Advertisement

What things makes a good RTS, and what not?

Started by September 29, 2003 12:05 PM
12 comments, last by Ilankt 21 years, 3 months ago
quote: Original post by Ilankt
here is some other questions
1.economy, what should is better as resources collecting crystal and gas(SC) or gold, food, wood, stone(AO*)? (well, you get the idea)


It doesn''t matter a jot what you call them, it''s the number of different resources and how they relate to the game that is important. I''d also like to see more games dispense with the same old peon pumping paradigm.

quote:
2.paper-rock-scissors - good or bad?


Depends on the implementation. I think however, there should be more to unit balance than comparing their combat performance with each other. Some of the most powerful units in SC are the ones which don''t do all that much damage (Protoss Arbiter for example)

quote:
3. in my game I planned to enter to the units a little touch of RPG, I mean, adding levels to each unit, and each level, his HP, MP, and damage will increase. the increament will be very very small, but still, will make an advantage in battle.
good idea, or not?


It''s been done before, although I''m not sure how successfully. One possible advantage of it is that it discourages the cannon-fodder mentality that a lot of players have towards their units.

well what i DO find good about wc3 is the fact that you need to keep your units alive, not just for the sake of having them but to refuse the enemy heros the exp for killing them ...

wc3 ROCKS !
Advertisement
I agree that an RTS should be like chess in that everyone is equal until they use one stradegy over another. This is a pretty general rule, but a good one I think that most RTS game designers try to achieve. I think that a key to adding strategic elements to a game is by adding another ''dimention'' of stradegy to it.

an example would be to have 3 races... this is one dimension... 4 races doesn''t count as another dimmension.... units would be another dimension... so would anything that adds another strategic element to the game.

Things I plan on adding into my RTS include: nighttime advantages/disadvantages, radar/heat views for at night or under bad weather conditions, custom units built to order see: this thread

these are the types of things that I do not see in current RTS games that would allow for more elaborate/better stradegies. Most current RTS games, don''t give to many ways to gain advantages over opponents in battle the way often found in real-life war situations.

Just some thoughts... I think that this genre still has a way to go. Just think of all of the training that military commanders go through to be good at thier job. In the "real World" (tm) you know there are tons of places for stradegy to be used.

Dwiel
i reakon a good strategy is in the placement of units, not who has blood lust on all their strongass grunts! or who can build the fastest.


Or who use more recon, takes risks depending on recon, or enemies lack of recon, diversions etc

im sick of all the "elite" players who play 24/7

This topic is closed to new replies.

Advertisement