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The Future of RTS

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Re: The Future of RTS

#61
I will never, ever forgive Blizzard for removing quality-of-life features from Starcraft 2 for the sole purpose of artificially inflating the required APM. Specifically in the beta you could just use hotkeys to quickly use Zerg Queen to spawn extra larvae. But nope! Pro players hated that. Why should players be able to do something in a strategy game in fewer clicks when they could simply do it in more? Garbage.

In an RTS the mechanical skill largely comes down to raw speed. And it’s relatively binary. As opposed to a shooter where mechanical skill is reaction time and accuracy.

Interesting write up. I agree with many points. I pray someone twists the RTS genre in a way that is radically less reliant on APM.

Re: The Future of RTS

#62
post #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…

Agreed, they added Nomads faction recently. And its really popular these days. The only problem is that you still need a relatively good pc(good processor ideally) to play this game, considering that its over a decade old.

Re: The Future of RTS

#64
I think RTS can evolve, but I don't think you can compete with SC2 in the style where it excels, after more than a decade of balance patches. You can make games with a different focus though.

SC2 is a short (~10-20 minutes) 1 on 1 APMs contest. (APM=actions per minutes). APMs are more than fast clicking. No pro player managed to do everything they know they should do. It is about prioritization. Even I, a modest gold-league player can watch pro replays and go "oh, they should have moved the drones there, they could have saved these 3 marines". Knowing your skills there, execute well, recover from errors, exploit your enemies' mistakes, cause them.

This is the kind of game SC2 is, and it is perfect in that regard. It fits a niche perfectly, has the good amount of complexity.

RTS can be about other things than APMs, but also, I believe they can be about something else than being an eSport. It is not necessary to be an eSport to be a good game.

Re: The Future of RTS

#65
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.

It's like this for fighting games, as well. I've played both genres, but it's also the same deal for any mode that's inherently competitive, such as league play in the older shooters like Quake, CounterStrike, Team Fortress Classic & 2. Everyone says that they're "bad" but a few say they're "good", either through sheer practice and results or hubris.

You're right that there's a lot about it that isn't fun. One's ability to enjoy fighting games and RTS games begins and ends with understanding a multitude of different mechanics and having the physical execution to make one's plans a reality. People who play those genres have to practice daily to derive some decent enjoyment from the games in them, almost as if it's a second job (maybe even a third depending on what you do for a living, i.e. the software developers of HN still have to carve out time to keep up with tech advances).

It's worth it in the end in my opinion because of the people one meets in these communities. They're usually very dedicated, most like to see more people be able to compete and are really helpful, and will participate in group events in real life (tournaments for both fighting and RTS games, locals for fighting games).

Re: The Future of RTS

#66

Earlier quoted context omitted.

"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?

If you haven’t launched a rocket in the base version, then I strongly recommend no mods, while avoiding any videos or premade blueprints.

Then go watch videos and do it again, but much faster.

Then if you’re still playing, you obviously have time to kill so go play Industrial Revolution 2, space exploration, and bobs mods on their own for a whole new experience.

Re: The Future of RTS

#67
post #45

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…

Honestly, RTS games are already so bogged down in complexity that I wouldn't want to see one adding logistics unless it decided to claw back other gameplay features.

Sins of a Solar Empire had an interesting mechanic: You could generate trade within the area you controlled, and little non-controllable trade ships would fly around randomly within the area you were generating trade. If the enemy destroyed these trade ships they would get a small amount of resources and your trade income would drop an equal amount. It simulated logistics, because an enemy army sitting in the middle of your territory disrupted a lot, but didn't add complexity to the game.

Re: The Future of RTS

#68

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.

Indeed. While the damage & health numbers are the same between games, the improved “MicroAI” of the units makes them much more efficient.

Doubling the health of all units, would make the game more interesting.

Re: The Future of RTS

#69

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 agree wit you 100% 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 fr…

I feel like this concept is already fairly well covered in SC2, since you generally need to protect bases on the perimeter of your territory with your military units. You don’t need to literally escort resources from your perimeter mineral patches to your production facilities, but I think that can be hand waved just as easily as the firearm units having unlimited ammunition.

Re: The Future of RTS

#70

Earlier quoted context omitted.

"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?

I'd actually recommend you play your first full game modless (plain vanilla).

That should give you a feel for what the vanilla game is like, and what you like and don't like about it, so you'll be in much better shape to make your own decisions as to which mods look interesting or useful to you.

Then I'd experiment with mods to find out which one you like or not. Some of the most popular mods are probably not too bad to start with (as long as they're not full game overhaul mods or ones that add a ton of content, as those will almost certainly be completely overwhelming for a newbie.. they can be overwhelming even for advanced players).

Also, I'd start with just a single mod or two, and learn how to use those before adding more. It's easy to go mod-crazy, but that's useless unless you actually know how to use them. So learn a mod or two at a time, and then get a couple more.

There are usually videos on at least the most useful and popular mods out there, so those should be of great help in learning how to use them... but nothing beats trying them yourself.

For me personally, the top three absolutely essential mods are Fill4Me, Squeak Through, and Todo List. Don't expect to be blown away by these mods.. they're very small and very simple utility mods.

These days I actually play with hundreds of mods, so the three above won't even give you a small taste of what's possible.. they just cure a couple of annoyances, and add a tiny bit of useful functionality that I personally can't live without. But sooo muuch more is possible!

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