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How come the best controls in the RTS genre is present in a niche community-driven game and none of the "big" games come even close?
> Units are not dumb, they can actually kite and dodge.
> You can easily order them to stand as a line and not as a blob or a predefined formation.
> You can order your units to keep a formation while moving.
> You can order your units to attack everything in an area (not to confused with attacking ground in the area).
> You can order your units to retreat if they lose too much health (and they will even use their special movement abilities like jumping to leave the battlefield asap).
> You can order your units to avoid cheap targets and focus on the big ones.
> You can order to infinitely repeat an order in a building (this one is more present in the genre, but still somewhat rare).
> You can automatically add all newly built units to a control group.
> You can order to move through an exact path.
> You can order your transport to automatically move your units from one point to another without manually loading everything (I guess supreme commander does this?).
> You can add a task in the beginning of a shift queue.
> You can add a task inside of a shift queue and it will automatically place it in a place to minimize walking.
And the average RTS won't even allow you to zoom out enough to see everything.
>>
The hell? I uninstalled this piece of shit just an hour ago. It's objectively better than BAR and has its moments, but the campaign design was erratic and a pain in the ass throughout. I persevered until the final planets and ultimately got filtered by the DRP one, playing on 'easy'. I'd love to pick it up in a few years once it's in an actually playable state, because despite the rough edges, it's still an interesting piece of technology.
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>>1988127
He's gangstalking you
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>>1988129
it's true, we are
>>
I plan on beating the sp after I finish retro commander. I really liked it.
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>>1988088
Seems like you're just describing the game playing itself for you
>wowza I don't need to split my troops!
>wowza I don't need to micromanage wounded units from combat!
>wowzers the game does all the building and grouping for me!
At this point you just want a game where you click on autobattle and wait for the results.
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>>1988448
>wowza I don't need to tell my units to attack the enemy if they can see it
>wowza I don't need to tell my melee units to move towards the enemy first
>wowza I don't need to order each unit individually, I can just select all of them and order the whole group
>wowza I don't need to manually choose what units to control every time, instead I can use control groups
>wowza I don't need to click on every unit I want to choose, I can just draw a rectangle
>wowza I don't need to micromanage my workers, they can constantly go back and forth from the mineral field to my base by themselves
>wowza I don't need to micromanage newly build units and can use a rally point instead
>wowza I don't need to micromanage a unit to do multiple thing in a succession, I can just use a shift queue
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>>1988523
You joke but Starcraft fans unironically complained when SC2 came out and allowed you to rally workers to the mineral patch and to their horror didn't even need manual splitting.
I draw the line at primitive AI that can perform deterministically for BOTH players. In a classic RTS that usually means the duo of moving (optimal pathfinding without help) and attack (engaging the closest enemy and giving chase), with modifiers like hold ground and patrol. This mirrors what you do in say chess, just move and attack, but in real time.
If I can pre-automate building and fighting, then what am I even here for? Why not let the players choose build order script ahead of time and sit back eating cheetos? Why not let the players write elaborate macros for their units so micromanagement is taken care of? Why not ask ChatGPT to take over and go read a book instead?
p.s. automatic kiting and dodge was already present in original Total Annihilation and its easily my least favourite part of the game. I'm trying to do something precise and my robots suddenly start gay waltzing around.
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>>1988620
The point is that you start strategizing. You've successfully delegated work to your subordinates and now it's time for you to stop playing Warrior and start acting like a General.
For example, what do you do if you pick a build order and it turns out your opponent has counter picked you?
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>>1988620
>SC2 came out and allowed you to rally workers
to be fair the improved pathing, multi building select, autocast,unlimited unit select and braindead unit design with 0 micro or outplay potential made game almost auto-play, it led blizzard to add shitty busy work like the MULE, nexus boost and queens larva spawn to kill the downtime.
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>>1988088
> Units are not dumb, they can actually kite and dodge
I haven't played it in about 2-3 years probably but I remember dropping it because the AI was dumb as fuck. I'll give it another go, sounds like they improved it
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>>1988620
Calm down with the straw men about a game you haven't even heard of before, it's nowhere as laid back as OP is making it. The units are still too dumb to stay alive, the auto-features only increase your workload, and the micro is insane. I swear, every time someone has a genius idea on how to make RTSes viable at low APM, they only make it worse.
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>>1988448
lmao, it's almost as if this game is about making strategical decisions instead of gookclicking
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>>1989128
if you get filtered so hard by REAL TIME party of RTS genre play auto battlers or turn based games retard
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>>1989131
1v1 me bro or do you think you don't stand a chance in this """autobattler"""?
>>
>>1989135
i never said zero-k is an auto-battler just that you should play one if you get filtered by real time aspect of Real Time Strategy game you whiny retard
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>>1988088
It is open source and has a resident autist making cool widgets to make microing autistic detail easy without relying on dull bonus and formula.
The lost potential of zero-k is that it tries so much to steamline and add one off gimmick to a dead game of factories of repeating old archetypes in HP, speed, attack, projectile types and status effect when it could have build a game around these fun widgets, unit ai and gimmicks as fundamentals. Prime example is they lock entire transport logics behind one of the two flying factory that doesn't need more speed or help moving. There are insane amount of work put into logics like reinforcement pickups, auto responding to units walking into pick up and landing zone that could have offer strategic mobility that feels smug to make. Wargame, a game which every infantry are hauled on apcs and every ground forces follow the road don't have such nice things and troops that got their transport destroyed are basically crippled while transports are basically useless and idle. Starcraft managed to squeeze transport in each race but every one other than top level are learn to be helpless to do fancy thingd becuase it interfere with their robotic management of repeated expansion and production orders and penalized hard for missing the manual orders. This is why it became a spectacle sport because the skill ceiling is only one inch above the current floor so anything worth experiencing is to watch someone with top level flooring.
Same with terraforming. It is very common that every constructor can do that, yet no unit architype or unit ai to taking high wall, pillar and trenches as cover. Many are done as memes or just to block shots from long range arty or shield from radar. Many historical ambush are just rocks falling off a cliff or rolling off the slope not pushed down by manual labor but sabotaging the loaded support.
Another one is dug in. Lots of building can bunker up, but only crab can move.
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>>1988620
>Why not let the players write elaborate macros for their units so micromanagement is taken care of?
Zero-K lets you do that. You can write your own scripts to control your unit behavior. This doesn't replace micromanagement because writing a script to perform at the same level as a halfway decent player is much harder than simply being a halfway decent player.

