Something that isn't significantly touched on here that most RTSes neglect is physical logistics. That is, actually getting resources from the point of collection to the point of consumption. In most RTSes, once you collect resources they essentially go into a magic resource counter in the cloud. You can collect wood on one side of the map, and instantly create a building with that on the other side of the map. I wou…
"I would be really interested in playing an RTS that focused much less heavily on variety of combat, and much more heavily on variety of logistics." You've basically just described Factorio , which is all about logistics. I strongly encourage you to give it a try, not only because of this, but because it is one of the greatest games ever made -- especially when played with mods, which make it 100 times better than th…
The Future of RTS
21–30 of 275 posts
Re: The Future of RTS
#22my hot take on RTS : I like the genre (or rather used to like, the last one I loved was SupCom) but I wish somebody would make an RTS with no/minimal macro. Controlling the builder/peons units is a chore at best and I would love to see it streamlined a lot. For example just ask for a building to be built instead of finding/assigning builders to the task and micromanaging what they will do next. Dungeon Keeper comes t…
Re: The Future of RTS
#23Something that isn't significantly touched on here that most RTSes neglect is physical logistics. That is, actually getting resources from the point of collection to the point of consumption. In most RTSes, once you collect resources they essentially go into a magic resource counter in the cloud. You can collect wood on one side of the map, and instantly create a building with that on the other side of the map. I wou…
This is the aspect that I wish was implemented in my favourite games such as Stellaris since disrupting the logistics of the enemy and protecting your own requires a much more thoughtful setup by players
* Where to site supply dumps for front-line forces
* how to protect them
* how to get supplies to where they are needed safely from your home world / base to these supply dumps and then to the front lines.
* how to keep forces supplied if you break-through enemy lines
* How to disupt the enemies logistics
Without things like the above the games usually devolve into "Bigger army / fleet wins, with a bit of rock/paper/scissor based on unit composition"
Re: The Future of RTS
#24I was excited to read the first part - an analysis of why RTS games have become less popular - and a bit discouraged when the author didn’t follow up on that theme more, and instead reviewed a bunch of past RTS’s. I do completely agree with the analysis, though. RTS games are hard for a “casual” player to get into. It’s hard to even follow a game on Twitch, because the camera is frequently jumping around while a play…
There have been tons of analyses written on why RTS games have become less popular. If you're curious to read some, it should be pretty easy to google up. But the general theory is that RTS has lots of subsystems and very few people like all the subsystems in a single game, so the player base fragmented as gaming evolved. Tower defense games took the people who liked the base building part of RTSes. Slower-paced stra…
Following SC2's announcement, RTS games almost stopped being developed entirely - no studio wanted to compete with blizzard's release. Unfortunately, Blizzard created a game which had very little of the UMS lobby scene, and very little of the captivating visual spectacle of SC:BW.
Blizzard's response to the decline of SC2 was made very clear very early; they didn't see the point in investing further in the genre when Hearthstone and WoW both featured recurring revenue and SC:BW had it's popularity owed to recurring fan based content at a set upfront price.
Re: The Future of RTS
#25Are there any games that have players controling different slices in the same space, like one player controls economy, another player controls production/R&D, and a 3rd player controls tactical?
Re: The Future of RTS
#26Something that isn't significantly touched on here that most RTSes neglect is physical logistics. That is, actually getting resources from the point of collection to the point of consumption. In most RTSes, once you collect resources they essentially go into a magic resource counter in the cloud. You can collect wood on one side of the map, and instantly create a building with that on the other side of the map. I wou…
The Wargame series from Eugen (the most recent one being Wargames: Red Dragon)
Logistics is a huge part of it, your armies can run out of ammo, or be stranded without fuel - there are dedicated units used for resupply.
Supply dumps, supply columns, and their protection, is a big part of the game as well.
Re: The Future of RTS
#27I believe another reason is that these games are mostly 1-on-1, so they don't benefit from the same team play benefits and network effects as other games.
Re: The Future of RTS
#28It's a 20-year old game that gets monthly patches, and is active enough to match you to opponent[s] in minutes.
Compared to SC2, I miss the asymmetry among Civs, and ability to pull off surprising strategies effectively. (eg Thor rushes, and going straight planetary fortress+Raven etc). AOE is more predictable by comparison.
Thoughts on if AOE2 DE players are mostly people who played the original, or if there are newer players? The pros seem to be a mix.
Re: The Future of RTS
#29I think that SC2 should be studied for its qualities but also for its mistakes.
I think it is overall an excellent game but at the same time I feel that it was not as well designed as SC1, even if patches improved it and fixed some glaring errors over time.
A few things that come to mind:
- Free units, they are extremely hard to balance and can easily lead to stale situations, and in my opinion they never feel right. And to be clear, projectiles are not free units.
- Spell casters able to stand a fight on their own and be massed, again it does not feel right and lead to imbalance/abuse. Spell casters should be support units, fragile and not scalable to a whole army.
- stackable aoe damage, because it leads to death ball armies that can be extremely difficult to engage, with somewhat difficult to read and seemingly random outcomes. A good aoe design is the SC1 inspired Psionic Storm, powerful but not stackable.
- Hero units, there is only one hero unit in SC2, for no good reason.
- Population cap, in SC2 the population is capped at 200 supply, this is an inheritance of SC1 technical limitation, but it has a strong impact on SC2 late game, not for the best as players tend to invest in defensive structures to compensate, leading to potentially static/ boring games.
Re: The Future of RTS
#30my hot take on RTS : I like the genre (or rather used to like, the last one I loved was SupCom) but I wish somebody would make an RTS with no/minimal macro. Controlling the builder/peons units is a chore at best and I would love to see it streamlined a lot. For example just ask for a building to be built instead of finding/assigning builders to the task and micromanaging what they will do next. Dungeon Keeper comes t…