 13 Jan 2009 06:11:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.supcomtalk.com/2007/05/31/a-review-of-zone-control-the-new-ums-sweeping-gpgnet/#comment-40171</guid>
		<description>I&#039;ve found a way to lessen the slippery slope problem and make it a bit more reliant on skill instead.

If some zones had higher value than others... say two turrets defending it with a higher spawn rate of units than a normal zone, or perhaps a slight continual increase in money for upgrades with the capturing of a &quot;high-dollar&quot; zone... basically making the zones so they aren&#039;t all identical.  Sure have some of them be normal, but you&#039;d have to have at least 4 of each special zone, so that each player has a chance.  Then it would turn into zone control + king of the hill on who can capture the more effective zones faster.

I got this idea from playing a very awesome addictive game on www.instantaction.com - Can&#039;t remember the name of the game (starts with a G) but the premise is very similar to zone control.  You start out on a home planet with a &quot;production rate&quot; higher than most planets.  This production rate is the number of ships that planet produces per minute.  There are many other planets scattered around and some of them have higher (visible only while hovering a mouse over it, however the size of the planet is a direct relation) production rates than others.  The neutral planets have a set, visible number of defenders that you must overcome to capture the planet.  To do this, you must send a greater number of ships than that number to the planet.  Any extra ships higher than the number of defenders then land on the planet as defenders and the planet begins to produce ships for you.  When another player has captured the planet, you cannot see the number of ships defending that planet.

Anyways, that&#039;s pretty much the full description of that game for those interested, and for the creators of these Zone Control maps, so that you may implement some of these factors into the future versions.  Basically the higher production rates on the planets make it more of a skill game, but there is still a slippery-slope effect.  The only difference is that a skilled player usually comes out on top every time over one who is less experienced... Sometimes even when the lesser experienced one controls more planets than the skilled one at like a 1.5 to 1 ratio.</description>
		<content:encoded><![CDATA[<p>I&#8217;ve found a way to lessen the slippery slope problem and make it a bit more reliant on skill instead.</p>
<p>If some zones had higher value than others&#8230; say two turrets defending it with a higher spawn rate of units than a normal zone, or perhaps a slight continual increase in money for upgrades with the capturing of a &#8220;high-dollar&#8221; zone&#8230; basically making the zones so they aren&#8217;t all identical.  Sure have some of them be normal, but you&#8217;d have to have at least 4 of each special zone, so that each player has a chance.  Then it would turn into zone control + king of the hill on who can capture the more effective zones faster.</p>
<p>I got this idea from playing a very awesome addictive game on <a href="http://www.instantaction.com" rel="nofollow">http://www.instantaction.com</a> &#8211; Can&#8217;t remember the name of the game (starts with a G) but the premise is very similar to zone control.  You start out on a home planet with a &#8220;production rate&#8221; higher than most planets.  This production rate is the number of ships that planet produces per minute.  There are many other planets scattered around and some of them have higher (visible only while hovering a mouse over it, however the size of the planet is a direct relation) production rates than others.  The neutral planets have a set, visible number of defenders that you must overcome to capture the planet.  To do this, you must send a greater number of ships than that number to the planet.  Any extra ships higher than the number of defenders then land on the planet as defenders and the planet begins to produce ships for you.  When another player has captured the planet, you cannot see the number of ships defending that planet.</p>
<p>Anyways, that&#8217;s pretty much the full description of that game for those interested, and for the creators of these Zone Control maps, so that you may implement some of these factors into the future versions.  Basically the higher production rates on the planets make it more of a skill game, but there is still a slippery-slope effect.  The only difference is that a skilled player usually comes out on top every time over one who is less experienced&#8230; Sometimes even when the lesser experienced one controls more planets than the skilled one at like a 1.5 to 1 ratio.</p>
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		<title>By: Chaos-Storm</title>
		<link>http://www.supcomtalk.com/2007/05/31/a-review-of-zone-control-the-new-ums-sweeping-gpgnet/comment-page-1/#comment-2676</link>
		<dc:creator>Chaos-Storm</dc:creator>
		<pubDate>Sun, 03 Jun 2007 01:54:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.supcomtalk.com/2007/05/31/a-review-of-zone-control-the-new-ums-sweeping-gpgnet/#comment-2676</guid>
		<description>By exploiting the auto repair when upgrading defenses, you can take back territory cause your opponent will waste his time, but only if your opponent doesn&#039;t do the same thing. If all players know that little trick involved, the game is decided at about the 3rd minute however.