>>1989277
>no unit architype or unit ai to taking high wall, pillar and trenches as cover.
Spiders exist to fuck your ass from the mountaintops.
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>>1988088
I love it, easily one of the best games I ever played, but it needs the graphical improvement that BAR has.
>>1989277
Not sure if I understand correctly what you wrote. I don't know if building the game on gimmicks is a solid idea.
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>>1989277
>why do sci-fantasy robot game not have human type logistics and APCs?
i dunno anon, have you tried thinking about it for more than five seconds?
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>>1989154
>is a strategy game
>is real time
>so it's a real time strategy game
>NOOOOOO NOT LIKE THAT!
kys retard
>>
>>1988088
I keep getting random driver timeouts in this game. It's a shame because I enjoy this more than BAR when it doesn't crash.
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>>1988127
>campaign
literally doesn't matter
this genre lives and dies by multiplayer
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>>1991772
Dying is what this compfag genre does best, indeed.
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>>1989131
>>1989154
Or we could just play these kinds of games? You're like someone complaining that someone should try baking because they prefer basketball to hockey. No logic.
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>>1992076
im not the one complaining about having to micro my units you schizo retard
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>>1992089
you're complaining that someone prefers a different type of game than you, and recommend that they play a third type of game
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>>1992133
im not complaining i simply told you to fuck off and stop polluting every RTS thread, better yet slit your wrists and kill yourself already you deranged faggot
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>>1992174
that wasn't me though
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>>1988448
https://zero-k.info/mediawiki/Cold_Takes/3_-_Fight_your_opponent,_not_the_UI
>>
>>1994215
That's a lot of words to say you want a game to play itself
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>>1988088
>better ui
All shitters do 3 lane harass at max zoom with micro for favorable initial engagement vector, until skrim spam happens. 4v4+ becomes juggling units inside mobile cloakers radi, manual fire on high alpha like its C&C1

Gookclickers isn't in the game, it is in the players.

The only strategy this game has is rallying dirtbags and superweapon snipes
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>>1994752
No it isn't. Ideally all the controls in this game would directly interface with your brain so you can micro every unit at once with your mind. We don't have the technology for that so instead tedium tasks like clicking every single damaged unit one by one can instead all be selected on your screen with a keybind for a certain threshold. Alternatively you can set a retreat zone and enable your units to retreat there when they reach a certain threshold of health. Your APM can then be spent on more meaningful tasks to further your push or refine your positioning, rather than spending it on busywork. Dodging rockets also isn't some intellectual task, it's something you would obviously do and having something that simple shouldn't take any significant amount of APM. These aren't going to make the game play itself, especially in a big open 1v1 map.
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>>1994784
>juggling units inside mobile cloakers radi
nigga just set them to guard and circle around the mobile cloak provider
you made a choice to use your APM on stupid bullshit, you don't get to complain
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>>1994784
It is not that the game is easy, the game is designed to help you as much as possible, so you can blame only yourself for playing bad.
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>>1988088
I played this game for a while and then picked up Deserts of Kharak. I noticed it has basically the same unit types: raiders, riots, skirmishers, assaults and artillery, so it appealed to me instantly. Out of habit I tried to spread out my railguns along a dune ridge with a right click drag - sadly it was not a feature in that game.
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>>1995019
weird, I remember as you could spread out units by right click dragging
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>>1994827
Only gayhomofaggot people want to optimize micro out of RTS games. People will be playing acoustic guitars and using regular decks of cards for poker a 1000 years from now long after these activities are made obsolete with Elon NeuroGoyChip™ because using our hands as precision interface between our mind and physical reality is deeply satisfying. Same goes for microing, the only people who dislike it are those who are bad at it. I do hope one day you get to wear Cerebro helmet and finally get halfway decent at Starcraft by staring intensely at the screen
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>>1997899
Units being braindead bricks by themselves is worse than ranged units shooting through walls with non-arcing projectiles.
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>>1997899
>using our hands as precision interface between our mind and physical reality is deeply satisfying
Kek is on to you, shitters
CHECKED
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>>1997899
Playing a random RTS is not the same as playing a stringed instrument. Starcraft or whatever isn't ancient art.
In any case, you can have it both ways. There's no reason why there couldn't be games with micro and games without. It's autistic to insist that RTS games can only be one specific thing. Computers make synthetic guitar sounds and poker is played on screens, too.
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>>1999214
>Starcraft or whatever isn't ancient art.
bruh it's from 1998
>>
>>2001489
Yes, it's young. Nothing about computer games is set in stone as definitively as "all RTS games must have micro or they shouldn't even exist" anon claims.



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