Micro and small maps, or simultaneous fronts and scale?
Everything. You want absolutely everything in an RTS. Micro, macro, tactics and strategy. You should be good at every single aspect of RTS. If you lack in any part, you deserve to fail. RTS shouldn't let you get away with good micro or good strategy if you are bad at the others. You need to be great at all of it. Every single aspect. It is a genre for men with chest hair.https://www.youtube.com/watch?v=mq82O91JBHc
RTS is a genre for complete and total human utilization. Every single neuron and muscle used nonstop.https://www.youtube.com/watch?v=6UeFfu0CI0Y
This is what RTS looks like.https://www.youtube.com/watch?v=qHCXLuTix58
What went wrong?
I can't give up land, sea, and air, full map zoom out, and strategic icons.Imagine thinking SC BW, 2, or AOE2 are the most immersive RTS. Nobody's going to click around a minimap or exclusively have start-stop micro when we can create and control a thousand units on a real battlefield. Intuitive controls and visuals are extremely important.
>>738952784It all started with "skill expression". Players that did not understand the concept of RTS, strategy and tactics started playing Starcraft. When Starcraft got solved, the RTSlets could learn build orders and perform their "skill expressions". It's not a "skill expression" when you are performing superior tactics or having a better strategy. Normalfags don't have the faintest clue of what strategy or tactics is, and thinks it's all just random if someone wins with that reason. What they refer as "skill expression" is something that they already know, that what their frail minds can comprehend. The learning process must be linear. A single dimension. Learning absolutely can not have anything where a normalfag has to figure out anything on their own. It must be laid out for them. If they have to figure out something, they will think said thing requires no skill and is unsolvable, as they have no concept of solving things. They can't visualise. They can't abstract. Only follow step by step.
Swiss Jaegers thoughever
>>738953441Great reddit rant and all, but build orders and optimal resource application exist in all those other RTS you're wanking off in this thread too. Those games just didn't get popular enough to have serious competitive scenes that pushed those optimizations to the forefront.As you casuals tend to say, people will optimize the fun out of anything so long as there is competition.
>>738953568Don't engage the supcom schizo, he doesn't even play the games he's shilling
>>738953568The scope of a proper RTS is larger than the scope of starcraft compared to chess. Starcraft's scope is so small that the top players got raped by an AI. See https://www.youtube.com/watch?v=cUTMhmVh1qsStarcraft strived for perfectionism and got a narrow scope as a result, with minimal emergent phenomena.
I just wish they can find a way to make a challenging AI that doesn't resort to infinite resources and map hacks.Multiplayer is fun, but sometimes loading up a shitshow of 8 player free for all with computers is also fun.
>>738953568Don't you think a game with smaller maps and fewer units and buildings is easier to solve?>>738953780I'm the only one who's posted a SupCom reply, and that's not me.
>>738951614I like both. Whys it always got to be us vs them with you people. You're allowed to play more than one game.
>>738954789Kill yourself.
>>738952292based
Home
Suppose it depends on the theme of the game and how it's executed. I'd prefer both. I want a large scale game to the tune of Foxhole/Planetside. Building up bases and outposts, moving units across a massive warfront and taking new positions for new critical resources, huge unit variety and special fuck off units. Then the micro of battle. Managing multiple warfronts, reinforcing, exchanging, moving and having to manage multiple areas. Something that I'd consider is pretty close to Planetary Annihilation. I just want the simulation of a large scale war but with real time mass quantities of AI, and a war that doesn't seem to end until you create a pivotal moment. Similar to the games I mentioned before and perhaps Antistasi in Arma if you're familiar. The escalation of war and the feeling of progression. Maybe fuse roguelite mechanics into it. I'm an ideas guy.
Where the new RTS at
>>738957442Sanctuary: Shattered Sun "soon"DORF "soon"Dust Front "soon"Immortal: Gates of Pyre "soon"Dawn of War 4 soon (but actually)
>>738956120we need warcraft 4...the refounding of lordaeron...kang anduin and kween jaina
>>738953568No, you're simply wrong. You're not considering why those games are different and are instead writing it off as an unskilled playerbase. Build power as a resource means that you're not pushed to spend resources ASAP. Reclaim means resources aren't gone once spent, you are not locked into a path the same way, and your economy ebbs and flows with the game instead of being predictable. Much stronger UI, queueing, and blueprinting (from supcom on) means that whatever passes for your opening moves are incredibly easy to pull off.The decision tree of the game doesn't collapse the way you're expecting it to.
How asymmetrical do you like your factions in an RTS game?
>>738959109while there is a certain elegance to the design seen in Age of Empires or Perimeter (mostly same faction with a couple unique units) I tend to favor as much difference between factions as possible, to the point where they don't even play the sameBlizzard RTS, Grey Goo, Earth 2150 are my jam for that reason
>2v2v2.
>>738957442Day9 will save us
>>738965234How
>>738952292>You should be good at every single aspect of RTS. If you lack in any part, you deserve to fail.The best protoss in the world can't macro.