Games like SupCom show you can have massive economies, multi-front wars, land/air/sea, strategic weapons, and huge decision spaces without making the game about constant unit babysitting. It's absolutely beautiful how simultaneous fronts of micro and macro come together to reward dozens of always available strategies. What's your ideal RTS?
>>744615165My ideal RTS is something like warcraft 3, antithesis to supcom slop where you mindlessly spam 100s of units. Making every unit matter and having a long ttk makes games take significantly more skill and just overall more interesting and entertaining. This is achieved by making sure unit counts are kept low. Reliable scouting and no fucking rock paper scissors opening gambit shit.Artosis is absolutely right about cheese and scummy players btw. Shit like spawn location rng, dumbass build order gambling shouldn't decide games. Go to fucking casino if you want to pretend to win by throwing dice. This is a strategy game, not rock paper scissors.
>>744615572SupCom has the best of both worlds with low tech unit spam, high tech unit tactics, snipers with low HP but long range, and the commander that can be upgraded to rambo status, not to mention support commanders that can build and fight in similar capacities. I don't know why you wouldn't have both spam (that isn't mindless; dodge micro has huge benefits) and low group number power houses.
The ideal RTS is Zero-K.
i have a feeling there will be some aaa rts soon, with all the RTS thread spamwasn't starcraft 3 in production?
Gyle cast:https://youtu.be/zJhsJN1kCGo?si=YPgtldtz4r1Yh7mHReally good.
>>744615165my ideal RTS is not supcom
I have SupCom fatigue.
>>744619094>>744619386Why?
Graviteam Tactics. You get the campaign map where you move units around, then it zooms in for engagements like total war so you can control your units. The ranges are realistic so you don't have a tank shooting as far as a rifle can or an AT gun needing to be within throwing distance