History Main / NotPlayingFairWithResources

26th Jan '17 8:28:41 AM Morgenthaler
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* An actual evidence of cheating has been found in ''{{StarCraft}}''. There, modders eventually deciphered the files that control AI actions. While most opcodes in them just match normal player actions, they also found codes that will give the AI player instant ore and gas or let it create units out of nowhere. In addition, if you extract the campaign maps and open them in the map editor, you'll see how surprisingly often the AI is helped by scripted game events ("Triggers"). This goes so far that the AI plays with unlimited resources for almost the whole campaign. Those advantages are usually not abused, so the game doesn't become frustrating even despite the cheating.

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* An actual evidence of cheating has been found in ''{{StarCraft}}''.''VideoGame/{{StarCraft}}''. There, modders eventually deciphered the files that control AI actions. While most opcodes in them just match normal player actions, they also found codes that will give the AI player instant ore and gas or let it create units out of nowhere. In addition, if you extract the campaign maps and open them in the map editor, you'll see how surprisingly often the AI is helped by scripted game events ("Triggers"). This goes so far that the AI plays with unlimited resources for almost the whole campaign. Those advantages are usually not abused, so the game doesn't become frustrating even despite the cheating.
4th Oct '16 5:59:03 PM nombretomado
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* In ''{{Eve Online}}'', NPC ships have a fixed 100% capacitor level. [=NPCs=] labelled as mercenaries typically fly somewhat cap-poor Caldari ships shooting very cap-hungry lasers, which they can do ''all day'' if you let them. It also means that energy neutralizers, often quite lethal in [[PlayerVersusPlayer PvP]] combat since they (indirectly) disable the target's armour repairers as well as its weapons, are completely ineffective against them. On the flip side, energy vampires (which steal cap from the target but only if the victim's cap level is higher than yours) always help you (but likewise don't hurt the [=NPCs=]).

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* In ''{{Eve Online}}'', ''VideoGame/EveOnline'':
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NPC ships have a fixed 100% capacitor level. [=NPCs=] labelled as mercenaries typically fly somewhat cap-poor Caldari ships shooting very cap-hungry lasers, which they can do ''all day'' if you let them. It also means that energy neutralizers, often quite lethal in [[PlayerVersusPlayer PvP]] combat since they (indirectly) disable the target's armour repairers as well as its weapons, are completely ineffective against them. On the flip side, energy vampires (which steal cap from the target but only if the victim's cap level is higher than yours) always help you (but likewise don't hurt the [=NPCs=]).
30th Aug '16 12:20:07 PM Morgenthaler
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* In ''{{Earth 2150}}'', until the latest patch, ''enemy AI units never had to reload'', even though your own units always had to. It was patched because people kept complaining about it, as it's simply unfair, especially im missions with limited resources and/or no Dropzone to get reinforcements.

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* In ''{{Earth ''VideoGame/{{Earth 2150}}'', until the latest patch, ''enemy AI units never had to reload'', even though your own units always had to. It was patched because people kept complaining about it, as it's simply unfair, especially im missions with limited resources and/or no Dropzone to get reinforcements.
20th Jun '16 2:28:08 PM FGHIK
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* ''VideoGame/RiseOfLegends'' does this; high-level computer opponents have access to bonus resource rates and instantaneous micro (Toughest computers instantly construct what they need at the beginning of the game), significant enough to render them unbeatable... if not for their incredibly predictable formulaic AI, which renders them intensely vulnerable to timed strikes during their early expansions. The entire experience is markedly unsatisfactory: either you're too slow and you'll be crushed, or you're fast enough to catch the AI with its pants down and can anticipate a relatively easy victory. Medium-speed players can sometimes find a reprieve in the AI's building patterns: it will, without fail, attempt a balanced unit spread that stands no chance against, say, a Muskets-and-Clockwork mass slam.

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* ''VideoGame/RiseOfNations'' explicitly features this, at first in favor of human players on the easiest and easy difficulties, and later in favor of the AI players on the hard and HarderThanHard difficulties.
* ''VideoGame/RiseOfLegends'' does this; this as well; high-level computer opponents have access to bonus resource rates and instantaneous micro (Toughest computers instantly construct what they need at the beginning of the game), significant enough to render them unbeatable... if not for their incredibly predictable formulaic AI, which renders them intensely vulnerable to timed strikes during their early expansions. The entire experience is markedly unsatisfactory: either you're too slow and you'll be crushed, or you're fast enough to catch the AI with its pants down and can anticipate a relatively easy victory. Medium-speed players can sometimes find a reprieve in the AI's building patterns: it will, without fail, attempt a balanced unit spread that stands no chance against, say, a Muskets-and-Clockwork mass slam.
20th Jun '16 2:23:24 PM FGHIK
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** (That last is particularly ironic, considering just how strongly ''RoL'''s prequel, ''RiseOfNations'', pushed the "a complete part of this balanced strike force" angle.)

