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File: RTS-Logo-New.png (8 KB, 384x200)
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>Follow the same build order every game
>Adjust it with another build order after you scout
>The only ""skill"" barrier is APM, so if you can't mash as hard as the other player you lose
Wow what a great genre
>>
and
>>
>>1885983
With the onset of AI improvements you'd think that RTS genre would improve by cutting out micro altogether
>>
>>1885983
thanks for your input, you can fuck off back with the rest of the /v/tarded trash now. Bye
>>
>>1885983
Well, what you have to understand is that sometimes to enjoy a game you have to not be retarded.
>>
>>>/v/693262713
>he made the same seething thread on /v/
Damn what's it like to be this fucking mad and bad at games, OP?
>>
>>1886000
RTS is exclusively micro, you cut it out there's nothing to do in the game.
>>
>Make RTS with 'doctrines'

>Build orders are automatically established, press space when ready to put down a new building in sequence, no pressing a-a-s-e-click or whatever
>Interrupt build orders on the fly, resume them easily

>Worker building queue is automatic, pre-set their maximum to whatever
>Each individual worker in queue can be told before being spawned to mine the nearest type of resource you assign it upon spawning
>pre-set maximum workers collecting each resource type
>workers at exhausted resource nodes path back to nearest HQ/town center

>Combat unit building queue is automatic, pre-set each unit type maximum to whatever
>Suspend or resume overall unit production with like two hotkeys

>Worker and combat unit automatic queues can be further preset to change automatically after X minutes or after every tech upgrade or age advance

Would such a game fly
>>
>>1886000
>cutting out micro altogether
That's the domain of autobattlers where the player's agency is limited to choosing and positioning units and then watching them go.
Take Backpack Battles for instance: you acquire items within a certain budget from a randomized pool, you arrange them into optimal synergies, and then the outcome is decided in automatic combat.
>>
>>1885983
its a genre designed in the 90s, at least the games that are still played today are those. of course it will feel obsolete and stale now but it was great for its time
>>
>>1886000
What AI improvements? AI today in games is dumber than 90's game AI.
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>>1886000
>With the onset of AI improvements you'd think that RTS genre would improve
you have tech literacy of a geriatric boomer scared of online banking, please refrain from speaking out on similar subjects in the future
>>
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>>1885983
Your thread is shit.
>>
>>1885983
RTS
more like
Retarded Trash Shit
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>>1885983
okay turn-based boomer
>>
>>1886000
>With the onset of AI improvements
The currently hyped "AI" are specifically "Machine-Learning" AI.
They aren't smart at all, they are just really fucking good at finding patterns in the data you provided them.
To get them to produce a good result, you need first to feed them a billion examples.
Except even if you fed an ML-AI all SCII matches from the toppest compfag, it would only be able to play SCII well. Put it in command of a different game and it will barely be able to do anything, much less play better than just having a script settings all units to A-Move toward the player's base.

ML-AI can only serve as AI for a game that as already been released long ago.
Which is fucking useless development-wise.
>>
>>1885983
>>Follow the same build order every game
>>Adjust it with another build order after you scout
You contradict yourself within the secondmost sentence. Please stop being a disingenuous doublethink idiot.
>>
>>1885983
You don't need APM you need good fundamentals. Skill barrier is tactics not how quick you click or press buttons.



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