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There were two most outstanding characteristics of this technique after it was applied to Mission and Choice.

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First, in battles with the ‘realistic elements’, the performance would be more realistic and the difficulty would be more linear.

Originally, using computer AI to display the ‘realistic elements’ was rather stiff.

A certain unit would not listen to orders or the entire unit would scatter and escape in a battle. The specific way of performance would also give the players a completely different impression.

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He An, Meng Chang, Hu Xianbin, and the others had tried the game before. It generally reflected that the AI’s performance was not perfect because the performance of the “realistic elements” was very difficult to satisfy.

Due to the lack of AI, the retreat of a certain army sometimes seemed unreasonable. This greatly reduced the reality.

After the application of the new technology, the simulation of the ‘realistic elements’ produced by the AI was based on the existing win rate. Every unit’s actions when they disobeyed orders had a certain degree of rationality as support. The simulation of the elements was greatly enhanced.

Simply put, if the original army did not listen to orders, players might think that it was crazy. However, if the current army did not listen to orders, players would think that they had met a stupid subordinate.

The difference between ‘crazy’ and ‘stupid’ was the change brought by the new artificial intelligence technology.

In fact, in the plot after the protagonist’s speech, the human troops were inspired to fight. At that time, the AI could make smarter decisions than humans.

Such a decision would significantly improve the overall performance of the battle, but it would not make players feel like they were cheating. There would not be any numerical improvement but a tactical improvement. This would most likely weaken the unrealistic feeling that players would feel.

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Secondly, as time passed, the upper limit of human and computer games would increase infinitely. It could support the release of more relevant gameplay.

Mission and Choice was an RTS game after all. Even though players like Meng Chang, who did not understand RTS games at all, might be stuck, it was not difficult for some veteran players to clear the game plot. After clearing it, they would lose the motivation to continue exploring the game’s deep gameplay.

The other RTS games’ solution to this problem was to open ranking battles. They would automatically select experts through the ranking battles among the players.

Players would constantly improve while fighting against experts. They would always pursue higher goals and the lifespan of the game would naturally be extended accordingly.

However, Mission and Choice’s approach was completely different from traditional RTS games. In order to lower the threshold, they greatly reduced the amount of operations that players needed to do. Moreover, there were only two races so it had no balance.