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The Future of RTS

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Re: The Future of RTS

#51

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…

Mindustry is a tower defense game that has some RTS strategies, especially when playing with other human players. You have to stock your defensive units with ammo by drawing (and defending) conveyors with resources (different minerals and/or energy) that feed them.

(Just noticed Factorio is mentioned below; Mindustry is similar, but also Open Source cross platform Java)

Re: The Future of RTS

#52

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…

If I remember right, such management was a staple of the great Settlers games. But it was a base building game without the rts combat.

Settlers did have combat, but it was greatly simplified (soldiers/archers/priests/towers.) I recall military victory was nearly always a foregone conclusion after the long economic buildup, so the relatively simplicity was forgivable. A more complex military game would perhaps have needed a complicated logistics path to training, route planning, sending the officers to look at the big board, etc. :)

Re: The Future of RTS

#53

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…

What mods do you recommend for Factorio?

Re: The Future of RTS

#54
I felt that Company of Heroes was a nice evolution of the genre and minimized the need for incredibly high APM.

For those who have not played Company of Heroes it is more about unit positioning and microing those units effectively. It requires a different set of skills than other RTS games.

Unfortunately I have not seen this catch on. Relic, the developers of CoH are working on Age of Empires IV and so I hope they will infuse their particular style RTS in it, but, for good and bad, it looks to be very similar to past AoE games.

Re: The Future of RTS

#55

As a master-level player of SC2 and once a top-1000 ladder player of Brood War I would also love to a see this genre evolving and staying fresh. I 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…

I think the biggest problem is just how quickly units do damage and how fast fights go. It's way too fast! Brood War has slower fights and it better for it.

Re: The Future of RTS

#56
There is one thing I've noticed about RTS: every player seems to think they are awful at the game.

This seems to be the opposite of most games, where players tend to overestimate their skill.

This actually keeps a lot of players from even trying online play.

There is something different about RTS... I think in some way they aren't fun. They are really quite stressful to play in ways other games aren't.

Re: The Future of RTS

#57
post #56

There is one thing I've noticed about RTS: every player seems to think they are awful at the game. This seems to be the opposite of most games, where players tend to overestimate their skill. This actually keeps a lot of players from even trying online play. There is something different about RTS... I think in some way they aren't fun. They are really quite stressful to play in ways other games aren't.

I played hours against friends. I did okay against them but got murdered in online play. The skill jump was huge and I never found a way to climb the ladder.

Re: The Future of RTS

#58
post #56

There is one thing I've noticed about RTS: every player seems to think they are awful at the game. This seems to be the opposite of most games, where players tend to overestimate their skill. This actually keeps a lot of players from even trying online play. There is something different about RTS... I think in some way they aren't fun. They are really quite stressful to play in ways other games aren't.

The first thing would be that almost all competitive RTSes are one-on-one games. Can't really flame your team-mates for getting pummelled.

And yep they're mechanically stressful. I used to play Broodwar competitively and it really felt more like exercising than gaming at some level. But it's also rewarding if you get into it, because just like in sports beating someone through mechanical skill is fairly satisfying.

Re: The Future of RTS

#59
post #49

Surprising to see no mention of Supreme Commander. This game isn't just alive, its thriving and getting popular(the FAF mod, not the base game). Maybe RTS games are not being actively made but the mods are very much alive.

Was looking for this in the comments. Forged Alliances Forever (FAF) is a lovely community mod. While the Winter Steam sale is going on, SupCom:FA is $2.50 - required for the mod to work. The single player campaigns were updated and turned into co-op missions. New survival, phantom, and other mods. New faction even. This is one of the few games where multi-monitor support just works. Runs on Linux with just a bit of work.

Re: The Future of RTS

#60
The author talks of APM requirement as benign challenge; the RTS decline is caused by RSI, because once the player gets to high-level play - speed of execution becomes dominant and players injure their muscles to win. Turn-based games are thriving because the cost-of-interaction is much less and APM is irrelevamt
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