[BEWARE:: THE FOLLOWING IS MOSTLY RAMBLING... THE LAST PARAGRAPH ACTUALLY CONTAINS MY POINT...]
That thread you posted a link to is very interesting and posses some very though tprovocative questions that I hadnt really thought of that much. Very cool. One thing though is, I thing that when designing the RTS, you must deside which group of people you would like to target. Some people believe that it is better if the RTS is more realistic and doesnt allow for you to do things that a present day (maybe more like early/middle 1900s) army chief wouldnt be able to do. Things like see reconosance missions take place, command individual units, etc are just not feasible. I believe more that the player should be given more control, though I''m not sure about control of each and every unit. I think that right now, most of the things like watch recon missions take place, and such, are actually fairly reasonable. I find it hard to believe that if the cheif of state wants to watch a battle take place via a satelte feed, they will be able to, (maybe not quite the present, but fairly close) In any game that is set in the future, I believe that it might be wrong in thinking that we must rely on units telling you information that they see, because some of it can be generated with-out even going there.
This however makes for a rather borring game. what fun is it when you can see the entire map in real-time, and watch your enimies from the start of the game. Even though this may be realistic in the future, it is not quite condusive to fun gameplay.
This is where I make my point ;P It really makes no difference wheather or not commanders have the ability to do this or that, or what the ''gameplay rules of real life(tm)" are. We have out own universe that we are creating. The rules can be anything. We all want to make the gameplay interesting though, se we go about it in different ways. I prefer to add gameplay that allows for the players to use more complex stradegy when designing battle plans. You find it more interesting to restrict the players'' ability to control their units to give a challenge. What it all comes down to is how you want to make your game interesting. If you want to make your game interesting by restricting control, go for it. If I want to add gamepaly to my gameplay by adding more control and therefor the added ability to stradegize, then Iwill do that. I guess I am trying to say that neither method is any better than the other, it is simply a matter of preference.
Wow did I take a long time to make a simple point.... *seesh*
I do however find your ideas verry interesting and see them as an excelent way of adding gameplay, I just prefer other methods
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I still think that I want to incorperate your idea of communication into my design. Mostly in the details that individual unit control is not time-effective, control of entire groups is more efficient... Units not inside your netowrk on communications can not be tracked, etc... You may however set up towers which help lengthen your communication network. As the network gets bigger, the harder it is is to update, so it is will be made so that it is really only helpful to make a limited network...
I also think that supply lines add an interesting gameplay feature and allows for much more stradigizing by each player...
well... Im done for now
Dwiel