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** (That last is particularly ironic, considering just how strongly ''RoL'''s prequel, ''RiseOfNations'', ''VideoGame/RiseOfNations'', the game ''VideoGame/RiseOfLegends was [[SpinOff spun off]] of, pushed the "a complete part of this balanced strike force" angle.)
4th Jun '16 10:46:25 AM Miracle@StOlaf
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* In ''VideoGame/DuneII'', you need to harvest Spice Melange to generate credits, which are used to fund your campaigns. Your enemy has infinite credits to replace soldiers and vehicles, but you still have to compete with them to acquire Spice (justified for plot reasons; Spice is one of the most valuable commodities in this universe). In a concession to fairness, the enemy only has inexhaustible combat units; when enemy installations are destroyed, they stay destroyed.

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* In ''VideoGame/DuneII'', you need to harvest Spice Melange to generate credits, which are used to fund your campaigns. Your enemy has infinite credits to replace soldiers soldiers, vehicles and vehicles, buildings, but you still have to compete with them to acquire Spice (justified for plot reasons; Spice is one of the most valuable commodities in this universe). In a minor concession to fairness, the enemy only has inexhaustible combat units; when enemy installations are destroyed, they stay destroyed.AI is very inept at replacing leveled installations, so once you've made some headway into destroying their bases, it's pretty much your battle to lose.
4th Jun '16 10:33:04 AM Miracle@StOlaf
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* ''VideoGame/DuneII'' requires you to mine Spice to generate currency. Your enemy never runs out of money to replace soldiers and vehicles, but you still have to compete with them for Spice (justified for plot reasons; Spice is one of the most valuable commodities in this universe). In a concession to fairness, the enemy only has inexhaustible combat units; when enemy installations are destroyed, they stay destroyed.

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* ''VideoGame/DuneII'' requires In ''VideoGame/DuneII'', you need to mine harvest Spice Melange to generate currency. credits, which are used to fund your campaigns. Your enemy never runs out of money has infinite credits to replace soldiers and vehicles, but you still have to compete with them for to acquire Spice (justified for plot reasons; Spice is one of the most valuable commodities in this universe). In a concession to fairness, the enemy only has inexhaustible combat units; when enemy installations are destroyed, they stay destroyed.
4th Jun '16 10:29:08 AM Miracle@StOlaf
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* ''VideoGame/DuneII'' requires you to mine Spice to generate currency. Your enemy never runs out of money to replace soldiers and vehicles, but you still have to compete with them for Spice (justified for plot reasons; Spice is one of the most valuable commodities in this universe). In a concession to fairness, the enemy only has inexhaustible combat units; when enemy installations are destroyed, they stay destroyed.
3rd Mar '16 5:34:28 PM shooterboss
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* ''Videogame/FinalFantasyTactics'': Enemies have infinite stores of both single-use restorative items and throwable weaponry (which, incidentally, get better and better the more chapters you proceed into the game, topping off at [[BonusDungeon Deep Dungeon]]). The latter can be abused with the Thief reaction ability Catch to get free copies of, say, the InfinityPlusOneSword.



* ''Videogame/FinalFantasyTactics'': Enemies have infinite stores of both single-use restorative items and throwable weaponry (which, incidentally, get better and better the more chapters you proceed into the game, topping off at [[BonusDungeon Deep Dungeon]]). The latter can be abused with the Thief reaction ability Catch to get free copies of, say, the InfinityPlusOneSword.
31st Jan '16 3:24:38 PM nombretomado
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* ''SystemShock2'' featured zombies toting shotguns with infinite ammo. Invariably, upon killing one, he'd drop a broken shotgun with 1 or 2 shells.

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* ''SystemShock2'' ''VideoGame/SystemShock2'' featured zombies toting shotguns with infinite ammo. Invariably, upon killing one, he'd drop a broken shotgun with 1 or 2 shells.
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