I hear its getting fixed next version, and purchasable units to tip the tide are added. We&#039;ll see how it turns out</description>
		<content:encoded><![CDATA[<p>By exploiting the auto repair when upgrading defenses, you can take back territory cause your opponent will waste his time, but only if your opponent doesn&#8217;t do the same thing. If all players know that little trick involved, the game is decided at about the 3rd minute however.</p>
<p>I hear its getting fixed next version, and purchasable units to tip the tide are added. We&#8217;ll see how it turns out</p>
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		<title>By: Wuped</title>
		<link>http://www.supcomtalk.com/2007/05/31/a-review-of-zone-control-the-new-ums-sweeping-gpgnet/comment-page-1/#comment-2653</link>
		<dc:creator>Wuped</dc:creator>
		<pubDate>Sat, 02 Jun 2007 03:27:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.supcomtalk.com/2007/05/31/a-review-of-zone-control-the-new-ums-sweeping-gpgnet/#comment-2653</guid>
		<description>One thing I notice is usually one player has alot more units but less kills so worse units and one player has less units but has more kills thus better units and more upgrades. Although it still leans towards the more units person.</description>
		<content:encoded><![CDATA[<p>One thing I notice is usually one player has alot more units but less kills so worse units and one player has less units but has more kills thus better units and more upgrades. Although it still leans towards the more units person.</p>
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		<title>By: Cyde Weys</title>
		<link>http://www.supcomtalk.com/2007/05/31/a-review-of-zone-control-the-new-ums-sweeping-gpgnet/comment-page-1/#comment-2636</link>
		<dc:creator>Cyde Weys</dc:creator>
		<pubDate>Fri, 01 Jun 2007 21:52:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.supcomtalk.com/2007/05/31/a-review-of-zone-control-the-new-ums-sweeping-gpgnet/#comment-2636</guid>
		<description>I played Zone Control for the first time earlier today, and it suffers from exactly the same problem that its StarCraft predecessor did: the victor is basically determined very early on by who gets more territory, with defeat for the other player all but inevitable.  That seems to be a direct result of the fundamental game mechanic of Zone Control, though, so I&#039;m not really sure how one might go about &quot;fixing it&quot;.  Tacking on artificial free hand-outs to help the losing player would just be lame.</description>
		<content:encoded><![CDATA[<p>I played Zone Control for the first time earlier today, and it suffers from exactly the same problem that its StarCraft predecessor did: the victor is basically determined very early on by who gets more territory, with defeat for the other player all but inevitable.  That seems to be a direct result of the fundamental game mechanic of Zone Control, though, so I&#8217;m not really sure how one might go about &#8220;fixing it&#8221;.  Tacking on artificial free hand-outs to help the losing player would just be lame.</p>
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		<title>By: TurtlePerson2</title>
		<link>http://www.supcomtalk.com/2007/05/31/a-review-of-zone-control-the-new-ums-sweeping-gpgnet/comment-page-1/#comment-2615</link>
		<dc:creator>TurtlePerson2</dc:creator>
		<pubDate>Fri, 01 Jun 2007 01:07:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.supcomtalk.com/2007/05/31/a-review-of-zone-control-the-new-ums-sweeping-gpgnet/#comment-2615</guid>
		<description>V4 is out now too.  I had a lot of fun playing it.</description>
		<content:encoded><![CDATA[<p>V4 is out now too.  I had a lot of fun playing it.</p>
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	<item>
		<title>By: werd</title>
		<link>http://www.supcomtalk.com/2007/05/31/a-review-of-zone-control-the-new-ums-sweeping-gpgnet/comment-page-1/#comment-2609</link>
		<dc:creator>werd</dc:creator>
		<pubDate>Thu, 31 May 2007 23:18:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.supcomtalk.com/2007/05/31/a-review-of-zone-control-the-new-ums-sweeping-gpgnet/#comment-2609</guid>
		<description>post needs more screenshots</description>
		<content:encoded><![CDATA[<p>post needs more screenshots</p>
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		<title>By: Wuped</title>
		<link>http://www.supcomtalk.com/2007/05/31/a-review-of-zone-control-the-new-ums-sweeping-gpgnet/comment-page-1/#comment-2605</link>
		<dc:creator>Wuped</dc:creator>
		<pubDate>Thu, 31 May 2007 19:23:02 +0000</pubDate>
		<guid isPermaLink="false">http://www.supcomtalk.com/2007/05/31/a-review-of-zone-control-the-new-ums-sweeping-gpgnet/#comment-2605</guid>
		<description>The thing that is missing is auto downloading when you join a game... Also well fun and I like it it does have a HUGE slippery slope aspect</description>
		<content:encoded><![CDATA[<p>The thing that is missing is auto downloading when you join a game&#8230; Also well fun and I like it it does have a HUGE slippery slope aspect</p>
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		<title>By: Ryuken</title>
		<link>http://www.supcomtalk.com/2007/05/31/a-review-of-zone-control-the-new-ums-sweeping-gpgnet/comment-page-1/#comment-2601</link>
		<dc:creator>Ryuken</dc:creator>
		<pubDate>Thu, 31 May 2007 16:22:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.supcomtalk.com/2007/05/31/a-review-of-zone-control-the-new-ums-sweeping-gpgnet/#comment-2601</guid>
		<description>Before you know it, you are hooked idd.</description>
		<content:encoded><![CDATA[<p>Before you know it, you are hooked idd.</p>
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		<title>By: faker_phil</title>
		<link>http://www.supcomtalk.com/2007/05/31/a-review-of-zone-control-the-new-ums-sweeping-gpgnet/comment-page-1/#comment-2600</link>
		<dc:creator>faker_phil</dc:creator>
		<pubDate>Thu, 31 May 2007 15:22:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.supcomtalk.com/2007/05/31/a-review-of-zone-control-the-new-ums-sweeping-gpgnet/#comment-2600</guid>
		<description>Version 3 is out in the Map vault.</description>
		<content:encoded><![CDATA[<p>Version 3 is out in the Map vault.</p>
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