The Future of RTS
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The Future of RTS
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Re: The Future of RTS
#2Re: The Future of RTS
#3You can scroll to the 'team' section to see their bona fides; the founding members have track records that make me want to believe it'll be a good product.
Re: The Future of RTS
#4In 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 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.
Imagine a game where you had to shuttle food to your army to keep it fed, or physically bring stone to a construction site to build a castle, and you had to physically stockpile resources in vulnerable depots that would become targets of enemy raids.
You'd have to do a lot of design work to make the ergonomics of setting up the logistics infrastructure not incredibly tedious, but I think it could be done.
The closest RTS I have seen to this is probably the Warrior Kings series which was definitely ahead of its time in many ways.
Re: The Future of RTS
#5Something 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…
Re: The Future of RTS
#6I love RTS but I almost never hear of friends loving this genre, they usually want easy, relaxing games after long days of work.
Re: The Future of RTS
#7Something 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…
Almost seems like you'd be better off making mods/changes to the existing logistics game genre (Factorio, maybe?) to introduce RTS elements rather than looking for a ground-up implementation of a novel RTS.
Re: The Future of RTS
#8Something 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…
Re: The Future of RTS
#9Something 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…
Re: The Future of RTS
#10Something 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…