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- Dec 8, 2009
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If there was anything you could add or change to an RTS game in general, what would it be?
Maybe the duration of matches. You get to play more matches, more wins and losses, more action
Infinity option of troops and skill/spell/magic sets -> Freedom of Tactic.
...I guess more "defensive" options that can actually defend your base from most attacks.
Wouldn't that just encourage turtling and lengthy games?
Still, I like your suggestion
Less hero focus maybe? Heh JK. We need more real life tactics to be efficient in the game to win battles. When was the last time in melee you felt like you were a general in Warcraft rather than that random Hero?
More complex resource efficiency management.
Does this include having multiple resource types? More than 2 in other words?
I thought Total War was an RTS.
ehhh i never liked stuff like formations, i prefer relying on microing units organically.
these days, too many casual players want to play easy games and thus many rts games make micro too easy or near redundant. i honestly hate large-scale rts games like total war, too boring, and i feel removed from the action.
In general, I wish for more strategies. There should be at least half a dozen strategies that are effective, but each should have advantages and disadvantages.
There should never be one master strategy.
No point arguing about preferences, that's why there are a lot of games, pick one you like.
I also like large-scale battles, since small scale battles are too intensive for me and my reflexes aren't that quick to micromanage a small group. Playing games with a lot of micromanaging isn't as fun for me because of that, so I turned to games with less micromanaging required.
I've seen Dawn of War 2 implement such strategies (such as hiding in a bush to ambush your enemies), but not to a great extent.
I guess there's a lot of different directions to take when creating an RTS game. Strategy is one of them, but there are other areas as well such as the depth of the tech-tree, races/factions included, power and variety of hero/unit spells, etc.
Yes, whether or not the game is large-scale or micro-intensive would depend on the target audience of the game.
Personally, I prefer micromanaging, but only because I've been playing games like it for a long time and have the experience to do it.
Less hero focus maybe? Heh JK. We need more real life tactics to be efficient in the game to win battles. When was the last time in melee you felt like you were a general in Warcraft rather than that random Hero?
I think seeing an RTS where you can craft your own army and expect the playing environment to still be balanced could be fun.
It has been done before in titles like Impossible Creatures, Earth 2160 and Ancient Wars: Sparta, but the balance was questionable in at least two of those titles.
Not a bad idea. Do you mean craft as in just the skin of the units, or having the ability to choose the unit's stats, spells, etc?
The latter primarily, aided by visual representations so people know what they're dealing with.
Sort of like equipping your units with equipment from a list of weapons, armour and various oddities ^^
the main difficulty would be making it easy enough for users to manage, i think, which is where individual unit equipment would get entirely out of hand IMO