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?
The Future of RTS
101–110 of 275 posts
Re: The Future of RTS
#102Whilst I certainly have huge respect for HuK, I feel that either his use of the categories in the article as perhaps a bit simplistic. Many of the points he mentions are really intertwined - most importantly balance vs variety: it's very hard to score highly on both. SC2 has 3 very distinct races (he gives it a 8.8 for variety), hence there are just 6 possible matchups. AoE 2 (DE) has 35 (he gives it a 3), making ove…
As an alternative, a game could use positions for unit select. Kinda: Conquer the eastern flank to build Zerg units or conquer the western flank to build Protoss units.
Re: The Future of RTS
#103my 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…
It's designed to be playable with a controller, and uses a player character who commands the army and builds buildings. (Units autoproduce to a limit per building.) It removes APM from the equation, and also adds a new resource as a result: Position and focus of your commander.
Re: The Future of RTS
#104I 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…
Re: The Future of RTS
#105AOE2 variety comes from many different map scripts with many different seeds, not so much from the civilizations/units/techs. The doc talks about map generations in the AOE2 space section, but given the rational for prioritizing diversity, I expect this the variety in map generation should lead to a higher variety score. I really enjoying watching the AOE2 tournament scene: https://liquipedia.net/ageofempires/Portal:…
Re: The Future of RTS
#106There 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 SC2 for a while, at rather modest level (got to gold). After a few years I tried getting back to it and couldn’t even get out of bronze as I found defending against constant rushes not fun.
Re: The Future of RTS
#107Earlier quoted context omitted.
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…
I did try Bob's and Angel's, but I found the formulas so nonsensical that it broke the "immersion" for me.
I think I'd be more interested in a mod that added something that fits the game world and just... extended it a little. E.g.: adding aluminium and titanium, not 50 new raw materials that inter-convert into each other in absurd ways -- loops even in some mods!
E.g.: One thing that feels "not fleshed out enough" in the vanilla game to me is the infrastructure related to nuclear power. The centrifuges have no use other than nuclear enrichment and related processes. The heat pipes can only be meaningfully used with nuclear reactors. Etc... Similarly, you never need to use circuit networks, the back-pressure from the belts alone is sufficient to achieve the desired throughput.
Re: The Future of RTS
#108It's sad to me that this author's only view of RTS is as an esport. If that's how it is then I'll be fine if there's never another RTS, and 95% of the public doesn't care about esports either.
Re: The Future of RTS
#109Earlier quoted context omitted.
I was going to say the same thing. I played Settlers III as a kid and while it was an interesting gimmick it was honestly pretty cumbersome.
I got Settlers II HD Edition on GoG, and it made us a couple of good evenings.
There is also Foundation, by a smallish canadian studio (iirc), that kinda is a mix between settlers and sim city :-)
Re: The Future of RTS
#110Earlier 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.