quote: As for "point and click" or "memorize all of the hotkeys" that is a very small factor of a real time strategy, and anyone who actually plays any amount of real time strategies will realize that the strategy is not in pointing and clicking, or memorizing the hotkey''s. It''s the choice of units, the skills to use and the battle micromanagement.
Any amount of what are currently considered ''real time strategies'', that is
An ideal setup would be to allow the user to define commands (hotkeys) BEFORE the battle. That way, choosing hotkeys becomes part of post-battle gameplay (like ''choice of units'').
I am a big fan of using flags to relay commands from top to bottom (general to grunt). Basically, the player would be like a football coach, telling his units how to act on the field. But long before the battle/game ever starts, the player is able to teach new commands to his players, in the form of hotkeys. For example, pressing CTRL + R might give a ''full retreat'' command, where each unit turns his back and runs back to safety as fast as possible. A player might want to design a different type of retreat. He creates a macro that tells certain units to retreat one way, and other units to retreat another way. ''You archers, retreat by moving backwards, while giving the swordsmen cover fire. You swordsmen, retreat by moving backwards fast.'' Specific locations might be set to retreat to.
Now, the player should also be allowed to manually adjust the settings for the AI which controls individual units during combat.
Let players micromanage BEFORE battle, and macromanage DURING battle in real-time (perhaps by using turn-based command system).