Delaying Inevitable Defeat: Development Time


Introduction
After several months of playing Spring, it has become apparent to me that I am better known for making comebacks than for winning battles. Upon reading the treatise on winning in a one on one enviroment, I looked back upon my own experiences and drew several conclusions and tips that one should bear in mind, especially when playing against terrible odds.

Inevitable Defeat & You
The concept of inevitable defeat is often simply in your mind. If you understand that, you can often overcome it. Yes, you lost your defensive line, your standing forces, control of the sea, your massive air superiority, your main base. So what? If you have just one constructor, or one ally willing to give you one, you can make a difference - a lasting difference! If you don't have a constructor, and cannot obtain one, you're still not out of the woods - you can still make a difference - albeit it a minor one!

In the face of crushing defeat, one is given a unique opportunity to play without reserve.

This is little different at base from the anarchic freedom allowed to individuals during any number of wars in human history. However, in the limited enviroment of Spring, such a condition is not given to atrocity - for there are only warriors, and no civilians. It allows for unfettered creativity.

What better time to develop your own tactics and strategy than when afflicted with unfettered creativity? Limited resources, little left to lose... this is not a time to surrender! This is a time to experiment!

If you want me to sum up this stream of thought, I will put it thus...

  • In the face of defeat, experiment
  • You may not be defeated completely, despite all evidence to the contrary
  • There is no shame in defeat if you make an effort

-Neddiedrow

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This page has been accessed 1,392 times. This page was last modified 02:57, 20 September 2007.




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