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The Future of RTS

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Re: The Future of RTS

#2
I always loved watching Huk play Starcraft 2. He was one of the early NA players that really helped hook me on competitive gaming. I remember how he could even make the boring things interesting - I have a distinct memory of him drawing a heart in the queued up movements of his scouting probe, which Day9, I believe, was able to show off on stream. Those early days of WoL remain the high bar food watching competitive gaming for me.

Re: The Future of RTS

#3
People interested in a new generation of RTSs should check out Frost Giant Studios [1]. About the time Blizzard was canceling future development on SC2, a bunch of prominent ex-Blizz devs and designers announced they were making a new studio with the express intent of keeping the genre going.

You 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.

1. https://www.frostgiant.com/

Re: The Future of RTS

#4
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 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

#5

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…

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

#6
Top 3 control, I mean writing, from HuK. Seems like a limited review so far, only a handful of games, no C&C mentioned. I'd say the genre is for a niche audience, just like model trains or golf video games, etc.

I 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

#7

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…

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.

I haven’t played it, but PvP Factorio (with rules and balance) definitely exists.

Re: The Future of RTS

#8

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…

Hearts of Iron 3 is probably the closest game to a RTS that put a big emphasis on logistics.

Re: The Future of RTS

#9

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 believe The Settlers pioneered this mechanic in 1993. In the Settlers II at least, supply block wasn't a matter of constructing additional pylons but rather "someone has to carry feed to the pig farmer so that someone else can carry pigs to the butcher so that..."

Re: The Future of RTS

#10

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…

Knights and merchants did it. Including feeding your standing army. Was a pain in de ass.
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