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
The Future of RTS
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Re: The Future of RTS
#72It somewhat surprises me that it died off so much with no sequel or replication of the format, I thought it was a decent team RTS with a reasonable amount of variety though maybe not enough. It also a baseless RTS and had not resource gathering component, iirc, and so could be argued it's more of a Real Time Tactics game.
Re: The Future of RTS
#73Besides the hard limit on the number of units in StarCraft and other RTSes, there's also a "soft" limit on how much shit an average player can keep track of or care about.
Re: The Future of RTS
#74Earlier quoted context omitted.
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.
Just so people know what they'll be getting in to with these mods: they add a ton of content and make the game much, much longer... which is great, if that's what you want.
But maybe you prefer more combat, or less combat.. or something that's focused on giving you some particular technology or technologies, or a dozen other ways to approach the game.
Also, many of my own favorite mods don't actually add much if any content at all, but are utility mods, which make certain parts of the game more manageable or more flexible... like train management mods.
Re: The Future of RTS
#75One RTS that i actually really like, to the point i actually made a couple of maps for was World In Conflict. It somewhat surprises me that it died off so much with no sequel or replication of the format, I thought it was a decent team RTS with a reasonable amount of variety though maybe not enough. It also a baseless RTS and had not resource gathering component, iirc, and so could be argued it's more of a Real Time…
Was there a multiplayer or longer / more replayable part? Perhaps that is the reason for the lack of long term success
Re: The Future of RTS
#76One RTS that i actually really like, to the point i actually made a couple of maps for was World In Conflict. It somewhat surprises me that it died off so much with no sequel or replication of the format, I thought it was a decent team RTS with a reasonable amount of variety though maybe not enough. It also a baseless RTS and had not resource gathering component, iirc, and so could be argued it's more of a Real Time…
World in conflict was awesome, I couldn’t remember the name of it until your comment, thanks! Was there a multiplayer or longer / more replayable part? Perhaps that is the reason for the lack of long term success
The environment destruction was amazing for the time, you could call in carpet bombing, napalm and even tactical nukes and it left the map as a warzone.
Re: The Future of RTS
#77Something 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…
Re: The Future of RTS
#78Re: The Future of RTS
#79Are 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?
So a few RTS games (StarCraft 2, Steel Division 2 come to mind) allow multiple players to share control of the same units/resources so you could artificially divide up responsibilities. You need to go far away from RTS to a game like Artemis: Spaceship Bridge Simulator to find a game where players are dealing with distinct gameplay to a common goal in a shared space however
Re: The Future of RTS
#80Earlier 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…
This might seem silly, but even as a grown man, Factorio scares me. It seems line it could be a trigger to fall into a deep chasm of aspberger like focus for weeks.